Wild Rift Patch Notes 2.5

NYEHEHEHE! A lair-load of updates is headlined by Veigar, the tiniest and evillest of yordles. Also in 2.5: Guilds, matchmaking upgrades, a rework in the jungle and a ton of balance changes in preparation for next month’s Horizon Cup.

NYEHEHEHE! What’s black and blue and is about to show you the meaning of pain?! Veigar, the tiniest and evillest Yordle, makes his way to the mid lane for some explosive mage experiments, and he’s bringing a lair-load of new features to Wild Rift too!

With Guilds, you and your communities can get a little closer with chat, a shared space in-game, and ways to level up together. Then, harness those bonds in the fires of competition in Guild vs Guild. Check out the matchmaking improvements to keep things fair on the Rift!

Finally, a whole host of balance changes are sure to shake up the meta before next month’s Horizon Cup, and we’re hoping a fresh look at the jungle keeps ganks flowing.

Check out the latest /dev di-- uhh, Patch Preview to get a peek at the weeks ahead.

Note: Patch 2.5 is releasing a little later than its usual cycle. Expect to see the 2.5a balance patch on October 26th or 27th (depending on timezone).

Reminder: content will be released throughout the patch.





An enthusiastic yordle sorcerer, Veigar has embraced powers that few others dare even approach. As a free-spirited inhabitant of Bandle City, he once longed to learn more of the celestial magic practiced by mortals, but his natural curiosity was twisted by imprisonment in the Immortal Bastion. Now a stubborn creature with the dark fury of the stars at his command, Veigar is often underestimated by others—and though he believes himself truly evil, there are some who still question his deeper motivations…

Veigar will be released on October 15 at 00:01 UTC.



A long awaited social feature, Guilds are here! Guilds are in-game communities where you can connect to likeminded players, share news, chat and more.

Read more about Guilds here!



  • Guilds are available from account level 9 onwards
  • Creating a Guild costs 200 Wild Cores or 400 Poro Coins. We’re adding a small cost here because we want to encourage players to create and join Guilds for the long term
  • Use the Guild Finder to search for a Guild based on shared interests, skill level, or language


  • In the Guild Chat… chat to your whole Guild!
  • In the Guild Feed, react to posts with emotes
  • Post an invite to your Guild to fill premade lobbies
  • Moderate Guilds and nominate Officers to help keep the peace


  • As a Guild Leader, select a name, icon, tag, labels, and description to show off what your Guild is all about
  • When part of a Guild, you’ll obtain a Guild Plate: your Guild’s name and icon appears in several places in Wild Rift, including your profile banner, lobby, leaderboards, and more


  • Playing with your Guild awards Guild Points, leveling up the entire Guild with more customization options, an increased member cap, and more benefits
  • Playing with Guildmates awards the Poro Blessing: a small bonus to Blue Motes and account XP (the more Guildmates you play with, the higher the bonus)


The fun doesn’t stop there! Harness those bonds and stoke the fires of competition in a new seasonal matchup series, Guild vs Guild (GvG)!



  • A weekly competition between two Guilds selected to go head to head
  • Earn Supplies for your Guild by completing community missions—some attainable solo, many missions will require you to team up with Guildmates
  • The highest Supplies total at the end wins that week of GvG!


  • Each week, all Guilds are assigned one of two champions in that week’s matchup
  • Guilds will take the side of one of Runeterra’s champs to fight for their cause, with unique dialog in-game
  • The first GvG season is set in Piltover and Zaun!
  • A Guild’s first matchup will be a Battle Exercise against a bot Guild as a practice run


  • Missions are completed cumulatively throughout the week by the entire Guild
  • Each mission has multiple milestones; the more milestones completed, the more Supplies the Guild earns
  • Completing missions also reward Guild Points to level up your Guild



