Wild Rift Patch Notes 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%