11-16-2022Game Updates

Wild Rift Patch Notes 3.5

Slip through the shadows and slash your opponents with Kayn and Aatrox! Play as 5 Yuumi’s and pounce all over your foes in the new game mode One For All! We also have new items, runes, balance changes, as well as updates to the jungle! Welcome to Patch 3.5!

AUTHOR
  • Alice Labrecque
  • Nick Frijia
  • Sean Mason
  • Truyen Ha
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CHAMPION CHANGES

EZREAL Image

EZREAL

Mystic Shot doesn’t hit as hard as we want it to, especially in the early part of the laning pase, so we’re giving Ezreal a small damage buff to lend him a hand.


  • Ability Icon

    Mystic Shot

    • Base Damage: 20/55/90/125 → 30/65/100/135
IRELIA Image

IRELIA

Irelia’s dash is a powerful tool that you can use to stick to your target, but the way that it currently follows enemy movement is over the top. We’re making Irelia’s dash function closer to how you’d expect.


  • Ability Icon

    BLADESURGE

    • Dash no longer follows enemy Flashes and similar effects.
JANNA Image

JANNA

We’ve had our eye on Janna, and she has been overperforming in higher ranks, so the winds of change are coming. We’re hitting the scaling on Zephyr and the charge damage on Howling Gale, so that Janna can’t blow her foes away as easily.


  • Ability Icon

    Howling Gale

    • Bonus damage per second charged: 20/25/30/35 + 15% Ability Power → 15/20/25/30 + 15% Ability Power

  • Ability Icon

    Zephyr

    • Passive movement speed bonus: 6/8/10/12% → 6/7/8/9%
KASSADIN Image

KASSADIN

Kassadin has been harder to master, but is still a force to be reckoned with in the right hands. We’re giving a slight boost to his base health so players have a little more room for error, while also pulling back on the damage amp that Force Pulse grants. Looks like the force won’t be with him after all.


  • BASE STATS

    • Base health 570 → 600

  • Ability Icon

    FORCE PULSE

    • After 6 spells are cast nearby, 60% Damage amplification → 40% Damage amplification
LUX Image

LUX

The previous changes to Lux made her a force to be reckoned with in the Mid Lane, but she isn’t scaling as well as we’d like in the Support role. We’re redistributing some of the power around her kit to get her into a better place in both roles and reach new lights.


  • Ability Icon

    Prismatic Barrier

    • Shield: 50/70/90/110 + 20% Ability Power → 40/70/100/130 + 15% Ability Power
    • Double shield: 100/140/180/220 + 40% Ability Power → 80/140/200/260 + 30% Ability Power

  • Ability Icon

    Final Spark

    • Ability Power ratio: 85% → 75%
RAKAN Image

RAKAN

Many Rakan players were not aware that his Gleaming Quill range increased with spell rank, but due to the range increase the first rank range had to be low enough that the spell wasn’t able to be used in lane. We’re looking to enable Rakan to be more effective in the early laning phase and have him not have to invest extra points into the Quill early on, so we’re flattening the range and increasing the base damage.


  • Ability Icon

    GLEAMING QUILL

    • Range: 700/800/900/1000 → 800
    • Base damage: 70/130/190/250 → 80/140/200/260
SENNA Image

SENNA

Senna has been struggling to find her footing and pick up wins across the board. So, we’re giving her a hug, and granting Last Embrace more damage and improving the cooldown on Curse of the Black Mist so that she can have more access to giving her team some extra mobility.


  • Ability Icon

    LAST EMBRACE

    • Damage: 70/130/190/250 → 90/155/220/285

  • Ability Icon

    CURSE OF THE BLACK MIST

    • Cooldown: 26/24/22/20 → 22/20/18/16
SERAPHINE Image

SERAPHINE

Seraphine’s ability to strike a chord, sing those sweet melodies, and cast spells in the early stages of the game is under where we’d like, particularly in the support role. To lend this star a hand, we’re giving her some extra mana regeneration so she can cast more freely.


  • BASE STATS

    • Base mana regeneration: 12 → 16
SHEN Image

SHEN

We’ve noticed that Shen players have been struggling to push waves, in ways that we don’t believer are appropriate even though he isn’t intended to have very strong waveclear. To open up more build paths for this stealthy kinko, we’re adding splash damage to Twilight Assault itself, which should also make the ability more satisfying to use.


  • Ability Icon

    TWILIGHT ASSAULT

    • [NEW] Bonus damage will apply at 50% effect to attack splash damage.
ZIGGS Image

ZIGGS

After a series of nerfs, Ziggs is in a place where he could use a spark of help. We’re looking to light a fuse and give him the ability to cast more spells and also grant him some extra mana regeneration so he doesn’t need to invest in it so much.


  • BASE STATS

    • Base mana: 435 → 460
    • Base mana regeneration: 12 → 16
VEX Image

VEX

Since her release Vex has been on the strong side, so we’re trimming some power away from Looming Darkness to make it a little more difficult for her to snowball in lane or through those mid-game skirmishes while preserving her fun high moments…or whatever.


  • Ability Icon

    LOOMING DARKNESS

    • Cooldown: 12s → 13s
    • Mana cost: 70/80/90/100 → 80/90/100/110
YONE Image

YONE

Despite recent changes, Yone is still performing above our expectations, particularly in higher levels of play. To address this, we’re reducing how much damage he can do with Spirit Cleave and lowering the frequency that he can assault his foes with Soul Bound.


