Wild Rift Patch Notes 6.0c

We’ve got a bogey on our tail! Corki’s rework, the launch of Gnar, balance changes, and more. Welcome to Patch 6.0c!

Welcome to Patch 6.0c! We’re continuing to stay in our Yordle era and will be launching Gnar, as well as Corki’s rework this patch, and thank goodness for that! We’ve had some bogeys on our tail, so we’re glad he’ll be able to lend us a hand. Additionally, we will be bringing back ARURF and One For All, and of course, we will have some of our other standard balance changes.

Reminder: content will be released throughout the patch.


NEW

NEW CHAMPIONS

GNAR, THE MISSING LINK 

Gnar is an excitable yordle whose playful antics can erupt into a toddler’s outrage in an instant, transforming him into a massive beast bent on destruction. Frozen in True Ice for millennia, the curious creature broke free and now hops about a changed world he sees as exotic and wondrous. Delighted by danger, Gnar flings whatever he can at his enemies, be it his bonetooth boomerang... or an uprooted tree.

Gnar will be released on February 21 at 00:01 UTC.

EVENTS 

GNAR! 

To help welcome Gnar to the Rift, complete missions and earn some free goodies!

The GNAR! Event will begin on February 21 at 00:01 UTC.

TOGETHER UNDER THE CRESCENT 

Join your favorite poros again as they fill the night with music, friendship, and food! There will be a mini-game to play, sleepy poros to wake, and plenty of rewards to earn!

The Together Under the Crescent Event will begin on March 01 at 00:01 UTC.

SPRING ROTATING MODES 

With us rotating some gamemodes in, we wanted to give you a way to track them. The Spring Rotating Modes will act as a little in-game calendar, telling you when and what modes are rotating! It will also grant you some goodies!

The Spring Rotating Modes Event will begin on March 07 at 00:01 UTC.

GAMEMODES 

ARURF (ALL RANDOM ULTRA RAPID FIRE) 

Stretch those thumbs, because ARURF is making its return this patch! Hop in with friends for some fast, fun, and random gameplay!

ARURF will return on February 21 at 00:01 UTC.

ONE FOR ALL 

With the release of Gnar, we thought it would be the perfect time to bring back One For All! I mean, five Gnars flinging their boomerangs around the Rift? Sign us up!

One For All will return on March 07 at 00:01 UTC.


CHAMPION CHANGES

CORKI

Currently Corki doesn’t meet our expectations as a mixed damage marksman. His Special Delivery mechanic on his second ability, Valkyrie, requires him to dive deep into the bogeys who have been on his tail all game. This conflicts with how marksmen and mages normally position, which has made it difficult when deciding how to build him each game. So we wanted to emphasize his role as a burst-oriented marksman and shifted his gameplay focus to a mix of basic attacks and abilities. We know how fun it is to pick up the Package though, so we’ve kept it a part of his kit while making sure you don’t feel like you have to go for reckless engagements with it. Please note that some of Corki’s stats might be tweaked upon release, but we will communicate any changes with you.

Corki’s rework will be live on March 6 PST.

Basic attributes

  • Basic Attack Damage: 58 → 54

  • Attack Damage per level: 4 → 3.5

Hextech Munitions

  • [Adjustment] Hextech Shrapnel: deal 20% Physical Damage + 80% Magic Damage → 100% Physical Damage + 20% True Damage

  • [New] The Package: After hitting enemy champions 6 times with Missile Barrage, The Package is delivered to Corki. He can pick it up to gain 4 Big Ones.

Phosphorus Bomb

  • [Adjustment] Bullet speed increased 

  • Cooldown: Full level 7s → 9/8/7/6s

  • Damage: 75/135/195/255 + 70% bonus Attack Damage + 50% Ability Power → 75/135/195/255 + 120% bonus Attack Damage + 100% Ability Power

Valkyrie

  • [Removed] Special Delivery: Corki dashes forward. Enemies are knocked aside and the zone deals magic damage and slows enemies down

  • Cooldown: 19/18/17/16s → 18/16/14/12s

  • Mana consumption: 100/100/100/100 → 80/85/90/95

  • Damage: 60/100/140/180 + 40% Ability Power → 60/100/140/180 + 60% bonus Attack Damage + 60% Ability Power

  • Trail burning for: 3s → 2.5s

Gatling Gun

  • [Damage type]: Magic Damage → Physical Damage

  • [Removed] Shreds targets Magic Resistance by 10/15/20/25

  • [New] Shreds target Armor and Magic Resistance by 10/15/20/25

  • Cooldown: Full level 14s → Full level 12s

  • Mana consumption: 50/50/50/50 → 50/60/70/80

  • Damage: 32/48/64/80 + 60% bonus Attack Damage per second → 25/40/55/70 + 60% bonus Attack Damage

Missile Barrage

  • [Damage type]: Magic Damage → Physical Damage

  • [Maximum stacks]: 6 → 4

  • [New] Basic attacks against champions reduce the time between charges by (2 + 200% Critical Strike rate) seconds on hit.