  • At the start of each week, all Guild members will be assigned one of two states: Armed or Unarmed
  • The more Armed players in the Guild at the end of the week, the higher your Champion Favor, which multiplies your Supplies total
  • Only the Guild with the higher Champion Favor avails of the boost
  • To max out your final score, aim to have as many of your Guild Armed as possible
  • Unarmed players do not receive Trophy Points from missions, but “bank” their Trophy Points for when they become Armed
  • Unarmed players can become Armed by playing with another Armed Guildmate
  • Armed players receive bonus rewards for playing with Unarmed players


  • Late in the week of GvG, the currently-losing team will be offered a chance to Sabotage their opponents
  • Sabotaging is a last-ditch effort to reduce your opponents’ final Supplies total
  • Only premade groups of five Guildmates can contribute to a Sabotage, which requires winning games as five-person groups in a 24-hour period
  • The winning team is then able to defend the Sabotage with their own premade-as-five wins over the following 24 hours



  • The final Supplies total takes into account the Guild’s completed missions (including individual contributions), Champion Favor (the Guild with the higher Armed rate), and Sabotage totals (reducing opponents’ Supplies)
  • The Guild with the highest total Supplies wins that week of GvG!


  • By participating, winning, and completing objectives, earn unique rewards exclusive to Guilds
  • Trophy Points are awarded to level up seasonal GvG progress
  • Earning Supplies and/or winning in Guild vs Guild improves a Guild’s rank on the leaderboards, and upgrades the Guild Plate


To address some key matchmaking issues, several upgrades will roll out over the coming weeks of Patch 2.5:

  • A new matchmaking algorithm which causes the system to focus more on MMR (matchmaking rating: a number behind the scenes that determines how well we think you will play in your next game) than rank. This change will make matches much fairer overall, but you may see wider rank discrepancies in game. This will be rolled out gradually throughout Patch 2.5.
  • To address the rank discrepancies above, we’ve added a Rank Competence Tag to the loading screen—when a player’s MMR is significantly higher than their rank, you’ll see this in the loading screen to have more confidence you’re being put into the same game as similarly-skilled players.
  • We’re introducing a backend system that adjusts the way we create matches in real-time. It’s a bit complex, so bear with us:
    • In patch 2.4 and before, the matchmaker only let players match if their MMR and rank were within a certain distance of each other. That distance started small, and then grew a set amount every second, which happened over a 2 minute period. After that, the allowed Rank and MMR gap had fully expanded, and the system stayed in this “expanded” state for the next 18 minutes for a total of 20 possible searching minutes. At that point the search timed out and needed to be restarted. Note: this meant it was always faster to keep waiting than it was to restart your search within that 20 minutes, because every time you restarted your search, you’d have to re-expand over 2 minutes.
    • In patch 2.5, the matchmaker starts out with the expansion set to be as big or small as needed using real time data on the players in the matchmaking pool. This new system aims to guarantee every player finds a match within a reasonable amount of time, and well within the 20-minute timeout period. We are hoping to get it closer to 3-5 minutes at maximum. Overall, this means you’ll find fairer matches at a faster rate.
  • Ranked gains, particularly in high-rank games, should now be more consistent. This change also fixes an issue where players could “catapult” from Master to Challenger by manipulating VP gains.


The Wild Pass is improved with few features and content!

Read more info on the updated Wild Pass here.


  • Upgraded the Wild Pass UI to make it easier to see which rewards you’ll earn next.
  • With the free version of the Wild Pass, players will earn a reward at every level up to 50.
  • Purchasing a Basic or Elite Pass gives you access to seasonal missions to help power up your progress, and more content beyond level 50. These seasonal missions were previously only accessible to Elite Pass players, so Elite Pass players will now gain the Wild Pass Boost, which grants more XP for each mission and sets you on the fast track to maxing out your rewards.
  • Added profile borders as a brand new reward type.
  • Earn Hexplorer Tristana for reaching Level 50 on the Premium or Elite Pass.


Added a new feature to make it easier to stream directly to Twitch. Use the button in the “Settings > Other” menu to head directly to the Twitch app and start broadcasting with the in-game overlay!


Position preference has been added to unranked PvP games! Before you get into a match, order your preferred positions (solo, jungle, mid, duo, support) from most to least preferred. From there, matchmaking will prioritize one of your top positions most of the time. It’s still possible to get any position, but you’ll have more control over your preferences, even if you don’t get your top choice.

