Wild Rift Patch Notes 3.1
Donuts, Dragons, and Divine new items. Patch 3.1 is finally here, and it’s a big one. Karma and Shen are ready to help you find your inner balance. But if teleporting around the map to save allies who are in a pinch and knocking enemies into the donut of death somehow doesn’t help you find your inner balance, maybe you’ll find it when the map changes and the rain begins to fall on Wild Rift.
Yep, Wild Rift is going Elemental! The limited game mode with our first version of Elemental Rift will be available to play this patch. Infernal Dragon, Ocean Dragon, Mountain Dragon, and the powerful Elder Dragon will be making their debut appearance. Each one will change up how the map looks from game-to-game and their powerful souls will be up for grabs.
We’re also bringing you brawl the updates you can handle with two new fighter items along with some updates to a few others. Supports have been in need of some love, so we’re making some updates to Summoner Spells and Hextech Megadrive to help them out. We also have a whole host of balance changes, a new Wild Pass, and a new Ranked Season!
Enjoy the new power of Dragons, eat a donut for me, and good luck in your climb! See you in Patch 3.1a!
Reminder: content will be released throughout the patch.
NEW
NEW CHAMPIONS
KARMA, THE ENLIGHTENED ONE
No mortal exemplifies the spiritual traditions of Ionia more than Karma. She is the living embodiment of an ancient soul reincarnated countless times, carrying all her accumulated memories into each new life, and blessed with power that few can comprehend. She has done her best to guide her people in recent times of crisis, though she knows that peace and harmony may come only at a considerable cost—both to her, and to the land she holds most dear.
Karma will be released on March 24 at 00:01 UTC.
SHEN, THE EYE OF TWILIGHT
Among the secretive, Ionian warriors known as the Kinkou, Shen serves as their leader, the Eye of Twilight. He longs to remain free from the confusion of emotion, prejudice, and ego, and walks the unseen path of dispassionate judgment between the spirit realm and the physical world. Tasked with enforcing the equilibrium between them, Shen wields blades of steel and arcane energy against any who would threaten it.
Shen will be released on March 24 at 00:01 UTC.
NEW FEATURES
NEWS TAB
The News Tab is here! You can now easily read articles, patch notes (just like this one), game news, community events, esports and videos in the app!
RANKED S5
New Ranked Season. New Glorious skin. Ranked S5 will begin March 26, 2022 at 7 AM GMT+8 and you’ll be able to earn Glorious Crimson Evelynn, just what you need to slay your way to the top in style.
RANKED STORE
We’re adding some new goodies in the Ranked Store to spend your hard earned Ranked Coins on! Starting with Glorious Crimson Evelynn, you’ll be able to purchase a new reward, the Weapon Augment in the Ranked Store. It’s the perfect way to show off your commitment to the climb.
Get excited! Glorious Jinx will also be making her return in the Ranked Store, so if you weren’t playing when she was available or Wild Rift wasn’t available in your region, now's your chance to pick her up!
WILD PASS
Our private help is here and just in time. Things have been…strange. Earn Psychic Detective Senna and other rewards in this mind-bending Wild Pass!
New Wild Pass will be available starting March 24 at 00:01 UTC
NEW MODES
ELEMENTAL RIFT
Wild Rift is going Elemental! You’ll be able to test and play our first version of Elemental Rift in this limited game mode! There will be three Dragons: Mountain, Infernal, and Ocean, which will change the terrain of the map and grant powerful buffs. You may notice one element is missing, Cloud Dragon. During our playtests, Cloud Dragon offered hidden power that made it less enticing for teams to play around and we wanted to give the other elements room to shine. This is just our first version of Elemental Rift and what you play in this game mode might be very different from what comes in Patch 3.2 and we look forward to hearing your feedback. Now let's dive into a quick summary of what you can expect during Elemental Rift.
On the death of the second dragon, the map will change and open new and unique gameplay opportunities for your team:
Mountain Rift
- Forges new terrain in the jungle, along with a defensive wall in front of the Dragon pit.
