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.
CHAMPION CHANGES

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

AKSHAN
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.
HEROIC SWING
Akshan will now slide along the wall if he hits it at an obtuse (<90°) angle mid-swing
COMEUPPANCE
- Now has an indicator that displays enemies within kill threshold
- [BUGFIX] Tooltip now accurately states that shots execute minions

ANNIE
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
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
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 STATS
Base Armor: 35 → 30Celestial Expansion
- Bonus movement speed: 40% → 30%

CAMILLE
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.
Hookshot
- Grants Attack Speed and stops on hitting an enemy champion or large monster → Grants Attack Speed and stops on hitting an enemy champion

DIANA
Diana is very close to being a viable jungler so we are giving her a light nudge to help her succeed a little more.
MOONSILVER BLADE
- [NEW] Now deals 110% damage to monsters

FIZZ
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
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.
SHIELD OF DURAND
- Base Damage: 40/80/120/160 → 40/70/100/130

GRAGAS
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 IV
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
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

KENNEN
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 STATS
- Base Attack Damage: 52 → 58
LIGHTNING RUSH
- Bonus movement speed: 100% → 110%

LEE SIN
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.
Safeguard
- 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
- 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

LUX
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
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.
BASE STATS
- Armor per level: 3.9 → 3.5
CONSUME
- 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
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.
GRAND STARFALL
- Cooldown: 120/105/90s → 110/95/80s

RIVEN
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.
BROKEN WINGS
- Base damage: 20/45/70/95 → 15/40/65/90
VALOR
- Cooldown: 9/8/7/6s → 10/9/8/7s

SERAPHINE
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.
STAGE PRESENCE
- [NEW] Seraphine starts the game with max Echo stacks

SHYVANA
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%
Burnout
- Base Magic Damage: 25/40/55/70 per second → 30/45/60/75 per second

SORAKA
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.
Equinox
- Root duration: 1/1.25/1.5/1.75s → 1.25/1.5/1.75/2s

TRISTANA
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.
RAPID FIRE
- Cooldown: 19/18/17/16s → 18/17/16/15s
EXPLOSIVE CHARGE
- Cooldown: 16/15/14/13s → 15/14/13/12s

TRYNDAMERE
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 STATS
- 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)
Bloodlust
- 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
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.
CRUSHING BLOWS
- Stacks on enemy champions or large monsters → Stacks on enemy champions or epic monsters

ZIGGS
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