Unranked PvP matches will remain simultaneous blind pick, and will not feature champion bans.



In Custom games, you can now select Tournament Draft mode. Tournament Draft features an esports-style draft with a phased champ select, featuring 5 bans per team and alternating champion picks. Community organizers, it’s your time to shine!


Added the ability to set your loadout based on what the best players in your region build. The top 3 players’ on each champion leaderboard will have their builds populated into the loadout screen in champ select.


Upgraded the end-of-game flow:

  • Improved visuals and streamlined the awards in the EOG screen to give more focus to non-MVP/SVP awards
  • Added summoner spells to EOG screen
  • MVP plate now shows on EOG lobby screen instead of EOG stats screen
  • Improved visuals and information on who “likes” you as a teammate in the EOG lobby


In the events screen, use the bell icon to choose which events you’d like to receive reminders for.



Releasing October 15 @ 00:01 UTC:

  • Superb Villain Veigar
  • Hexplorer Tristana

Releasing October 20 @ 00:01 UTC:

  • Eternal Dragon Brand
  • Fae Dragon Ashe
  • Lagoon Dragon Kai’Sa
  • Storm Dragon Aurelion Sol
  • Zephyr Dragon Master Yi*
*[Wild Rift debut]


You can earn or purchase accessories from a bunch of different sources. Please check the relevant page in game for more information on how to get ‘em!




Baubles: Third Place; Not Your Best Work; Drink’s On You; Goodbye My Sweet (Strawberry); Goodbye My Sweet (Vanilla); Goodbye My Sweet (Fudge); Goodbye My Sweet (Mint); Shiny Scaled Egg, Remnant of the Dragon

Icons: Protection of the Fae; Courage of the Lagoon; Will of the Eternal; Poise of the Zephyr; Tenacity of the Storm; Troves of the Dragon's Treasure; Malicious but Mini; Drawn to Greatness; Poro-splosion!; Lazy Times and Good Vibes; Jumping For Joy; Target Locked

Emotes: O Hai!; Evil Genius, Unmatched; Heads Up!; No Monkey Business; World Championship Poro; Poro, Comin’ On Up!; I’m Watching You; Flamin’ Taunts; Yes to Success; Focused and Prepared; Away, Worm!; Think, Fam… Think!; Behold, My Grand Finale; Another Day, Another Explosion

Icon Borders: The Dragon’s Eye; Right On Target

Recalls: Path Upon The Clouds; BOOM

Player Emblems: Valor In Arms (Cobalt); Valor In Arms (Plum); Valor In Arms (Malachite); Valor In Arms (Viridian)

Rift Emblems: Rooted Victory; Smouldering Ashes; We Got This (Navy); We Got This (Indigo); We Got This (Bold); We Got This (Scarlet)

Spawn Tags: The Fae; The Eternal; The Storm; The Zephyr; The Lagoon

Profile Borders: Tristana Display Case

All accessories will be released throughout the patch.




Quake in fear, for the Tiny Master of Evil is here! Complete missions to unlock him for free. *Cue villainous laugh*

The Veigar’s Arrival event begins Oct 15 at 00:01 UTC.



The dragons seek a new champion. Which blessing will you earn?

The Way of the Dragonmancers event begins Oct 20 at 00:01 UTC.



Ahri is overperforming across all skill levels, so we’re giving her a tune down across the board.


  • Base Health: 570 HP → 530 HP
  • Mana per level: 57 → 49

Orb of Deception

  • Base Damage (Both Magic and True): 40/75/110/145 → 35/70/105/140


We now have the technology to make Akshan’s Heroic Swing feel better when used in obtuse (greater than 90°) angles. Also, here are some quality-of-life changes to help Akshan players make better decisions about his ultimate.