Infernal Rift
- Burns away brush and opens new pathways to red and blue buff.
Ocean Rift
- Spawns more brushes across the map along with some extra Honeyfruit!
Slaying each Dragon grants your team some bonuses, but once you slay three Dragons, you get a powerful soul:
Mountain Dragon:
- Increases your armor and magic resist
Mountain Soul:
- Grants a shield after not taking damage for a short while
Infernal Dragon:
- Grants your team bonus Attack Damage and Ability Power
Infernal Soul:
- Creates explosions around your abilities and attacks, dealing bonus adaptive damage in a circle around your target
Ocean Dragon:
- Restores health over time
Ocean Soul:
- Restores more health when dealing damage to enemies
Lastly we’ve revamped the powerful Elder Dragon, making it closer to League PC’s version. Once Dragon Soul has been taken by a team, Elder Dragon will be up for grabs. It will offer its game-ending true damage effect and execute enemies when they drop to low health. If your team snags Elder, it’s time to fight get ready to fight.
The Elemental Rift game mode will be available to play from March 31 at 05:00 PM PT until April 10 at 04:59 PM PT
*Content availability varies by region
SKINS
Releasing March 24 @ 00:01 UTC:
- Blood Moon Shen
- Warden Karma
- Psychic Detective Senna
Releasing March 31 @ 00:01 UTC:
- Furyhorn Cosplay Veigar
- Pretty Kitty Rengar
- Renektoy
ACCESSORIES
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: Novelty Glasses; Time’s Up; Look Closely; Classified!; A World of Hurt; Infla-Shen; Some Sweet For Your Salt; X Marks the Respawn
Icons: The Psychic Detective; Sentinel of Flashlight; Fizz’s Big Mystery; Fluff and Steam; Ghoulish Yet Fluffy; Snaxshot; Whoopie!!; Ionian Spirit; Peaceful Balance
Emotes: I Am Amused!; Reaching Enlightenment; Jeez, Really; Much Disappoint; I’m Panicking!; Hmmmm.; See Ya, Stranger; Disappearing Act; Munch Munch; I’m Out, Folks; Back Off!; Ohoho! (Iron - Challenger); Perfection; You’re So Dead
Rift Emblems: Investigation; Dream Realm; Emptiness; Shadow Isles
Icon Borders: Mysterious Passage; Ionian Balance
Profile Borders: Evidence Locker; Glorious Lieutenant
Custom Recalls: Rainbows And Stars, Oh My!; Reviewing the Evidence; Leaf’s Journey
All accessories will be released throughout the patch.
EVENTS
PROTECTORS OF IONIA
Enjoy the tranquility as you watch the leaves fall and find your inner balance.
The Protectors of Ionia event begins March 24 at 00:01 UTC
SEASON OF SILLY
Um, I’m sorry we’re just in a silly goofy mood.
The Season of Silly event begins March 31 at 00:01 UTC
ASHE
Volley
- AD ratio: 110% → 100%
BLITZCRANK
base_stats
- Armor: 50 → 45
- Armor per level: 5.1 → 4.7
- Total armor at level 15: 122 → 111
Overdrive
- First cast: Gains 50/55/60/65% movement speed, decaying to 10% over 1.5 seconds, the total duration of the cast is 2.5 seconds.
- There is a 1 second cooldown before you can cast this ability again
- Second cast: Gains 140/150/160/170% movement speed, decaying to 25% over 1.5 seconds. Decaying starts after 0.5 seconds.
- When overdrive ends, Blitzcrank is slowed by 33% for 1.5 seconds. If this was pressed a second time, Blitzcrank is instead slowed by 99% for 2 seconds.
