Wild Rift Patch Notes 5.3d

A few balance changes for the last patch of 2024

A few balance changes for our last patch of 2024 as we head into the new year.


CHAMPION CHANGES

KATARINA

It is difficult for Katarina to join the combat in late phases in the game, so we boosted her damage. If she can spot a good position to dance on the tip of her blade, she will be rewarded.

Voracity

  • Damage: 40+ champion level *13+100% bonus Attack Damage + (30+ champion level *3)% Ability Power → 40+ champion level *15+100% bonus Attack Damage + (30+ champion level *4)% Ability Power

Preparation

  • Bonus movement speed: 30/40/50/60% → 40/50/60/70%

Death Lotus

  • Bonus damage: 280% Ability Power  → 290% Ability Power

SION

We buffed Sion’s damage in the laning phase to show off his power to his enemies.

Decimating Smash

  • Minimum basic damage: 40/65/90/115 → 50/75/100/125

  • Maximum basic damage: 80/165/250/335 → 100/185/270/355

Soul Furnace

  • Basic damage: 40/75/110/145 → 60/90/120/150

EVELYNN

Evelynn is always weaker when she does not have her ult ready, so we reduced its cooldown to find more opportunities to lure in her enemies for an attack.

Last Caress

  • Cooldown: 105/85/65s → 95/80/65s

ZED

Restrained by his energy regeneration mechanism, it’s challenging for Zed to manage his lane and his enemies. We adjusted his energy consumption to help him farm better in lane.

Razor Shuriken

  • Energy consumption: 70/65/60/55 → 65/60/55/50

Shadow Slash

  • Energy consumption: full level 50 → full level 40

RAMMUS

We adjusted Rammus’ cooldowns and damaging abilities, so he can launch more frequent attacks on his enemies on lanes while at the same time posing a stronger threat.

Powerball

  • Cooldown: 15/12/9/6s → 12/10/8/6s

Defensive Ball Curl

  • Attacked damage with basic attack: 10/12/14/16+8% armor → 10/12/14/16+10% armor

Frenzying Taunt

  • Cooldown: 15/14/13/12s → 13.5/13/12.5/12s

Soaring Slam

  • Cooldown: 95/80/65 s → 80/70/60s

VAYNE

Some Vayne players found a method of playing her that does not suit her role, and it creates a negative experience for both her enemies and her teammates. We adjusted some of her abilities and attributes, so she will perform better in her traditional duo lane role.

Basic attributes

  • Growth attack damage: 2.65 → 3

Tumble

  • Cooldown: 3.5/3/2.5/2 s → 4.4/3.6/2.8/2 s

TRISTANA

As a marksman that is supposed to take a little bit longer to power up, Tristana was dealing too much damage and pushing very quickly in early phases of games. We nerfed her Attack Damage and Explosive Charge, so she will need more protection from her teammates in the early phase.

Basic attribute

  • Basic attack damage: 58 → 54

Explosive Charge

  • Active basic damage: 65/85/105/125 → 50/75/100/125

KALISTA

We nerfed Kalista’s damage to make it harder for her to continuously suppress her enemies in the laning phase. She will need more help from her teammates now while farming in the laning phase.

Basic attribute

  • Basic attack damage: 58 → 54

Rend

  • Basic damage of each following spear: 10/15/20/25 → 8/12/16/20

WARWICK

Warwick was dealing too much damage in the early phase of games. We nerfed his damage giving some room for his enemies to fight back.

Eternal Hunger

  • Basic damage: 12~61 → 12~46

Jaws of the Beast

  • Damage : 130% Attack Damage+100% Ability Power +7/8/9/10% maximum health of target

    130% Attack Damage+90% Ability Power +6/7/8/9% maximum health of target

Infinite Duress

  • Cooldown: 70/60/50 s → 80/70/60 s

  • Duration for the empowered basic attack after landing: 5s → 2.5s

  • Damage: 175/350/525+167% bonus Attack Damage → 125/300/475+167% bonus Attack Damage


GAMEPLAY CHANGES

RUNE CHANGES

First Strike

We boosted the damage and gold gained from First Strike, so it competes better with other Keystone Runes. Champions who can use it effectively should choose it more often.

  • Bonus damage:7% → 8%

  • Basic gold gained:5 gold → 10 gold

Lethal Tempo

We adjusted the bonus ranged attack speed provided by Lethal Tempo, to reduce its effectiveness for marksmen.

  • Attack speed per stack:7%~15%(ranged) → 4%~13%(ranged)

  • Bonus attack speed provided for melee champion remains the same