Wild Rift Patch Notes 3.2a
This patch, we’re taking a gander at some champions and items who’ve been in need of some love, and making adjustments to a few of the offenders who’ve been dominating from the jungle. ARURF is making its debut along with the return of Elemental Rift! Welcome to Patch 3.2a!
Alistar has been struggling in the Support role for a while now, so we’re buffing his passive to increase some of his resistance to poke in lane. We’re also reducing the cooldown on his Headbutt, so he can make those big plays… or should we say moooves more reliably.
- Self heal: 20 - 125 (based on level) → 27 - 160 (based on level)
- Heal for allied champions: 40 - 250 (based on level) → 54 - 320 (based on level)
- Cooldown reduce per control: 8s → 10s
- Cooldown: 14/12.5/11/9.5s → 13.5/12/10.5/9s
Camille has been one of the strongest and most prevalent Baron Lane picks, especially in higher levels of play, so we’re slashing some of her power. We’re lowering the trading potential that she has in the earlier stages of the game, while also removing an interaction that the most precise Camille players have been able to use to their advantage. Camille will no longer be able to use the stasis enchant after using her ultimate to lock down any foe without putting herself in danger.
- True damage ratio:100%→ 40/60/80/100% (at levels 1/5/9/13)
- Movement speed: 25%/30%/35%/40% → 15%/20%/25%/30%
The Hextech Ultimatum
- [NEW] Camille becoming untargetable causes the Ultimatum’s effects to end.
- Duration: 2/3/4s → 2/2.5/3s
Since his release, Ekko hasn’t been performing as well as we’d like, so we’re giving him and his time-altering gizmos a little extra oomph. We’re also adding a jungle bonus to his Timewinder to help him fast forward through some of his clears.
- Base Health:570→ 610
- Base Armor: 35 → 40
- Base Mana: 345 → 390
- [NEW] Now deals 130% bonus damage to monsters
- Passive base missing health magic damage: (2 + 1.5% AP)% → (3 + 2% AP)%
- AP ratio: 30% → 40%
Since our recent nerfs to the range of Lunge, Fiora has been struggling to keep up with her fellow sparring partners in the Baron Lane. To lend her a hand, we’re increasing her early game survivability and damage she deals with Lunge to compensate for her loss in utility.
- Base Health: 570 → 610
- Damage: 75/85/95/105 → 85/95/105/115
Gragas’ strong damage and survivability along with the utility gained from his ultimate, where he can displace enemy champions during a fight, has led him to become a dominating pick, especially in pro play. To reduce some of his strength, we’re increasing the travel speed of Gragas’ ultimate, so that his impact during those coordinated teamfights is less oppressive.
- Travel speed: 6 frames → 8 frames
Graves is currently one of the most dominant junglers due to his fast clear speed and ability to transition into a late game monster. We’re toning down his ability to clear camps in order to slow down just how fast he can reach that terrifying late game state.
End of the Line
- Damage to monsters: 150% → 120%
Irelia has been quietly over performing in the jungle for some time. We’re reducing the damage she deals to monsters with her passive in order to bring this Blade Dancer more in line with other junglers.
- Damage to monsters: 100% → 50%
NUNU & WILLUMP
Compared to their fellow jungle peers, Nunu & Willump are underperforming. To give this icy duo some more safety and clear speed while traversing the jungle, we’re reducing Consume’s cooldown.
- Cooldown:12/11/10/9s→ 11/10/9/8s
In higher level play, Olaf has been a powerful counterpick when facing teams that have a lot of crowd control. We’re reducing the damage and the slow provided by Undertow to tone down his ability to engage on low mobility champions.
- Damage: 80/140/200/260 → 70/130/190/250
- Slow: 25/30/35/40% → 20/25/30/35%
Renekton’s damage has been falling off harder than we’d like to see in the later stages of the game, so we’re amping up the magic damage he deals during his Dominus. This should allow him to continue to make a meaningful impact, even when he reaches the late game.
- Health regeneration: 7.5 → 9
- Damage: 40/80/120 per second → 50/100/150 per second
Veigar has been struggling to show his opponents the true definition of pain, especially in higher levels of play. To address this, we’re increasing the stun duration provided by Event Horizon, while also reducing the cooldown of Baleful Strike. This should allow this mastermind the ability to lock down his foes for longer, while also help him achieve that late game scaling fantasy.
- Cooldown: 6.5/6/5.5/5s→ 5.5/5/4.5/4s
- Crowd Control duration:1.5/1.75/2/2.25s → 1.75/2/2.25/2.5s
This Hexplosives Expert is still one of the most popular mages, especially in higher level play due to the power of his poke and ability to control areas during a fight. To tune down some of that power, we’re reducing the cooldown and duration of his Hexplosive Minefield.
- Cooldown: 16s → 18s
- Mine duration: 7s → 5s