  • Ability Icon

    SPIRIT CLEAVE

    • Base damage: 20/30/40/50 → 10/20/30/40

  • Ability Icon

    SOUL UNBOUND

    • Cooldown: 20/17/14/11s → 20/18/16/14s

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CAITLYN

  • Piltover Peacemaker: Cast speed now scales with attack speed

XAYAH

  • Double Daggers: Cast speed now scales with attack speed

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  • Crit chance above 100%: Converts each 1% crit chance → 0.8 Attack Damage
    • The extra crit chance above 100% would not be doubled by Yone/Yasuo’s passive

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GWEN

  • Damage received: -5% → -10%

JHIN

  • Damage received: 0% → 5%

XIN ZHAO

  • Damage dealt: 0% → 5%

YONE

  • Damage dealt: 0% → 5%

ZIGGS

  • Damage dealt: -20% → -15%

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CORKI

  • Damage received: -5% → -10%

GWEN

  • Damage dealt: 0% → 10%
  • Damage received: 0% → -10%

JAYCE

  • Damage received: 0% → -5%

RIVEN

  • Damage dealt: 0% → 5%

SAMIRA

  • Damage dealt: 0% → 8%
  • Damage received: 0% → -10%

SENNA

  • Healing dealt: 0% → 10%
  • Damage received: 0% → -5%

SION

  • Damage dealt: 0% → 10%
  • Damage received: 0% → -10%

YONE

  • Damage dealt: 0% → 10%
  • Damage received: 0% → -10%

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  • Non-epic jungle camp level cap: 10 → 12
    • Camps begin to level up every 60s after the first 30s of a game
  • Non-epic monster camps Armor and magic resist reduced to 0
  • Non-epic jungle monster health
    • Red Brambleback: 2500 Health + 140 Health per level → 2200 Health + 180 Health per level
    • Evolved Red Brambleback: 3400 Health + 150 Health per level → 3000 Health + 200 Health per level
    • Blue Sentinel: 2500 Health + 140 Health per level → 2200 Health + 180 Health per level
    • Evolved Blue Sentinel: 3400 Health + 150 Health per level → 3000 Health + 200 Health per level
    • Murk Wolf: 550 Health + 38 Health per level → 450 Health + 50 Health per level
    • Greater Murk Wolf: 1800 Health + 30 Health per level → 1600 Health + 100 Health per level
    • Krug: 500 Health + 50 Health per level → 450 Health + 50 Health
    • Ancient Krug: 1200 Health + 60 Health per level → 1100 Health + 90 Health per level
    • Raptors: 550 Health + 35 Health per level → 450 Health + 50 Health per level
    • Crimson Raptor: 1500 Health + 20 Health per level → 1500 Health + 100 Health per level
    • Gromp: 2000 Health + 100 Health per level → 1800 Health + 145 Health per level
    • Rift Scuttler: 1850 Health + 100 Health per level → 1700 Health + 110 Health per level
  • Non-epic jungle camp respawn cooldown 105s → 110s
    • Murk Wolf Camp
    • Krug Camp
    • Raptor Camp
    • Gromp Camps
  • Non-epic jungle monster gold changes
    • Red Brambleback: 130 Gold → 100 Gold + 3 Gold per level
    • Evolved Red Brambleback: 180 Gold → 135 Gold + 4 Gold per level
    • Blue Sentinel: 130 Gold → 100 Gold + 3 Gold per level
    • Evolved Blue Sentinel: 180 Gold → 135 Gold + 4 Gold per level
    • Murk Wolf: 20 Gold → 20 Gold + 1 Gold per level
    • Greater Murk Wolf: 90 Gold → 65 Gold + 1 Gold per level
    • Krug: 20 Gold → 22 Gold + 1 Gold per level
    • Ancient Krug: 60 Gold → 45 Gold + 1 Gold per level
    • Raptors: 25 Gold → 20 Gold + 1 Gold per level
    • Crimson Raptor: 60 Gold → 45 Gold + 1 Gold per level
    • Gromp: 130 Gold → 100 Gold + 4 Gold per level
    • Rift Scuttler: 100 Gold → 85 Gold + 3 Gold per level
  • Jungle monster XP Changes
    • Red Brambleback: 2000 XP → 1800 XP + 72 XP per level
    • Evolved Red Brambleback: 2800 XP → 2240 XP + 90 XP per level
    • Blue Sentinel: 2000 XP → 1800 XP + 72 XP per level
    • Evolved Blue Sentinel: 2800 XP → 2240 XP + 90 XP per level
    • Murk Wolf: 500 XP → 450 XP + 18 XP per level
    • Greater Murk Wolf: 1000 XP → 800 XP + 32 XP per level
    • Krug: 250 XP → 340 XP + 14 XP per level
    • Ancient Krug: 750 XP → 700 XP + 28 XP per level
    • Raptors: 333 XP → 300 XP + 12 XP per level
    • Crimson Raptor: 1000 XP → 800 XP + 32 XP per level
    • Gromp: 2000 XP → 1800 XP + 72 XP per level
    • Rift Scuttler: 1200 XP → 1000 XP + 40 XP per level
  • Jungle Monster Attack Range Changes
    • Red Brambleback: 2.2 Range → 1.5 Range
    • Evolved Red Brambleback: 2.2 Range → 1.5 Range
    • Blue Sentinel: 1.8 Range → 0.9 Range
    • Evolved Blue Sentinel: 1.8 Range → 0.9 Range
    • Crimson Raptor: 3 Range → 1 Range
    • Gromp: 1.8 Range → 0.9 Range
  • Krug Camp
    • Krugs no longer split to mini Krugs