Wild Rift Patch Notes 7.0c

We’re balancing a few outliers on the Rift, welcome to Patch 7.0c!

We’ve got a few balance changes around the Rift, welcome to Patch 7.0c! 

Reminder: content will be released throughout the patch.


CHAMPION CHANGES

NORRA

We found that Norra’s survivability and wave-clearing ability lag behind other mages, so we’re going to give her some help in these areas, by allowing her to catch up with others without putting herself in danger. At the same time, we’re also carrying out some organization and quality-level updates to Norra’s mechanics, so that she can shine even more with her Ranked launch.

Beloved Trinkets

  • Cooldown reduction on hitting a champion: 1.5s → 20% of the maximum cooldown

Memory Surge

  • Slow when starting to charge: 25% → 20%

  • Maximum slow while charging: 55% → 30%

  • Cooldown: 8/7/6/5s →  7.5/6.5/5.5/4.5s

  • Base damage: 60/110/160/210 → 60/120/180/240

Journey to Nowhere

  • Optimized the duration calculation of the thread size increase effect during the ability,  now when the target is in the other dimension, the size increase effect will pause its timer

Threads of Homecoming

  • [New] Deals 115% damage to monsters and minions

RYZE

We optimized Ryze’s ability combo targeting logic, allowing him to strike his enemies more precisely.

Overload

  • Adjusted the targeting logic of the Spell Flux–Overload (ability 3-1) combo. Now, when he rapidly and consecutively casts the combo, Overload (ability 1) will prioritize hitting the target marked by Spell Flux (ability 3).

AHRI

Fox-Fire

  • Optimized the targeting logic of Ahri’s Fox-Fire (ability 2). After marking enemies with basic attacks or Charm (ability 3), the dispersion of Fox-Fire (ability 2) is reduced.

Charm

  • Optimized the handling feel of Charm (ability 3), allowing her to more easily execute the Charm–Flash (3–Flash) ability combo and deliver more highlight-worthy plays.

BARD

Bard’s early-game pressure was overly strong. His high damage and long basic attack range allowed him to safely harass and zone his foes. So, we’re making some adjustments to ensure his enemies have counterplay opportunities.

Base Stats

  • Attack Range:550 → 500

Cosmic Binding

  • Base Damage:90/140/190/240 → 80/130/180/230

  • Reduced the energy bolt travel speed.

  • Narrowed the hit detection width of the energy bolt.

NASUS

Thanks to our recent turret adjustments, Nasus’s early-game farming has become more stable, but his powerful slow effect has also been very troublesome for his opponents. We’re adjusting the scaling curve of his slow effect and reduced the early-game sustain from his passive, giving opponents more opportunities to limit his growth.

Soul Eater

  • Physical Vamp: 8/16/24% (at levels 1/5/9) → 6/12/18/24% (at levels 1/5/9/13).

Wither

  • The slow effect gradually increases over the first 4s to 45/60/75/90%, and remains at the maximum slow for the final 1s → The slow effect gradually increases over 5s to 45/60/75/90%

ASHE

In this update, marksmen as a whole received buffs from items, but we also noticed that Ashe has been underperforming in recent versions, so we’re increasing her power to help her catch up with the rest.

Base Stats

  • Base Health: 600 → 630

Ranger’s Focus

  • Attack Speed Increase: 15/25/35/45% → 20/30/40/50%

MASTER YI

We’re excited to see that the new items have been adding some fresh gameplay on the Rift, but their power needs to stay in check. Master Yi’s unusually strong synergy with Guinsoo’s Rageblade left too little counterplay, so we increased Alpha Strike’s downtime and adjusted its overall damage to keep his scaling intact while making him easier to deal with.

Alpha Strike

  • Cooldown: 16/15/14/13s → 17/16/15/14s

  • Damage: 30/70/110/150 → 20/60/100/140

  • Bonus damage to monsters and minions: 95/125/155/185 → 105/135/165/195

KATARINA

Katarina is performing well at the highest levels, but she still struggles for the majority of the player base, especially with the Quicksilver Enchant changes impacting her. These changes will strengthen her early- to-mid-game trading and flexibility, letting her use her mobility sooner to snowball games.

Base Stats

  • Base Armor: 30 → 34

Shunpo

  • Cooldown: 14/12/10/8s → 11/10/9/8s


GAMEPLAY CHANGES

ITEMS

Blade of the Ruined King

Blade of the Ruined King is a key item for on-hit marksmen, but its combat effectiveness is not where we would like it to be, especially when you compare it to melee champions, who are able to utilize its stat value more effectively. Therefore, we’re enhancing the passive effect when used by ranged champions to improve its competitiveness as a core marksman item.

Ruined Strikes

  • Bonus damage dealt: 7% of the target’s current Health → 8.5% of the target’s current Health (melee attacks remain unchanged at 10%)

Terminus 

We’re increasing the cost-effectiveness of Terminus to improve the late-game teamfight performance of our on-hit marksmen.

Base Stats

  • Total Cost: 3400 gold → 3300 gold

  • Attack Damage: 35 → 40

Wit’s End

Wit’s End’s effect has been too weak for ranged champions, making it difficult to provide sufficient sustain and healing. So, we’re enhancing the passive effect when used by ranged champions.

At Wit’s End

  • Heal for damage dealt (ranged 33%) → Heal for damage dealt (ranged 66%)

Death’s Dance

Death’s Dance provides fighters with excessively strong survivability, so we slightly increased its cost to balance its cost-effectiveness.

Base Stats

  • Total Cost: 3000 gold → 3100 gold

Quicksilver Enchant

Quicksilver Enchant’s cooldown is too short, and it also provides a long duration of crowd control immunity, making it difficult for champions who rely on their ultimate abilities for crowd control to take advantage of its downtime, and also making it hard for squishy champions to counter assassins and fighters engaging on them. So we’re nerfing iit so that control-oriented champions can better leverage their strengths.

Quicksilver (Active)

  • Cooldown: 60s → 70s 

  • Crowd Control Immunity Duration: 0.75s → 0.25s

RUNE CHANGES 

Since overall damage output has been tuned down, we’re aiming to avoid an overly short time-to-kill. However, the Resolve rune tree is currently too strong across the board, so we’re adjusting some runes that were overly powerful to make them more targeted in reinforcing class identities.

Nullifying Orb 

  • Shield: 60~190 (based on level) → 60~180 (based on level)

Unshakeable

  • Direct Armor/Magic Resistance Increase: 5% → 4%

  • Armor/Magic Resistance Increase per enemy champion: 4% → 3%

Perseverance 

  • Armor/Magic Resistance gained when affected by crowd control: 16–30 (based on level) → 15–25 (based on level)


GAME MODE CHANGES 

Arena

Champion Balance

Norra

Damage Dealt: 100% → 110%

Damage Taken: 100% → 90%

Vex

Damage Taken: 90% → 100%

Augments Changes

Pix Attack

Pix Attack Base Damage: 4~60 → 12~90 

Chain Lightning

Damage dealt to teammates: 40% → 50%