FIORA
Lunge
- Base damage: 85/95/105/115 → 75/85/95/105
GALIO
HERO'S ENTRANCE
- Base damage: 150/250/350 → 100/175/250
- AP ratio: 70% → 100%
GAREN
Judgment
- Base damage: 11/14/17/20 → 9/12/15/18
- Total base damage for all ticks: 88/112/136/160 → 72/96/120/144
Demacian Justice
- Base damage: 150/275/400 → 150/250/350
- Non-primary target damage: 75/137.5/200 → 75/125/175
- Bonus AD ratio: 0.08% of target’s missing health → .12% of target’s missing health
- Non-primary target damage bonus AD ratio: .04% of their missing heath → .06% of their missing health
GRAVES
End of the Line
- Now deals 150% damage against monsters
IRELIA
IONIAN FERVOR
- Base Attack Speed: 8~15% → 5~20%
BLADESURGE
- Cooldown: 11/10/9/8s → 9/8/7/6s
JHIN
base_stats
- Base health: 610 → 570
Whisper
- Missing health physical damage: 15% → 15% + 1% per level (capped at 25% at lvl 11)
MASTER YI
Alpha Strike
- Master Yi becomes untargetable and strikes up to 4 enemies near his target, dealing 25/70/115/160 + 100% AD Physical Damage to all enemies hit by 4 strikes.
- [NEW EFFECT]: If there are no other targets, this ability can strike the same enemy unit repeatedly, dealing 25% damage with each subsequent strike
- Attacks reduce the cooldown of Alpha Strike by 1 second
- Deals 90/125/160/195 bonus damage to minions and monsters
- This ability can Crit, dealing 60% bonus damage
NAMI
Surging Tides
- Bonus movement speed: 60 → 50
RIVEN
VALOR
- Shield duration: 1.5s → 2s
XIN ZHAO
Three Talon Strike
- Base damage: 20/25/30/35 → 20/28/36/44
- Cooldown: 9/8/7/6s → 8/7/6/5s
Wind Becomes Lightning
- Thrust damage: 40/80/120/160 → 40/85/130/175
YASUO
Steel Tempest
- Whirlwind speed: 10 → 11.5
- Whirlwind range: 8.3 → 9.3
ZED
Shadow Slash
- Damage dealt by subsequent slashes after the first: 100% → 60%
ZIGGS
Hexplosive Minefield
- Mine duration: 10s → 7s
GAMEPLAY CHANGES
ITEMS
BLACK CLEAVER
Black Cleaver has become a dominant first and second choice item for most fighters and even some assassins and marksmen as well. We’re cutting back on the amount of haste it grants to make the item focus more on raw combat power and less about being able to use your abilities more frequently.
Stats
- Ability haste: 25 → 20
DEATH’S DANCE
Currently, items for fighters in Wild Rift focus on a lot of basic Health and Attack Damage items that are powerful in every game regardless of who you are facing. We want players to have more options and choices on how they build, so we’re making Death’s Dance an item that is more powerful against physical damage, rather than being a good purchase every game no matter who you are up against.
- Total Cost: 3000g
- Builds from Kindlegem (1000g) + Vampiric Scepter (1200g) + 800g = 3000g → Builds from Chain Vest (900 g) + Caulfield’s Warhammer (1200g) + 900g = 3000g
- 300 health → 40 armor
- 35 Attack Damage
- 15 Ability Haste
Passive
- UNIQUE - DANCE: +10% Physical Vamp → REMOVED
- UNIQUE - CAUTERIZE: 30% of damage taken is instead dealt as a bleed effect over 3s → REMOVED
- [NEW] UNIQUE - CAUTERIZE AND DANCE
- Stores (35% melee / 15% ranged) of all post-mitigation physical damage received, which is successively taken as a true damage over 3 seconds instead, dealing a third of the stored damage each second.
- Champion takedowns remove Ignore Pain’s remaining stored damage, and heal you for 15% of your maximum health over 2 seconds.
DEAD MAN’S PLATE
Deadman’s Plate has been a staple item in fighter and tank builds for a long time. Even with changes to other items over time, the map mobility and chasing power Dead Man’s offers is just too strong. We're cutting back on some of the mobility this item offers so that it’s not a must pick item every game.
