Wild Rift Patch Notes 7.2b

Patch 7.2b is here with balance changes to champions, items, runes, and gameplay systems.

Welcome to Patch 7.2b! This patch is focused on follow-up balance adjustments across champions, items, runes, and systems. We're addressing a few standout performers, lifting up underperforming picks and items, and continuing to fine-tune recent gameplay changes based on how they've landed with players.

Reminder: content will be released throughout the patch.


CHAMPION CHANGES

JAYCE

Jayce has been too resilient in lane thanks to his high base Armor, making early trades safer than intended. We're lowering his base Armor to better match other ranged champions, making him think more carefully about when to trade while giving opponents clearer opportunities to fight back.

Base Stats

  • Base Armor: 46 → 37

NIDALEE

Even after her previous round of nerfs, Nidalee is still overperforming. Her high Movement Speed and base Armor allow her to dominate most early jungle skirmishes, while her late-game mobility makes her difficult to pin down. We're looking to bring both her durability and mobility back in line.

Base Stats

  • Base Armor: 46 → 37
  • Base Magic Resist: 40 → 36

Prowl

  • Bonus Movement Speed in brush: 15% → 10%
  • Bonus Movement Speed when an enemy’s marked: 15% → 10%

AMBESSA

Ambessa's ultimate has been giving her too much finishing power against all types of targets, from fragile carries to durable frontliners. Since it's available relatively often, we're reducing its execute damage while also trimming some of the less obvious power elsewhere in her kit.

Public Execution

  • Damage Reduction: 30%/40%/50% → 10%/20%/30%
  • Base Damage based on Health lost: 20/30/40% → 10/17.5/25%

AURORA

The latest round of item and rune changes hit Aurora harder than we expected. To help bring her back to a healthier power level, we're increasing the damage on her first and third abilities.

Twofold Hex

  • First Cast damage: 35/65/95/125+30% Ability Power  → 40/70/100/130+33% Ability Power
  • Recast damage: 35/65/95/125 + 30% Ability Power → 40/70/100/130 + 33%Ability Power

The Weirding

  • Damage: 75/125/175/225 → 80/130/180/230

SONA

Following her previous buffs and the changes to the Tear of the Goddess item line, Sona has been providing more power to her team than intended. We're happy with how well she's able to keep up with her allies, but we're dialing back some of the shielding and crowd control in her kit to reduce her overall impact.

Aria of Perseverance

  • Heal: 45/60/75/90 → 35/50/65/80

Crescendo

  • Cooldown: 80/70/60s → 80/75/70s

EKKO

Ekko has been underperforming across all of his builds since the latest patch. We're giving him a broad set of buffs to help bring his overall power back in line and keep him competitive with the rest of the roster.

Z-Drive Resonance

  • Damage Ability Power ratio: 70% → 80%

Parallel Convergence

  • Missing Health ratio: 2% + 0.015% Ability Power → 3% + 0.025% Ability Power 

KAYLE

With the new bounty system, Kayle has become a little too reliable at reaching her late-game power spikes. We're reducing some of her early-game sustain and trading power to give opponents more opportunities to punish her before she comes online. At the same time, we're smoothing out her Mana costs so she can focus more on executing her gameplay rather than managing her Mana.

Radiant Blast

  • Mana Cost: 80/85/90/95 → 70/80/90/100
  • Damage: 70/120/170/220 → 60/100/140/180

Celestial Blessing

  • Mana Cost: 85/90/95/100 → 75/80/85/90
  • Heal: 95/125/155/185 + 40% Ability Power → 60/95/130/165 + 30% Ability Power

HECARIM

Hecarim has been clearing the jungle a little too efficiently and snowballing too reliably. We're adding a few constraints to slow down his early momentum and give opponents more opportunities to keep him in check.

Rampage

  • Bonus Movement Speed on hit: 30% → 18% 

LEE SIN

Lee Sin has settled back into the fighter playstyle we want to see from him. To better support that identity, we're giving him a bit more durability so he can stay in the thick of combat longer.

