Wild Rift Patch Notes 3.3c
It’s our final balance before Patch 3.4, and we’re focused on making adjustments to some champions who have been dominating and struggling in the Baron Lane. Welcome to Patch 3.3c!
CHAMPION CHANGES
CAMILLE
Camille is currently one of the most dominant champions in higher levels of play, because of all the damage and reliable utility she provides for her team. We’re giving her a handful of nerfs, while also adding in a new function to her Hookshot ability to put her in a more balanced spot.
Tactical Sweep
- Slow against enemy units: 80% for 2 seconds → 80% that decays over 2 seconds
Hookshot
- Cooldown: 16/14/12/10s → 22/20/18/16s
- [NEW] If the dash hits an enemy champion, Hookshot’s cooldown is now also reduced by 5 seconds.
The Hextech Ultimatum
- Cooldown: 80/70/60s → 90/80/70s
CORKI
Despite being a popular pick in competitive play, Corki has fallen behind when compared to other marksmen. We’re giving the Daring Bombardier some adjustments to increase his overall performance, while also reducing his presence in competitive play.
HEXTECH MUNITIONS
- Package pickup duration: 1m → 45s
VALKYRIE
- Cooldown: 22/20/18/16s → 19/18/17/16s
GATLING GUN
- Base Damage: 16/24/32/40+20% Bonus Attack Damage as physical damage + 16/24/32/40+20% Bonus Attack Damage as Magic damage → 32/48/64/80+40% bonus Attack Damage as Magic damage
- Resists reduction: 8/12/16/20 → 10/15/20/25
- Resists reduction per tick: 0.5/0.75/1/1.25 → 1/1.5/2/2.5
MISSILE BARRAGE
- Recharge: 12/12/12s → 10/9/8s
FIORA
Demacia’s star duelist hasn’t been performing as well as we’d like her to in the Baron Lane. To lend her a hand, we’re going to sharpen her up and increase Fiora’s durability in the later stages of the game, to allow her to thrive better during teamfights.
BASE STATS
- Health per level: 105 → 115
- Health at level 15: 2080 → 2220
- Health per level: 105 → 115
JAX
Everyone’s favorite Grandmaster has been a menace in both the Baron Lane and jungle. Jax has been able to display early lane dominance while also scaling harder than his peers in the late game. To address this, we’re cutting back on some of Jax’s early power so we can provide his foes some more counterplay in the early game.
BASE STATS
- Base Attack Damage: 64 → 58
KASSADIN
Our previous nerfs were powerless against Kassadin as he is still overperforming in higher levels of play, so we’re reducing how frequently he can silence and burst down his enemies.
NULL SPHERE
- Cooldown: 10/9/8/7s → 11/10/9/8s
- Base damage: 80/145/210/275 → 70/135/200/265
PANTHEON
Pantheon has been struggling to find his footing in higher levels of play for a while now. In order to bring him more in line with other Baron Laners, we’re beefing up his overall damage output.
COMET SPEAR
- Mortal Will Empowered damage: 20 - 230 + 100% bonus Attack Damage → 30 - 240 + 110% bonus Attack Damage
AEGIS ASSAULT
- Cooldown: 22/20/18/16s → 18/16/14/12s
RENEKTON
Renekton isn’t as snappy as we’d like and is still falling off in the later stages of the game. To help him out, we’re increasing his health per level so he can be more impactful during those key teamfights.
BASE STATS
- Health per level: 115 → 125
- Health at level 15: 2260 → 2400
- Health per level: 115 → 125
TEEMO
Recently, Teemo has had some truffle in the Baron Lane, especially in higher levels of play. To make our favorite Swift Scout a more competitive pick, we’re going to make him even more swift while also giving players more opportunities to capitalize off the damage and utility his Guerilla Warfare ability can provide.
MOVE QUICK
- Passive Move speed: 10/15/20/25% → 15/20/25/30%
- Active movespeed: 20/30/40/50% → 30/40/50/60%
GUERILLA WARFARE
- Cooldown: 25s → 25/23/21/19s
VEIGAR
While this Tiny Master of Evil loves to lock down his foes and show them the definition of pain, it has been frustrating to play against for some time. To give his opponents some breathing room, we’re pulling back on how often Veigar is able to lock them down.
EVENT HORIZON
- Cooldown: 16/15/14/13s → 18/17/16/15s