Passive
- Move speed at 100 Momentum stacks: 50 → 40
*Please note that the tooltip may not reflect this update in-game, but it is live
DIVINE SUNDERER
Divine Sunderer is a new alternative to Trinity Force that should be an attractive option to many champions. While Trinity Force offers more Attack Speed and Movement Speed, Divine Sunderer will grant you some more defensive stats, additional healing, and is a cheaper item. For players that want to have Sheen effects in their build, this should give you another viable alternative to Trinity Force that will have you hit your power spike faster and provide more durability.
- Total Cost: 3300g
- Builds from Sheen (900g) + Jaurim’s Fist (1200g) + Kindlegem (1000g) + 200g
- 20 Attack Damage
- 400 Health
- 20 Ability Haste
-
UNIQUE PASSIVE - SPELLBLADE:
- After using an ability, your next basic attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage on-hit, with a minimum damage equal to 125% base AD and a maximum damage against monsters equal to 225% base AD.
- If the target is a champion, heal for (7% melee / 3% ranged) of the target’s maximum health and a minimum heal equal to (90% melee / 50% ranged) base AD (1.5 second cooldown, begins after using the empowered attack)
- Limitations: Limited to 1 sheen item
FIMBULWINTER
Winter’s Approach and its evolved form Fimbulwinter have a place in builds for a few champions, but we are looking to make the item viable for more champions. We’re changing the payoff for stacking mana to Health rather than Ability Haste and shifting the Fimbulwinter shield effect to have a lower-cooldown that can trigger from slows as well as immobilizes.
Base Stats
- Ability Haste: 10 → 15
Passive:
- UNIQUE - AWE: Grants Ability Haste equal to 1% maximum mana. Refunds 15% of mana spent. → Grants bonus health equal to 8% of maximum mana and refunds 15% of all mana spent.
- UNIQUE - FROZEN COLOSSUS: Immobilizing an enemy champion consumes mana and grants a shield for 3 seconds, absorbing 150 (+ 5% current mana) damage for every nearby enemy champion (15 second cooldown) → Immobilizing or slowing an enemy champion consumes 3% current mana and grants a shield for 3 seconds, absorbing 100-200 + 5% current mana, increased by 80% if there is more than 1 enemy champion nearby. (8s cooldown)
HEXTECH MEGADRIVE
Champions with multi-target, long cooldown crowd control abilities had difficulty making use of Hextech Megadrive as the cooldown refund only occurred once. Now they will be able to enjoy a huge cooldown reduction when they immobilize multiple enemies.
- Passive: Immobilizing an enemy champion reduces the current cooldown of your active item by 15% → Immobilizing an enemy champion reduces the current cooldown of your active item by 15%, this effect will trigger multiple times if an effect hits multiple enemy champions at once.
HULLBREAKER
Split-pushing hasn’t been the most viable option for players in Wild Rift, mainly due to our map being smaller than League PC’s. So we are bringing Hullbreaker to help with this and give fighters another way to play out their games. If you’re vibing in a lane with your minion friends, and mowing down towers left and right has been your dream, Hullbreaker is now here to help you fulfill it.
- Total Cost: 3000g
- Builds from B.F. Sword (1500g) + Jaurim’s Fist (1200g) + 500g
- 55 Attack Damage
- 300 Health
-
UNIQUE PASSIVE - BOARDING PARTY
- While no allied champions are within 1200 units, gain 10 - 15 (based on level) bonus armor and bonus magic resistance and deal 20% bonus damage against structures. Nearby allied siege minions and super minions gain 50 - 170 (based on level) bonus armor and bonus magic resistance, +10% bonus size and deal 200% damage against structures.
- Bonus resistances provided by Hullbreaker are removed immediately while allied champions are nearby.
SOLARI CHARGEBLADE
Solari Chargeblade was intended as an item to bridge the gap between caster builds and crit for caster marksmen such as Miss Fortune and Lucian, but the sheer amount of critical strike chance it granted made it significantly more powerful for bridging the gap between light fighter and crit assassin builds for champions like Riven and Rengar. We’re removing that bonus critical strike chance and instead allowing the Radiance damage to critically strike to put this item back in the hands of more crit-based champions.
