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, Shen, Elemental Rift game mode, a new Wild Pass, new Ranked Season, new items, and a whole host of balance changes. Welcome to 3.1!
CHAMPION CHANGES

ASHE
Ashe has been quietly outperforming her fellow marksmen in the Dragon Lane for some time. While we like seeing her as a premier crowd control marksman, this Frost Queen has a bit too much poke, so we’re toning it down some.
Volley
- AD ratio: 110% → 100%
- AD ratio: 110% → 100%

BLITZCRANK
Blitzcrank’s Overdrive has been feeling a bit flat in Wild Rift, so we’re looking to tune up this robot with a second activation. This ability is now more in line with the sharper risk vs reward gameplay we want to see from Blitzcrank, where looking for those riskier hooks pays off more, but you still have the option to play it safe.
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.
- 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.

FIORA
Fiora has been dominating in both the Baron Lane and the jungle in higher level play, and has been frustrating for players of all skill levels to play against. Laning against the queen of duelists is where a lot of this frustration stems from so we are weakening Lunge’s damage, which should allow her to still shine in her duels later on, but give her lane opponents some more openings.
Lunge
- Base damage: 85/95/105/115 → 75/85/95/105
- Base damage: 85/95/105/115 → 75/85/95/105

GALIO
Recently Galio has been excelling in the Support role, especially when he focuses his build around tank items.We want to see him fly into the Mid Lane more often, so we’re giving him some more Ability Power on his Hero’s Entrance. This will reward Galio players who build more Ability Power with more impactful ultimates.
HERO'S ENTRANCE
- Base damage: 150/250/350 → 100/175/250
- AP ratio: 70% → 100%

GAREN
Garen’s been able to spin his way to victory, even when he’s not building a lot of damage. We’re putting some more power into his ratios, so that Garen will have to choose between spinning and one-shotting his enemies to win or spinning and being an annoying tank to win.
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
Graves has been struggling to make a meaningful impact in the Jungle, so we’re amping up his ability to clear camps and take out large monsters.
End of the Line
- Now deals 150% damage against monsters

IRELIA
Mastering the art of being a Blade Dancer is no easy task. And recently we’ve seen that Irelia has been dominating games in higher levels, while struggling to find her footing in lower level games. We are reducing the cooldown on her Bladesurge to make missing a reset less punishing, and granting her better scaling to make mastering her kit more accessible. To balance this change out, we’re taking away some of her early game power to make it more difficult for skilled players to dominate their lanes.
IONIAN FERVOR
- Base Attack Speed: 8~15% → 5~20%
- Base Attack Speed: 8~15% → 5~20%
BLADESURGE
- Cooldown: 11/10/9/8s → 9/8/7/6s
- Cooldown: 11/10/9/8s → 9/8/7/6s

JHIN
Players have been asking for scaling on Whisper’s execute damage, so everyone get Jhin here. In Wild Rift, Jhin thrives in the earlier to mid stages of the game, so reducing some of his base defensive stats to make his early lane slightly less powerful and giving him some more level-based damage scaling should allow Jhin to perform in the later parts of the game.
BASE STATS
- Base health: 610 → 570
- Base health: 610 → 570
Whisper
- Missing health physical damage: 15% → 15% + 1% per level (capped at 25% at lvl 11)
- Missing health physical damage: 15% → 15% + 1% per level (capped at 25% at lvl 11)

MASTER YI
We’re looking for ways to improve satisfaction and mastery for Master Yi, and our plan here is to increase some of the interesting optimizations around Alpha Strike and raise satisfaction without causing this Wuji Bladesman to be overly dominant.
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
In our last patch, we made some nerfs to everyone’s favorite resident yordle, Lulu. Since then, Nami has swam her way to the top of the Support role. We are cutting back on her passive so that Nami’s ability to grant her allies supreme kiting and chasing power is just a bit weaker.
Surging Tides
- Bonus movement speed: 60 → 50
- Bonus movement speed: 60 → 50

RIVEN
Riven still struggles in all but the highest levels of play. We are increasing her shield duration to make her Valor timing more forgiving.
VALOR
- Shield duration: 1.5s → 2s
- Shield duration: 1.5s → 2s

XIN ZHAO
Xin Zhao’s damage output falls off harder than we’d like to see as the game progresses, so we’re increasing the damage scaling on Three Talon Strike and Wind Becomes Lightning to keep him thriving in team fights.
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
- Thrust damage: 40/80/120/160 → 40/85/130/175

YASUO
We’ve noticed that the Whirlwind spawned by Yasuo’s Steel Tempest ability has been unreliable for harassing in lane or setting up key combos. In order to improve the feel and reliability of the spell, we’re increasing both its range and travel speed.
Steel Tempest
- Whirlwind speed: 10 → 11.5
- Whirlwind range: 8.3 → 9.3

ZED
Zed can deal massive amounts of damage by stacking his Shadow Slash with his shadows. We are adding falloff damage so this burst is more reasonable
Shadow Slash
- Damage dealt by subsequent slashes after the first: 100% → 60%
- Damage dealt by subsequent slashes after the first: 100% → 60%

ZIGGS
Ziggs continues to bring hexplosive power in the Mid and Dragon Lane as a carry. We want him to keep that explosive damage. But his ability to control zones and choke points with his minefield has been too strong, so we’re cutting down on the duration to make him less powerful at controlling space around the Rift.
Hexplosive Minefield
- Mine duration: 10s → 7s
- Mine duration: 10s → 7s
ULTRA RAPID FIRE (URF) CHANGES
ULTRA RAPID FIRE (URF) CHANGES
AKSHAN
- Damage dealt: 0% → 5%
CORKI
- Damage dealt: 0% → 5%
- Damage received: 0% → -5%
DRAVEN
- Damage dealt: 0% → 5%
DR. MUNDO
- Damage received: 0% → -5%
IRELIA
- Damage received: 0% → -5%
JHIN
- Damage dealt: 5% → 10%
KATARINA
- Damage received: -5% → -10%
MISS FORTUNE
- Damage dealt: 5% → 10%
NUNU & WILLUMP
- Damage dealt: 8% → 15%
SONA
- Damage received: 15% → 10%