Akshan will now slide along the wall if he hits it at an obtuse (<90°) angle mid-swing


  • Now has an indicator that displays enemies within kill threshold
  • [BUGFIX] Tooltip now accurately states that shots execute minions


Annie’s ultimate is too generous in allowing her to stun targets from long distance, and it’s currently too easy to snag multiple enemies in a single cast. We’re bringing down the radius and damage of the initial Tibbers cast, but to compensate, we’re pulling power out of her (3) Molten Shield in order to buff up the bear himself, and make him into a larger threat.

Molten Shield

  • Cooldown: 12/12/12/12s → 14/13/12/11s
  • Shield amount: 60/110/160/210 + 60% AP → 50/110/170/230 + 40% AP

Summon: Tibbers

  • Effect radius: 275 → 225
  • Base damage: Reduced from 150/275/400 → 140/250/360
  • Tibbers flame aura effect radius: 200 → 300
  • Tibbers flame aura damage: 20/30/40 + 10% AP every 1 second → 24/40/56 + 12% AP every 1 second
    • Frequency: Increased from 1 tick per second → 4 ticks per second
  • Tibbers' Enrage Attack Speed: Decays over 3 seconds → No longer decays


Ashe's utility is not quite hitting the mark in general, so we're boosting the Frost Archer's passive slow to give her more room to kite her opponents and set up her allies.

Frost Shot

  • Slow amount: 15 to 25% by level → 20 to 30% by level
  • Critical slow amount: 30 to 50% by level → 40 to 60% by level


Aurelion Sol has quietly been a safe and powerful pick in the mid lane for some time. We're reducing his base Armor and the mobility he gains from Celestial Expansion to open up more space (lol) for healthy counterplay.


Base Armor: 35 → 30


  • Bonus movement speed: 40% → 30%


Camille is dominant in multiple positions for highly skilled players, and we believe that she has too much flexibility in her position selection. We are removing her ability to clear the jungle quickly now the second cast of Hookshot no longer hits jungle monsters. This will also disable Camille’s ability to trigger Hookshot’s attack speed buff in order to make her jungle play a riskier bet that will rely more on ganks to succeed.


  • Grants Attack Speed and stops on hitting an enemy champion or large monster → Grants Attack Speed and stops on hitting an enemy champion


Diana is very close to being a viable jungler so we are giving her a light nudge to help her succeed a little more.


  • [NEW] Now deals 110% damage to monsters


Players have given us feedback about Fizz’s ultimate fish not matching its hitbox—we agree! We’re fixing it to better match its visual so it’s easier to position around.

Chum the Waters

  • Hitbox adjusted to better match visual


Galio's tanky support build is performing a little too well in all skill levels which makes him an overly flexible pick. We're taking a light chip out of his (2) Shield of Durand to make playstyles that invest points in it early a little bit less effective.


  • Base Damage: 40/80/120/160 → 40/70/100/130


Gragas is a dominant pick in professional play and a multi-position flex. While it’s great when skilled Gragas players set up their team with a powerful knockback, (Ult) Explosive Cask currently holds too much damage and is available a little too frequently in the earlygame.

Explosive Cask

  • Cooldown: 80/70/60s → 90/75/60s
  • Base damage: 200/300/400 → 150/275/400


Jarvan’s flag-n-drag combo feels a little clunky so it’s getting smoothed out.

Demacian Standard

  • [NEW] Sped up dash startup time when using (1) Dragon Strike to dash to (3) Demacian Standard


Jhin is sitting at an acceptable power level in most respects, but the strength of his utility is a bit under where we'd like it to be.

Deadly Flourish

  • Root duration: 1/1.25/1.5/1.75s → 1.25/1.5/1.75/2s


We believe that Kennen is close to having a healthy presence in the metagame, but he has yet to make an impact in high-level play. We're amping up his laning phase by increasing his base AD and increasing the bonus movement speed gained from Lightning Rush.


  • Base Attack Damage: 52 → 58


  • Bonus movement speed: 100% → 110%


Lee Sin is a popular and powerful jungler that has been particularly dominant in high level play. In order to reduce how quickly he can burst down targets, we are softly reworking Iron Will so that it persists across two attacks but deals less damage with each hit.