- Using an ability gathers Radiance, up to 3 charges, which grants 25% bonus critical strike chance for up to 10 seconds → Using an ability gathers Radiance, up to 3 charges, no longer grants bonus critical strike change
- Basic attacks that critically strike expend a charge of Radiance to deal 24 - 52 (22 + level × 2) bonus magic damage on-hit, increased by 0% - 150% (based on target’s missing health) → Deal 33 - 75 (30 + Level × 3) bonus magic damage (this damage can critically strike) (the missing health modifier is removed)
STORMRAZOR
Stormrazor’s build path hasn’t been the most desirable for marksmen, even when they build other Energized items. We’re replacing Cloak of Agility with a B.F. Sword and giving it some more Attack Damage. This should help Stormrazor have more synergy with the other Energized items that focus on Attack Speed.
Combine Path:
- Kirchei’s Shard + Cloak of Agility + 1000g = 2900g → BF Sword (1500g) + Kirchei’s Shard (900g) + 700g = 3100g
Stats:
- 25 Attack Damage + 25% Critical Rate + 20% attack speed → 40 Attack Damage + 25% Critical rate + 20% Attack speed
YOUMUU’S GHOSTBLADE
Ghostblade has been performing much better compared to other armor penetration items, so we are cutting back on some of the mobility it grants. We’ll continue to keep an eye on the other armor penetration items to ensure that there are proper tradeoffs between the different item options, now that Ghostblade will be offering less mobility.
Passive
- Move speed at 100 Momentum stacks: 50 → 40
*Please note that the tooltip may not reflect this update in-game, but it is live
SUMMONER SPELLS
EXHAUST
Exhaust has been underperforming relative to other summoners, and it can be difficult to tell when an Exhaust cast was good or bad. We’re increasing the average power of Exhaust’s slow and making it more visible as wall as allow players a clear window to hit skillshots or escape from the Exhausted target.
- Movement speed slow: 20% flat → 60% decaying slow over the duration
- Cooldown: 105s → 100s
HEAL
Heal has been in an awkward spot where it’s not competing in the selfish defensive space with other summoners like Barrier or Exhaust. We’re moving more of the power into the effects on your allies, rather than the player that casts it. This should give supports more opportunities to make more clutch Heal plays.
- [NEW] Effects are increased by 100% on the most wounded nearby ally champion
- Ally heal: 120-484; ally movement speed: 40%
- Base heal: 80-360 → 60-242 (60+20/level → 47+13/level)
- Base movement speed: 30%→ 20%
- Cooldown: 120s → 130s
IGNITE
Ignite has been slightly stronger compared to other Summoner Spells, while also being extremely powerful in later stages of the game. We’ve re-tuned Ignite to be slightly better early on and taken away a bit of its damage and cooldown later. This should keep it more in line with other Summoner Spells.
- Base damage: 60-410 → 72 - 380 (35 + 25 per level → 50 + 22 per level)
- Cooldown: 90s → 100s
SMITE
Champions whose damage mostly comes from auto-attacks (specifically melees) have been dominating the jungle in Wild Rift. We’re taking away the bonus damage that Smite grants from auto-attacks in order to maintain the power of Smite for ability-based junglers, while reducing the speed at which champions like Jax and Trynadamere power clear through the jungle. The minion penalty for taking Smite is also being extended an extra minute in the game to reduce the effectiveness of strategies revolving around clearing the jungle quickly and then also taking lane farm to funnel large leads onto a single player.
- Increases damage to monsters by 10% → Only increases ability damage
- 25% less gold and XP for killing minions for 5 minutes → 25% less gold and XP for killing minions for 6 minutes
MONSTERS
DRAGON SLAYER
Powerful Dragon buffs are intended to drive action in Wild Rift, but at this level of power they are greatly influencing the outcome of the game and early fights around the objective are too critical in deciding whether a team wins or loses. We are slightly reducing the power of each Dragon buff to reduce the pressure players have to perform when fighting for it throughout the game and making it more viable to trade other objectives.
