Wild Rift Patch Notes 7.1e

Welcome to Patch 7.1e!

Welcome to Patch 7.1e! This patch, Taliyah joins the fight. We’re also making a round of adjustments to smooth out power across the roster. Some champions have been overperforming, especially when it comes to snowballing or shredding frontlines, while others haven’t quite been hitting their intended spikes. Additionally, we have some balance adjustments to some of our Adventure Modes. 

 

Reminder: content will be released throughout the patch.


NEW

TALIYAH, THE STONEWEAVER 

Taliyah is a nomadic mage from Shurima, torn between teenage wonder and adult responsibility. She has crossed nearly all of Valoran on a journey to learn the true nature of her growing powers, though more recently she has returned to protect her tribe. Some have mistaken her compassion for weakness and paid the ultimate price—for beneath Taliyah’s youthful demeanor is a will strong enough to move mountains, and a spirit fierce enough to make the earth itself tremble.

Taliyah will be released on May 15 at 00:01 UTC.


CHAMPION CHANGES

GAREN

Garen is a bit too dominant right now, especially when it comes to cutting through tanky frontlines. The damage and Armor Penetration on his third ability are giving him more power than intended in teamfights. So, we’re trimming some of the base damage and Armor Penetration on this ability to keep his juggernaut identity intact, while making him less oppressive against tanks.

Perseverance

  • Health regeneration when not struck by damage or enemy abilities for a certain time: 1.3% ~ 5.5% (Based on Level) → 1.2 ~ 4.5% (Based on Level)

Judgement

  • Base Damage: 15/19/23/27 → 13/17/21/25
  • Armor Shred: 15% → 10%

SHYVANA

Shyvana tends to ramp up too quickly into an overwhelming late-game threat. This patch, we’re shifting some of her power earlier while dialing back her scaling and smoothing out her overall strength curve. These changes should make her less oppressive over time while giving her a more stable presence throughout the game.

Base Stats

  • Base Attack Damage: 58 → 62

Fury of the Dragonborn

  • Slaying a Large Monster grants 10 → 8 stacks of Draconic Bloodline.

Twin Bite

  • Dragon form empowered attack slow effect: 50% → 30%

Dragon's Descent

  • Fury generated per second: 1.5/2/2.5 → 1/1.5/2

RYZE

Ryze is performing strongly with his reliable scaling into the mid and late game while still offering solid poke and burst early on. Currently, the movement speed from his first ability, especially when paired with Phase Rush, gives him too much burst mobility and makes him difficult to punish. So, we’re reducing this mobility interaction and slightly lowering the base damage of his first ability to keep his strengths in check.

Base Stats

  • Base Attack Damage: 58 → 54

Overload

  • Bonus Movement Speed after discharge: 30%/35%/40%/45% → 20%/27.5%/35%/42.5%
  • Base Damage: 80/105/130/155 → 70/95/120/145

TWISTED FATE

Twisted Fate is stacking the deck a little too well, especially with his passive gold generation that lets you cash in early and snowball into a sizable item lead. We’re cutting back the bonus gold from his passive and lowering the Attack Speed on his third ability to slow down his high-roll plays and keep his snowball in check.

Loaded Dice

  • Bonus Gold upon killing a unit: 2 ~ 12 → 1 ~ 9

Stacked Deck

  • Attack Speed when Active: 30%/35%/40%/45% → 20%/25%/30%/35%

BARD

Bard’s chimes aren’t quite hitting the right notes right now, especially around his mid-game spike. He’s falling behind where he should be making his biggest impact, so we’re speeding up the charge time on his second ability at higher ranks and lowering the cooldown on his fourth ability, helping him keep the tempo and better support his team when it matters most.

Caretaker's Shrine

  • Charge Time: 15/15/15/15s  → 15/14.5/14/13.5s

Tempered Fate

  • Cooldown: 80/70/60s → 75/65/55s

GRAVES

Graves is bringing the firepower, but his early game has been a bit off target. We’re shortening the cooldown on his third ability so he can keep the action rolling, and giving his first ability a stronger burst early on,helping him stay on point and keep the pressure up.

End of the Line

  • Bonus Attack Damage ratio of the explosion: 80%/110%/140%/170% → 110%/130%/150%/170%

Quickdraw

  • Cooldown: 16/15/14/13s → 13/13/13/13s

KAYN

Shadow Assassin Kayn isn’t quite cutting deep enough right now, leaving his burst falling short of a true assassin’s mark. So, we’re sharpening his damage by increasing the bonus from his passive and boosting the AD scaling on his second ability, so he can slice through targets and deliver a cleaner, deadlier finish.

The Darkin Scythe

  • Bonus damage ratio in Shadow Assassin form: 48% ~ 62% (Based on Level) → 52% ~ 66% (Based on Level) 

Blade's Reach

  • Bonus Attack Damage Scaling: 110% → 120%

SMOLDER

Super Scorcher Breath

  • Stacks needed to grant empowered effect: 20/85/150 → 25/100/175
  • Crit-based damage scaling: Critical Rate * 50% → (Critical Rate + bonus Critical Damage) × 45% 

ITEM CHANGES

Randuin's Omen

Randuin’s Omen currently provides insufficient reduction against Attack critical damage. As a core defensive item meant to counter burst from AD carries, it’s underperforming. We’re increasing the damage reduction from its active, allowing tank champions to more reliably withstand crit-based marksmen.

Resilience
  • Critical Damage reduction: 20% → 30%

Kraken Slayer

Kraken Slayer currently has a high cost-to-power ratio, and its performance against low health targets is underwhelming, making it less competitive compared to other items in the same price range. We’re reducing its cost and increasing its maximum damage against low-health enemies.

Base stats: 

  • Price: 3000 → 2800
Bring It Down
  • Maximum damage based on missing Health: 50% → 70%

Sundered Sky

Sundered Sky is a core item for tanky fighters, but its sustain is currently too weak, limiting its effectiveness in extended fights. We’re slightly increasing its healing ratio and also giving it a small boost to the health it provides.

Base stats: 
  • Health: 300 → 350
Lightshield Strike
  • Healing based on missing Health: 5% → 6%

BUG FIXES

  • Fixed an incorrect description for the Ixtal Seedjar rune.
  • Fixed an issue where Sett’s (1) ability dealt incorrect damage.

GAME MODE CHANGES 

ARAM

Champion Balancing

These changes apply to all Howling Abyss maps, including ARAM, AAA ARAM, and Spellbook ARAM 

Smolder

ARAM

Augment Adjustments

Bumper Car
  • Cooldown: 40s → 60s
  • Knockup Duration 1.5s → 0.5s
Slow and Steady
  • Attack Speed to Attack Damage conversion ratio: 0.75 → 1
One Strike
  • Base purchase gold reduction: 5% → 4%
  • Bonus reduction per Augment: 5% → 4%
Charged Shield
  • Shield Granted: 30% → 25%

Fuel Graffiti
  • Damage increased by 10. Counts as ability damage. 
Air Blade
  • For each additional Autocast Augment, this Augment gains 20 Ability Haste. 
Energy Canister
  • For each additional Autocast Augment, gain 1 extra energy Capsule. 
Bloodbath
  • For each additional Autocast Augment, this Augment gains 20 Ability Haste. 
Proximity Mine
  • For each additional Autocast Augment, gain +1 mine charge. 

SKINS

Cafe Cuties Norra

Releasing May 20 @ 00:01 UTC

Pool Party Taliyah

Releasing May 15 @ 00:01 UTC