  • Iron Will: Empowers next attack to deal an additional 50/75/100/125 + 80% AP magic damage and gain 35/50/65/80% physical and magic vamp
    → Empowers next two attacks to deal an additional 26/39/52/65 + 40% AP magic damage and gain 16/24/32/40% physical and magic vamp


Lux is very close to being in a healthy spot in mid. We are giving her some love to her ultimate’s scaling to reward high AP builds.

Final Spark

  • AP ratio: 0.75 → 0.85


Nunu & Willump’s power levels have snowballed out of control after their release. As players have grown to understand the boy and his yeti, they’ve grown to be a menace for players of all skill levels, so we’re lowering their survivability and clear speed.


  • Armor per level: 3.9 → 3.5


  • True damage to monsters and minions: 350/560/770/980 → 350/500/650/800
  • Base healing: 60/100/140/180 → 60/95/130/165
  • Heal Bonus HP ratio: 9% → 8%


Pantheon has been struggling to find his place amongst other Baron laners in high-level play, so we're reducing the cooldown of (Ult) Grand Starfall to give skilled players more opportunities to make impactful plays.


  • Cooldown: 120/105/90s → 110/95/80s


Riven is overperforming in multiple roles, so we’re taking this opportunity to cut down on two big points of frustration for playing against Riven: her early game damage output and the uptime on her defensive abilities.


  • Base damage: 20/45/70/95 → 15/40/65/90


  • Cooldown: 9/8/7/6s → 10/9/8/7s


Seraphine’s getting the same quality-of-life feature from her PC version. Starting with max Echo stacks means she has a few more options at level 1.


  • [NEW] Seraphine starts the game with max Echo stacks


Shyvana is struggling a little bit in organized play and high-skill ranked, so we’re amping up her strategic power as a power farmer and a dragon killer.

Fury of the Dragonborn

  • Bonus damage against Elemental Drakes and Elder Dragons: 20% → 25%


  • Base Magic Damage: 25/40/55/70 per second → 30/45/60/75 per second


Soraka is falling off a bit too much in higher levels of play after our last round of changes. We want her to have a higher payoff when she is successful at popping her only hard crowd control.


  • Root duration: 1/1.25/1.5/1.75s → 1.25/1.5/1.75/2s


Tristana is underperforming at all ranks against compositions that she should be strong against, so we're reducing her offensive downtime to make her slightly less punishable throughout the game.


  • Cooldown: 19/18/17/16s → 18/17/16/15s


  • Cooldown: 16/15/14/13s → 15/14/13/12s


Consistently across all skill levels, but particularly in higher skill games, Tryndamere has struggled as a laner but performed quite well as a jungler. This patch, we’re taking a larger swing at balancing out his positions by giving him a new mechanic he can take advantage of in lane more so than in the jungle. As a result, we also needed to rebalance some of his stats and abilities to make sure jungle Trynd was not overly buffed. This is a pretty large change, so we’ll be keeping an eye on how he performs. RAAAARGH!


  • Base Attack Damage: 64 → 52
  • AD per level: 4.55 → 5.5
  • Starting bonus attack speed: 20% → 10%

Battle Fury

  • Crit Rate gained from Fury: 1.6% to 3% (based on level) and doubled at 100 Fury → 3.2% to 5% per point of Fury (based on level—caps out at Level 10)
  • Fury gained from unit kills with attacks: 10 → 15
  • [NEW] Attacking a champion grants 50/55/65/75% (scaling with ultimate rank) attack speed for 5 seconds (6 second cooldown after attack speed runs out)


  • Heal amount per point of Fury: Increased from 0.5/1.1/1.7/2.3 HP → 0.7/1.3/1.9/2.5 HP

Mocking Shout

  • Slow amount: 30/40/50/60% → 20/30/40/50%

Undying Rage

  • [NEW] Passive: Increases Battle Fury’s bonus Attack Speed to 55/65/75% based on Ability Rank


Wukong is clearing the jungle too quickly, so we are removing his ability to amplify his damage against large monsters for his clear. Note: The tooltip incorrectly stated that this passive could stack against any unit, while it only stacked on champions and large monsters.


