Wild Rift Patch Notes 6.1b

Garen rework, Black Market Mayhem, and balance changes— welcome to Patch 6.1b.

Welcome to our second balance patch of the 6.1 cycle! We hope you’re enjoying your time in this star-studded galaxy and have been lighting up your constellations and earning rewards! This patch we’re reworking an oldie but goodie, Garen! Additionally, the Black Market Mayhem is making its arrival, and of course, some balance changes.

Reminder: content will be released throughout the patch.


NEW

BLACK MARKET MAYHEM

Black Friday is too far away so we’re kicking off our very own Black Market Mayhem where you can get skins for up to 80% off!

Black Market Mayhem will be available from May 23 to June 12 00:01 UTC.


GAREN

Garen has been with us from the beginning and has been the sturdy tank for every team. But this patch, we’re reforging his might in the form of a fighter. We’ve updated the maneuvering of Judgment to better suit a tanky fighter who sticks to his target, and we’re rewarding him for staying in the fight longer. For Courage, the previously hidden damage reduction has been replaced with a more visible shield, giving opponents clearer combat feedback. We’ve also improved how much Garen gains from durability stats, allowing him to better balance offense and survivability.

Courage

  • [REMOVED] Casting Courage grants Garen up to 70% damage reduction within 1s

  • [New] Passive: Gains 10% bonus armor and magic resistance

  • [New] Active: Grants a shield that decays over 2.5 seconds, absorbing 65 / 95 / 125 / 155 (+20% bonus Health) damage.

Judgment

  • [REMOVED] Enemies hit by the edge of the blade storm take critical damage.

  • [New] The number of spins increases with champion level, up to a maximum of 11 spins.

  • [New] Ending Judgment early reduces its cooldown.

  • [New] After hitting an enemy champion 6 times, Judgment applies 25% Armor Shred for 4.5 seconds.

  • [New] Deals 20% increased damage to the nearest enemy.

The Garen rework will be live May 29 00:01 UTC.

JAX

Leap-to-wards returns! We’re now bringing back the beloved leap-to-wards, Jax mains rejoice!

Leap Strike

  • [New] Can be cast to wards

  • [Adjustment] Jump speed increased

Counter Stike

  • [New] Jax now dodges abilities with on-hit effects.

SONA

We’ve noticed Sona players struggling to find their harmony when it comes to the timing of consuming passive stacks. Now, her passive will only be consumed when attacking enemy champions or epic monsters. Since she's already performing well, we’re also tuning down some of her power.

Power Chord

  • [Adjustment] Stacks are only consumed when attacking champions or epic monsters

  • [New] Grants full stack of passive when respawn

Hymn of Valor

  • Base damage: 50/90/130/170 → 40/80/120/160

POPPY

Poppy’s been doing well in the Baron lane, but we want her to be a more viable jungler. We’re giving her hammer a little extra oomph so her damage to monsters has been enhanced.

Hammer Shock

  • Maximum damage of each strike based on percentage Health to monsters: 30/70/110/150 → 40/100/160/220

SETT

Sett should feel stronger in early games. We want him to be able to suppress his enemies, so we’re boosting his abilities in the laning phase, which will improve his power to chase and kite.

Base stats

  • Base health regeneration: 7.5 → 10

  • Health per level regeneration: 0.55 → 0.8

Pit Grit

  • Right punch damage: 7 × champion level + 50% bonus Attack Damage → 9 × champion level + 50% bonus Attack Damage

Knuckle Down

  • Movement speed improved: 30% → 35%

SHEN

Shen often struggles with waveclear, making it tough to decide when to support his teammates. We’ve increased his laning speed to help with lane control and timing to support.

Twilight Assault

  • Damage to minions: 100% → 150%

XIN ZHAO

Xin Zhao’s been struggling lately, and we want to give him a boost, so that he can confront other junglers better.

Audacious Charge

  • Base damage: 50/85/120/155 → 55/90/125/160

  • Attack speed increased: 40/47.5/55/62.5% → 45/52.5/60/67.5%

EVELYNN

Evelynn has struggled against other junglers in this patch. We’re boosting her burst potential to give her more kill threat towards her enemies.