  • Missile preparation time: 10/9/8s → Full level 20s

  • Normal missile damage: 80/115/150 + 25%/50%/75% Attack Damage + 20% Ability Power → 70/140/210 + 70% bonus Attack Damage

  • Empowered missile damage: 160/230/300 + 50%/100%/150% Attack Damage + 40% Ability Power → 140/210/280 + 140% bonus Attack Damage

KINDRED

We want to give Kindred’s damage a boost in the mid and late phases of the game. As Kindred gains more marks throughout the game, they’ll now be granted a little extra Attack Speed and damage.

Dance of Arrows

  • Attack Speed boosted: 20 + 3% stacks of mark → 25 + 5% stacks of mark

Mounting Dread

  • Damage: 80/105/130/155 + 70% bonus Attack Damage → 90/115/140/165 + 80% bonus Attack Damage

GWEN

Gwen struggles when she has to chase down fleeing foes. So, we’re enhancing the slow effect on her Ultimate while also slightly increasing some of her stats to give her a little more strength in her duels. We’re shear-tain this should help everyone’s favorite seamstress out.

Snip Snip!

  • Mana consumption: 40 → 35

Hallowed Mist

  • Armor and Magic Resistance boosted: 14/16/18/20 → 18/20/22/24

Needlework

  • Slowdown effect: 30/35/40% → 35/40/45%

RENEKTON

As a champion whose primary strength is dominating in lane, Renekton should have sufficient laning strength. So, we’re increasing his damage in the earlier stages of the game to help him keep his identity as an early-game powerhouse.

Cull the Meek

  • Base health regeneration with on-hit: 7/9/11/13 → 10/14/18/22

Ruthless Predator

  • Base damage: 10/25/40/55 → 15/30/45/60

  • Base damage of Reign of Anger: 10/25/40/55 → 15/30/45/60

RAKAN

Rakan needs to engage to set up his team for success, but right now he’s struggling to do that because of his low survivability. To lend this charmer a hand, we’re increasing his mobility, which should help him find more opportunities to initiate fights for his team and make it safer for him to retreat.

Gleaming Quill

  • Cooldown: 12/11/10/9s → 10/9/8/7s

  • Base regeneration: 15 + champion level *7 → 30 + champion level *6

Grand Entrance

  • Cooldown: 16/14.5/13/11.5s → 16/14/12/10s

Battle Dance

  • Ability cast range: 600 → 700

VEX

We’re improving Vex’s laning ability and reducing the cooldown of her ultimate. This will allow her to effectively vex her foes by roaming to their lanes more in the mid-game and help her fill the role as her team’s playmaker better.

Mistral Bolt

  • Basic damage: 50/110/170/230 → 60/120/180/240

Shadow Surge

  • Cooldown: 90/80/70s → 80/70/60s

SWAIN

As a mage who likes to get right into the fights; Swain should have both durability and sustained damage. To ensure he has both, we’re strengthening his late game survivability, which will allow him to deal continuous damage more effectively during his ultimate.

Base Stats

  • Health per level: 112 → 120

Death's Hand

  • Base damage of the first bolt: 55/85/115/145 → 55/90/125/160

Demonic Ascension

  • Base regeneration per second: 15/25/35 → 20/30/40


GAMEPLAY CHANGES

ITEMS 

Rod of Ages

Rod of Ages takes too long to stack, which makes it difficult for champions who build it to have sufficient power in their mid-game fights. So, we’re shortening its stacking time.

Veteran:

  • Speed of stacking: 1 stack per 40s → 1 stack per 35s

RUNE CHANGES

Sudden Impact

We’ve been keeping an eye on the champions who pick Sudden Impact and feel we can adjust its damage scaling curve. This will allow assassins and fighters who take this rune to hit their power spikes more effectively in the mid-game. 

  • True Damage: 10 - 80 (growth cap by level 15) → 10 - 80 (growth cap by level 10)

SYSTEM

Enchanted Ensemble

We’ve noticed that the instrument monsters spawned by the Enchanted Ensemble after hitting turrets have extremely high health, making it take a bit too long for defending players to clear them. We’re adjusting their stats to ensure they’ll still pose a significant threat to turrets while making them easier for defenders to deal with.


Enchanted Trumpet:

  • Health: 300 - 1200 → 250-1000

  • Attack Damage: 50 → 60

Enchanted Organ/Drum:

  • Health: 400 - 1600 → 350 - 1400

  • Attack Damage: 40 → 50


SKINS

Super Galaxy Gnar 

Releasing February 21 @ 00:01 UTC

Dragonblade Riven 

Releasing February 28 @ 00:01 UTC