  • Stacks on enemy champions or large monsters → Stacks on enemy champions or epic monsters


Ziggs is too powerful in the midgame where he can harass opponents and rotate around the map to demolish turrets more freely. We've retuned his passive base damage curve so it’s weaker in the midgame, but starts at the same value and scales to the same value at level 15.

Short Fuse

  • Base damage: 20/30/40/50/60/70/80/90/100/110/120/130/140/150/160 → 20/25/30/35/43/51/59/67/79/91/103/115/130/145/160




Scryer’s Blooms now appear on the Howling Abyss to scout enemies and units in the lane bushes!


Because of the above change, cannon minions no longer grant true sight of invisible units and traps. For Wild Rift, we felt cannon minion vision was suboptimal overall, so the new vision system means you can use the Scryer’s Blooms to scout out traps, instead of escorting a cannon minion all the way up the lane.




To prevent miscasts, abilities that buff allies can no longer target clones. These include:

  • Annie: (3) Molten Shield
  • Soraka: (2) Astral Infusion
  • Janna: (3) Eye of the Storm
  • Lulu: (3) Help, Pix!


After reviewing the effects of our changes to gold acquisition over the last year, we feel we’ve drained too much gold from supports as a role. We’re buffing the Graceful Charity passive gold mechanic from Patch 2.4 that should allow us to isolate buffs to the support position.

  • Bonus passive gold starting time: 5:00 → 4:00
  • Bonus gold per second: 1G → 2G


We’re making Flash interact more consistently with non-ultimate ‘skillshot’ dash abilities (dashes that don’t home in on a target). In Patch 2.5, Flash will cancel many dash abilities but still activate or bring their effects to the flashed location (e.g. Flashing during Riven’s third cast of Broken Wings will apply the knockup at the new location).

Some dash abilities do not allow Flash to be cast in the middle of their animation and these will remain unchanged. This change will likely give more options to skilled players on champions like Riven, Renekton, Fiora, etc.

  • Flashing during a ‘skillshot’ dash completely cancels the ability and its effects → Flashing during a ‘skillshot’ dash applies the dash’s damage or effects at the flashed location



We’re removing the ability for players to purchase multiple copies of the same Tier 3 item. To be clear, this is not a common way for most players to play the game, but it can be a trap that new players can fall into since item passives with the same name do not stack. Additionally, if an optimal build involves buying multiple copies of one item, it’s probably not super healthy overall—so we’re adding a restriction to keep things unique per build.

  • Players can purchase multiple copies of the same Tier 3 item → They cannot do that


We’re updating the Energized items to better reward players for investing in it by allowing Energized damage to stack.

  • Kircheis Shard, Rapid Firecannon, Stormrazor
    • Energized Attack’s bonus magic damage now stacks with other Energized item passives
  • Statikk Shiv
    • Energized Attack’s bonus magic damage now stacks with other Energized item passives
    • Clarified that Statikk Shiv’s individual portion of an Energized attack’s bonus magic damage can critically strike


Generally when players use the Protobelt active effect in the middle of a dash ability, the objective is to extend their engage or disengage range. In previous patches, Protobelt’s active interrupts the current dash, so we’re adjusting it to buffer until the end of the dash animation. This change will make it easier to combine Protobelt’s active with other abilities for combos without requiring pixel-perfect timing on each button press.

  • Using Protobelt Enchant during a dash will now queue the effect to occur after the dash finishes


After observing the jungle position over the last year we are making a decent amount of changes aimed at making jungle a bit less hectic to play and reduce the likelihood of unhealthy strategies like gold funneling. Overall, we expect the changes to be a small net nerf to jungle, as it’s currently the highest impact position in Wild Rift.



We’ve seen gold funneling creep up in terms of prevalence, and it’s not a super healthy strategy overall. We’re making Smite a bit more powerful in the jungle and weaker in lane.