Safeguard/Iron Will

  • Shield: 80/140/200/260 → 100/160/220/280
  • Omnivamp: 16/24/32/40% → 20/30/40/50%

ZILEAN

Zilean has been dominating the Dragon Lane for far too long, especially in high-skill and professional play. We're reducing some of his lane poke and dialing back the impact of his ultimate in teamfights to bring him closer in line with other Dragon Lane picks.

Time Bomb

  • Base Damage: 70/140/210/280 →  60/125/190/255

Chronoshift

  • Cooldown: 100/85/70s → 110/95/80s

GAMEPLAY CHANGES

ITEMS 

Iceborn Gauntlet

Iceborn Gauntlet has been underperforming, even on the champions it's designed for. To make it a more appealing first major purchase in lane, we're increasing its stat efficiency and improving the value it provides early in the game.

Base stats

  • Price: 3100 → 3000
  • Max Health: 250 → 300

Luden's Echo

We're happy with the overall state of high-tier mage items, but Luden's Echo has fallen behind the rest. Despite its solid stat efficiency, it's underperforming across the board, so we're strengthening its passive to better reinforce the item's burst mage identity.

Echo:

  • Damage: 110 + 10% Ability Power → 140 + 15% Ability Power
  • Cooldown: 10 → 9

Magnetic Blaster

Critical strike marksmen have been struggling to keep up. We're increasing their Attack Damage to improve their scaling, while avoiding additional Attack Speed or on-hit power that could benefit other builds disproportionately.

Base Stats

Attack Damage: 25 → 30 

Lord Dominik's Regards

Critical strike marksmen are a little too weak in the current meta, especially when it comes to cutting through front-line tanks. To better support their mid- and late-game scaling, we're increasing the Attack Damage on Lord Dominik's Regards.

Base Stats

  • Attack Damage: 25 → 30 

Navori Quickblades

Navori Quickblades has been underperforming on the champions it's intended for. To help it come online earlier and better compete with other item choices, we're lowering its cost.

Base Stats 

  • Price: 2800 → 2700 

RUNES 

Botanist

Botanist was designed to reward players for making the most of plants around the Rift. Over time, however, it has become more of a universal scaling rune thanks to the amount of gold it provides. We're reducing its gold generation to bring the rune back toward its intended role and put greater emphasis on plant-focused gameplay.

Gold gained from destroying plants: 30 → 10 


OTHER ADJUSTMENTS 

Champion Bounty System Adjustments

Since the new Champion Bounty System launched, we've seen a significant drop in one-sided stomps while only slightly increasing the rate of comeback victories. That's a healthy outcome overall, but bounty generation from farming and kills has been a little too aggressive, making teams with a lead feel overly punished for playing well. We're reducing bounty accumulation so leading teams can press their advantage with more confidence.

  • Positive Bounty / Neutral: Gold from minions, monsters, support items, Smite, and similar sources required for each 1 bounty: 20 → 25
  • All States: Gold required from champion kills and assists to earn 1 Bounty: 3 → 3.5

GAME MODE CHANGES 

AAA ARAM

Champion adjustments

Bard
  • Healing provided: 100% → 120%
Rakan
  • Damage dealt: 100% → 105%
  • Damage taken: 95% → 90%
  • This change also applies to ARAM
Irelia
  • Damage dealt: 110% → 115%
  • This change also applies to ARAM
Nocturne
  • Damage taken: 85% → 75%
  • This change also applies to ARAM
Diana
  • Damage dealt: 110% → 115%
  • Damage taken: 110% → 115%
Riven
  • Damage dealt: 110% → 115%
Vex
  • Damage dealt: 100% → 110%
Kennen
  • Damage taken: 100% → 85%
  • This change also applies to ARAM
Zilean

ARAM: 

  • Damage taken: 100% → 110%
  • Damage dealt: 100%→ 85%

AAA ARAM:

  • Damage taken: 100% → 85%
Xin Zhao
  • Damage taken: 105% →115%
Jarvan IV
  • Damage dealt: 100% → 85%
  • This change also applies to ARAM
Ahri
  • Damage taken: 100% → 90%
Galio
  • Damage taken: 100% → 90%
Lissandra
  • Damage dealt: 100% → 105%

ARAM: 

