Wild Rift Patch Notes 2.4c
It’s quiet… maybe too quiet. A few balance changes for some snowballing outliers and the long awaited introduction of High Noon Lucian and Senna to the roster.
SEP 22 HOTFIX

BRAND
Brand has been an oppressive force in the mid lane since his release, so we're toning down his overall survivability and adjusting his main sources of damage. The initial speed of his ultimate is also being reduced in order to give opposing players more room to play around the ability.
BASE STATS
- Health per level: 115 → 95
- Health at level 15: 2220 HP → 1860 HP
- Armor per level: 4.7 → 3.9
- Armor at level 15: 116 → 105
- Health per level: 115 → 95
PILLAR OF FLAME
- Damage: 75/135/195/255 + 60% AP → 70/125/180/235 + 55% AP
- Ablaze bonus damage: 25% → 30%
CONFLAGRATION
- Damage: 70/100/130/160 + 45% AP → 60/90/120/150 + 40% AP
PYROCLASM
- Projectile speed: 1600 units per second → 600 units per second
- Projectile acceleration: 0 units per second → 500 units per second
CHAMPION CHANGES

LUCIAN
After being nerfed and then his core items taking a hit too, Lucian’s ended up too weak. We’re giving him back a little power in his health and dash to put him in a more stable state.
BASE STATS
- Health: 570 HP → 610 HP
RELENTLESS PURSUIT
- Cooldown: 23/20/17/14s → 22/19/16/13s

RAMMUS
Rammus is over-performing after our last set of changes which were aimed at improving his early jungle clear without making him over-bearing. Keeping within the same direction, we are giving him a tune down on his PvP damage scaling (he's a tank, after all) but also amping up his bonus damage to monsters to keep his clear relatively equal in power.
POWERBALL
- Damage: 105/150/195/240 → 110/140/170/200
DEFENSIVE BALL CURL
- Passive damage Armor ratio: 10% → 8%
- Active damage Armor ratio: 15% → 12%
- Monster damage bonus: 150% → 175%

RENGAR
Rengar’s early game is too strong at the moment. Tweaking down his early game so he can’t snowball as easily as before.
BASE STATS
- Armor: 45 → 40
- Attack Damage: 70 → 64

SONA
Sona’s been hitting all the high notes in recent times, but rather than impact supportive capabilities, we think trimming down her damage dealing would fit her utility identity a bit more. We’re also increasing her ultimate’s cooldown slightly to give opponents some more breathing room when dealing with her game-changing ultimate.
Hymn of Valor
- Active damage: 40/80/120/160 → 40/75/110/145
- Active AP ratio: 50% → 40%
- Ally aura bonus damage AP ratio: 30% → 20%
Crescendo
- Cooldown: 90/75/50s → 100/80/60s

TEEMO
Teemo is overperforming across the board. He’s getting some hefty general nerfs to his defenses to make him even more squishable.
BASE STATS
- Health regen: 7.5 → 6
- Health per level: 115 HP → 105 HP
- (Health at level 15: 2180 HP → 2040 HP)
- Armor: 35 → 30
- Armor per level: 4.3 → 3.9
- (Armor at level 15: 96 → 85)