  • [NEW] Having Smite equipped grants 20% extra gold from monsters
  • Minion Gold/XP penalty: -20% → -25%


In conjunction with Smite’s changes, we’re tuning jungle monster gold to make sure junglers remain roughly equal in power to other positions. Respawn rates are also being tuned as we felt that the camps themselves were respawning too quickly, leading to too many conflicted situations where a jungler had to choose between power farming or ganking.


  • Small/Large monster respawn time: 90s → 105s


  • Greater Murk Wolf bounty: 100G → 90G
  • Ancient Krug bounty: 80G → 60G
  • Large Raptor bounty: 70G → 60G
  • Small Raptor bounty: 30G → 25G
  • Gromp bounty: 140G → 130G
  • Rift Herald bounty: 300G → 250G
  • Rift Scuttler bounty: 120G → 100G
  • Red Brambleback bounty: 140G → 130G
  • Evolved Red Brambleback bounty: 220G → 180G
  • Blue Sentinel bounty: 140G → 130G
  • Evolved Blue Sentinel bounty: 220G → 180G


Baron Buff has felt strong in its ability to completely choke out a game. At the same time, it was also spawning quite early into the game and often avoided since teams are often unwilling to take the risk. We see an opportunity here to match up its spawn time closer with average game flow by pushing back the spawn and reducing its power to increase comeback potential.

  • Initial spawn time: 10 mins → 13 mins
  • Baron-empowered minions bonus damage: 40% → 20%


As Baron’s initial spawn time is increasing, we also saw a good opportunity to introduce more strategic interest in Rift Herald by allowing her to respawn if she’s taken early enough in the game—taking all suggestions for Shelly’s friend’s name.

  • [NEW] Rift Herald can now respawn once after 4 minutes
  • Rift Herald default despawn time: 9:00 → 12:00
  • Rift Herald charge damage to structures: 200% AD + 20% HP → 1500 + summoning champion’s level × 50
  • Rift Herald self damage on charge: 100% AD + 10% HP → 70% current HP


  • Ping, chat, and emotes now all share the same spamming cooldown
  • Increased the activation area for the emote wheel
  • Revival effects and Zhonya’s Enchant now have a countdown bar only visible to allies
  • The in-game text chat has been slightly widened
  • Added the ability for players to share a unique URL to invite friends to join Wild Rift and add them as a friend in game
  • Added ability cooldown pings to the main in-game ping/communications panel


  • For melee champions, tapping the attack button has increased sensitivity to choosing enemy champions outside of your melee attack’s range. This change will mean that melee champions will need to rely on the minion button more often to farm in lane. We’ll be keeping an eye on your feedback around this change and will offer a setting if enough players feel like it is hard to adapt, but we expect this tuning to resolve more issues that it creates as it will make it way less likely for a melee champion to randomly attack a passerby minion while chasing down an enemy.
  • While the ‘Dash in Move Direction’ setting is on, tap casting a dashing ability without a move stick input now dashes at targets instead of the direction that the player’s champion is facing.
  • We’ve done some general tuning to make accidental drags when furiously tapping the attack button less likely to occur.
  • We’ve increased the maximum size of an ability button to help players drag-aim on longer range abilities and have a wider range of tuning for drag sensitivity.
  • Added touch feedback for store and other areas for Android and iOS.


  • Added a yellow dot for the Store, which will now appear whenever new content is available
  • Players are now granted a one-time opportunity to select from 1 of 5 skins after they purchase Wild Cores (of any amount) for the first time after Patch 2.5


  • Upgraded the visuals of the social share screens
  • Thresh’s model and splash have been updated to more closely match his visuals in Thresh Unbound: A Night at the Inn
  • Optimised patches on Android to reduce the size of downloads after updating to a new version
  • Updated flow for new players, with specific new-player-related missions
  • Made adjustments to the second tutorial, adding Target Lock and info about jungling so new players learn more about Wild Rift earlier in their first few games


Oct 14 - Oct 20: Ahri, Draven, Jarvan IV, Renekton, Rengar, Riven, Senna, Sona, Xayah, Yasuo

Oct 21 - Oct 27: Camille, Kha’Zix, Lee Sin, Lucian, Nami, Orianna, Singed, Thresh, Vayne, Ziggs