Hate Spike

  • Ability Power ratio: 40% → 50%

Last Caress

  • Cooldown: 95/80/65s → 90/75/60s

VEX

Vex relies heavily on her ultimate and early tempo, but falls off late game. We're lowering the cooldowns of her major damaging abilities and improving passive scaling to boost her consistency in teamfights, making sure Vex can still consistently deal damage even without her ult.

Doom ‘n Gloom

  • Damage: 16 + 8 × champion level + 20% Ability Power → 16 + 10 × champion level + 25% Ability Power

Mistral Bolt

  • Cooldown: 8/7/6/5s → 7/6/5/4s

ALISTAR

Alistar often struggles when facing ranged support champions. We’re giving him a better shot in lane.

Base stats

  • Base Health: 690 → 720

Pulverize

  • Cooldown: 15/13.5/12/10.5s → 13.5/12/10.5/9s

YONE

We’re reworking how Yone benefits from crit items, shifting more power to late game scaling while reducing early threat according to his current performance in game.

Way of the Hunter

  • [Removed] Reducing crit damage by 10%

  • Every 1% excessive crit converted to bonus Attack Damage: 0.4 Attack Damage → 0.6 Attack Damage

Mortal Steel

  • Crit Damage: 30/50/70/90 + 165% Attack Damage → 30/50/70/90 + 175% Attack Damage

  • Crit Damage with Infinity Edge: 30/50/70/90 + 195% Attack Damage → 30/50/70/90 + 205% Attack Damage

Spirit Cleave

  • Bonus damage: 12/13/14/15% target’s maximum Health → 11/12/13/14% target’s maximum Health

YASUO

We’ve adjusted Yasuo so he will get enough crit scaling from items, alongside some nerfs to his base damage so that tank Yasuo is less of a threat to his opponents. We’ve also decreased the shield duration of him to make him less oppressive in general.

Base stats

  • Base Attack Damage: 62 → 58

  • Base Health: 600 → 630

  • Health per level : 112 → 120

Way of the Wanderer

  • [Removed] Reducing crit damage by 10%

  • Every 1% excessive crit converted to bonus Attack Damage: 0.4 Attack Damage → 0.6 Attack Damage

  • Shield duration: 1.5s → 1s

Steel Tempest

  • Base damage: 25/60/95/130 → 25/55/85/115

  • Crit damage: 25/60/95/130 + 165% Attack Damage → 25/55/85/115 + 175% Attack Damage

  • Crit damage with Infinity Edge: 25/60/95/130 + 195% Attack Damage → 25/55/85/115 + 205% Attack Damage

GNAR

Mini Gnar has been wrecking havoc, so we’re trimming his attack speed and burst.

Rage Gene

  • Bonus Attack Speed: 0%~110% → 0%~90%

Hyper

  • Bonus damage of the 3rd attack: 6.5/9/11.5/14% target’s maximum Health → 6/8/10/12% target’s maximum Health

NASUS

Nasus is too dominant in the early laning phase, making him inconsistent with his late game scaling identity. We’re pulling back his early sustain and damage so he can fit bit as that late game monster.

Base stats

  • Base Attack Damage: 66  →  62

  • Base Attack Damage per level: 4.55 →  5

  • Magic resistance: 38 → 32

Soul Eater

  • Physical Vamp: 12/18/24%(increased by level 1/5/9) → 8/16/24% (increased by level 1/5/9)

Siphoning Strike

  • Cooldown: 6.5/5.5/4.5/3.5s → 7/6/5/4s

  • Base damage: 30/60/90/120 → 20/50/80/110

AMUMU

We’re keeping Amumu’s fast clear in the jungle but lowering his ganking power and ability to fight. Now if Amumu misses his crowd control abilities, he will face more threatening consequences from his enemies.

Bandage Toss

  • Cooldown: 12/11.5/11/10.5s → 13/12.5/12/11.5s

  • Base damage:  70/105/140/175 → 60/95/130/165

Curse of the Sad Mummy

  • Cooldown: 95/85/75s → 105/95/85s

RYZE

Ryze’s late-game burst is too high, so we’re lowering his damage across the board.