  • Damage taken:100% → 90%
Pyke
  • Damage taken: 110% → 120%
Nasus
  • (1) Ability stacks gained for killing a minion: 8 → 18
  • (1) Ability stacks gained for killing a cannon minion or champion: 32 → 24
  • This change also applies to ARAM.
Be Magical
  • Conversion ratio: 240% → 270%
Cycle of Life
  • Shield duration: 6s → 10s
Covenant Pact
  • Charge speed increased by 40%
Bloodborne Valor
  • Effect per stack: Doubled. Maximum stacks halved. 
  • Duration: 12s → 20s
Arrowstorm: Mist
  • The windup before the first stun is reduced, but the stun duration is shortened. 
Samadhi Wind
  • Now pulls enemies toward the center, allowing it to trigger Shifting Debris/
Thunderbolt
  • Enhanced effect duration after casting the ultimate: 12s → 20s
Quickcool
  • Cooldown reduction each time: 1.5s → 2s
Strength Through Steel
  • Ability Haste per point of Armor and Magic Resist: 0.2 → 0.3
  • Size gained per 20 Armor and Magic Resist: 1% → 2%
  • Maximum Ability Haste: 100 → 150
  • Maximum Size: 50% →100%
Empowered Crowd Control
  • Permanent Heal and Shield Power: 0.4% → 1%
  • Permanent maximum Health: 4 + 1000% Heal and Shield Power → 10 + 2000% Heal and Shield Power
  • Cooldown: 0.5s → 1s
Slow Detonation
  • Damage: 15 + 5/level → 20 + 8/level
Calamitous Combo
  • Permanent Adaptive Force: 0.2 → 0.4
Mana Surge
  • Healing: 150% of Mana spent → 200% of Mana spent 
Blood Pact: Armor
  • Item Haste per 1% missing Health: 0.8 →1.2
Blood Pact: Scorched
  • Maximum Bonus Attack Damage: 60 → 80
  • Maximum Bonus Ability power: 120 → 180

Bug fixes

  • Fixed an issue where some exclusive items' component stats were slightly stronger than the completed item. As a result, the affected items' stats or build paths have been adjusted.
  • Fixed an issue where Ghostblade could not be activated after using a Legion Elixir.
  • Further fixed an issue where some melee champions could randomly roll Show Me Your Blade.

Unbound Frenzy

Doomsday T-Hex

Wild Trample

  • Base Damage: 45/80/115/150→50/75/100/125
  • Ability Power Ratio: 0.2 → 0.1
  • Maximum Health Ratio: 3% → 2%

(2)T-Hex Tailsweep

  • Bonus Armor and Magic Resistance: 2/3/4/5% → 1.5/2/2.5/3%
  • Shield ratio based on maximum Health: 2% → 1.5%

(3) T-Hex Strike

  • Cooldown: 18/17/16/15s → 20/19/18/17s

(4) Doomsday Program/Impending Doom

  • Initial shield base value: 200/400/600 → 150/300/450
  • Initial shield Ability Power ratio: 0.4 → 0.2
  • Initial shield maximum Health ratio: 10/15/20% → 10/12.5/15%

SYSTEM CHANGES

Legendary Ranked Weekend Challenge Adjustments

  • The bonus Champion Score, Legendary Ranked Factor, and other related values players can earn in the Legendary Ranked Weekend Challenge will now be adjusted based on their current Legendary Ranked tier. The higher the tier, the higher the cap on those values.
  • At the same time, we've slightly increased the conversion efficiency for lower-tier players gaining Legendary Ranked Factor, helping summoners join the challenge more smoothly and continue progressing.

Ranked and Legendary Ranked Activity Rule Adjustments

  • We will remove the old activity decay rule that applied to Master and above, meaning players will no longer lose marks or have their points decay for going seven consecutive days without playing Ranked or Legendary Ranked.
  • After this adjustment, summoners can arrange their match time more flexibly based on their own schedule without being constrained by the activity decay rule.
  • Thank you all for your continued attention and support. We wish everyone a great time in game and a smooth journey through the Rift!

BUG FIXES 

  • Fixed an issue where the screen would not rotate automatically after entering the game on some devices.
  • Added a poster option to lobby character settings under out-of-match personalization.
  • Optimized main interface support for iPhone 17 Pro Max.
  • Added detailed champion stats to the Champions and Lane tabs in Profile.