Elemental Dragon Slayer:
- Mountain Dragon: Gain (6% of max health) shield after not taking damage from a champion or turret for 5s → Gain (5% of max health) shield after not taking damage from a champion or turret for 5s
- Cloud Dragon: Increase movement speed by 6%, doubled out of combat → Increase movement speed by 5%, doubled out of combat
- Ocean Dragon: Gain 8% physical and magic vamp → Gain 7% physical and magic vamp
- Infernal Dragon: Increase all damage dealt by 6% → Increase all damage dealt by 5%
Elemental Elder Dragon Slayer:
- The buff for slaying the Elder version will grant a stronger version of the elemental buff
- 50% stronger effect → 100%
- Effect is increased by 33% for every other dragon your team has taken → 25%
- Elder Infernal: 9/12/15/18% damage amp → 10/12.5/15/17.5% damage amp
- Elder Cloud: 9/12/15/18% Base movement speed buff → 10/12.5/15/17.5% base movement speed buff
- Elder Mountain: 9/12/15/18% Health Shield → 10/12.5/15/17.5% Health Shield
- Elder Ocean: 12/16/20/24% Physical and Magic Vamp → 14/17.5/21/24.5% Physical and Magic Vamp
BARON NASHOR
Baron Nashor has two issues in the current game: it dies too quickly for the enemy team to respond properly against a coordinated Baron sneak or rush, and Acid Shot does incredibly high damage particularly to players that are hit by multiple shots from the same cast. We’re increasing Baron’s health to give the enemy team a bit more time to respond, reducing Acid Shot multi-hit damage, and increasing the damage of Baron’s other attacks to make them a bit more threatening.
Base stats:
- Baron Nashor base health: 10000 → 10800
- Acid Shot: Players that take more than 1 shot of acid, take 70% damage after the first shot
- Acid Pool:
- Magic damage: 100 + 20% Attack damage → 120 +25% Attack damage
- Tentacle Knockup:
- Magic damage: 150 + 20% Attack damage → 180 + 25% Attack damage
SYSTEMS
EXPERIENCE CATCHUP MODIFIER CHANGE
We’re reducing the amount of catchup experience in the game overall slightly to increase the ability to solo carry since it will be easier to generate larger level leads. This will also reduce the power of various strategies that revolve around falling behind significantly to get big bonuses from catch up experience.
Reduced the modifier on experience gained by players significantly ahead or behind the rest of the team. Players that are ahead will be penalized less, while players that are behind will be favored less.
TURRET GOLD CHANGE
We are redistributing turret gold rewards to favor the players actually taking the turret. This should reduce teams snowballing off events they did not participate in.
Turret Destruction
- Local Gold:
- Granted to the destroyer of the turret
- Outer: 150 → 175
- Inner: 125 → 150
- Inhib: 150 → 175
- Granted to the destroyer of the turret
- Global Gold:
- Granted to each member of the team
- Outer: 100 → 75
- Inner: 100 → 75
- Inhib: 100 → 75
- Granted to each member of the team
EXTRA BITS
- Added announcements to Guilds, admins can now post pinned messages to the Guild Feed
- Added 900p resolution for some Android and IOS devices
- If you’re assigned Jungle in champ select your Summoner Spell will automatically change to Smite (no more smiteless intense 1v1 battles with red buff)
- Added text “First Pick” to Champ Select for the Blue team
- Added Apple Pro Motion Support for iPhone 13 Pro and ProMax devices
- Added a setting to automatically attack an enemy after casting abilities that empower attacks, like Nasus’ Siphoning Strike
- Made some improvements to Ally Buff Targeting to give players more controls over their friendly tap casted abilities
- Added a resource bar below Camille’s health bar to indicate her passive’s cooldown
FREE-TO-PLAY CHAMPION ROTATION
Mar 24 - Mar 30: Akshan, Ezreal, Graves, Jayce, Kha’zix, Leona, Pantheon, Senna, Veigar, Xayah
Mar 31 - Apr 6: Brand, Galio, Kai’sa, Kennen, Lee Sin, Lucian, Lulu, Nunu & Willump, Renekton, Yuumi