Base stats

  • Base Health: 690 → 660

Overload

  • Damage: 90/115/140/165+50% Ability Power + 2% bonus mana → 80/105/130/155+45% Ability Power + 2% bonus mana

Spell Flux

  • Cooldown: 80/120/160/200 + 45% Ability Power + 2% bonus mana → 80/110/140/170+40% Ability Power + 2% bonus mana

JARVAN IV

Jarvan IV is a jungler relying heavily on game pace, which requires more opportunities and abilities for him in early and mid phases, that’s where we are boosting him accordingly.

Demacian Standard

  • Attack Speed bonus from Passive: 20/25/30/35% → 25/30/35/40%

  • Base damage: 80/135/190/245 → 85/140/195/250

Cataclysm

  • Cooldown: 75/70/65s → 70/65/60s

OLAF

We noticed that Olaf is performing struggling when it comes to clearing jungle camps among his peers, and also weak in early fights and ganks, so we boosted his speed in jungling and early team fights.

Undertow

  • Base damage: 50/110/170/230 → 50/120/190/260

Reckless Swing

  • Damage ratio to monsters: 80%  → 95%

VI

Vi is another jungler that relies heavily on game pace. She is not performing to her expectations in early and mid games, so we’re boosting her accordingly.

Denting Blows

  • Damage to maximum Health: 4.3%-8.5% + bonus 0.03% Attack Damage →  4.8%-9%+ bonus 0.03% Attack Damage 

Vault Breaker

  • Base damage: 55/90/125/160 to 110/180/250/320 →  60/95/130/165 to 120/190/260/330


GAMEPLAY CHANGES

ITEMS

Bandle Fantasy

We’ve increased the early base damage of Bandle Fantasy, so mage champions can pick it up in the early stages of the game when they’re looking to fight.

Base stats

  • Ability Power: 80 → 85

Flameblossom

  • Base damage: 100 → 105

Malignance

Malignance should be more cost efficient for champions who rely heavily on their ult. So, we’re bringing down its price and boosting the attributes it provides.

Base stats

  • Total price: 3000 → 2900
  • Ability Power: 75 → 80

Redemption

We've adjusted Redemption’s build path to better support tanky enchanters with sustainability for themselves and the team, while reducing the healing and shielding scaling it grants to certain support champions.

Base stats

  • Build path: Catalyst of Aeons (1100g) + Kindlegem (1000g) +500g
  • Maximum health: 350 → 400
  • Healing and shield ratio: 5% → 0

Redemption

  • Healing value: 50+6% bonus Health → 40+7% bonus Health

Harmonic Echo

Harmonic Echo has been offering too much healing, making it hard for the other team to counter. Thus we've preserved its burst healing identity but lowered its overall effectiveness.


Base Stats

  • Healing and shield ratio: 10% → 8%

Harmony

  • Grants empowered healing effect with target’s health lower than 40% → Grants empowered healing effect with target’s health lower than 30%

Staff of Flowing Waters

As an all-around stat-rich item, Staff of Flowing Waters has become a bit too efficient. We’ve increased the cost and trimmed the stats it grants the user.

Base Stats

  • Total price: 2500 → 2600
  • Ability Haste: 20 → 10
  • Healing and shield ratio: 10% → 8%

Rapids

  • Providing heal or shield to an ally grants you and the ally 15 Ability Haste and 20-40 Ability Power for 6s → Providing heal or shield to an ally grants you and the ally 10 Ability Haste and 20-40 Ability Power for 6s

Ardent Censer

To prevent excessive stacking of healing and shielding power across multiple items, we're reducing the value provided by Ardent Censer.

Base Stats

  • Healing and shield ratio: 10% → 8%

AAA ARAM

SYSTEM

Homeguard

  • Homeguard effect disappears by: 3min → 5min

AUGMENT CHANGES

Windspeaker's Blessing

  • Armor and Magic Resistance: 42~90 → 26~50

Sidestep Master

  • Movement distance: 200 → 150

First-Aid Kit

  • Exchange the empower effect and normal effect

BUG FIXES

  • Fixed the issue of the wrong number of triggers of Recursion’s empower effect

SKINS

Dawnbringer Viego
Releasing May 30 @ 00:01 UTC

Dawnbringer Xin Zhao
Releasing May 30 @ 00:01 UTC

Nightbringer Shen
Releasing May 30 @ 00:01 UTC

Nightbringer Swain
Releasing May 30 @ 00:01 UTC

Nightbringer Lee Sin
Releasing May 30 @ 00:01 UTC