Wild Rift Patch Notes 7.1d
Engines on, patch incoming. We’re tuning up the roster of this patch by trimming overperformers, boosting the underpowered, and smoothing out the ride from lane to late game. Buckle up and hit the Rift, welcome to patch 7.1d.
Reminder: content will be released throughout the patch.
VAYNE
Vayne’s always been our go-to tank buster, but right now she’s hitting a little too hard, especially with on-hit builds. We’re dialing back her max Health damage and trimming the Attack Speed from her ultimate. We’ll also be shortening the duration of her first ability so it goes on cooldown faster, making it feel snappier when you need to reposition or create space in those intense teamfights.
Tumble
- Empowered attack duration: 7s → 4s
Silver Bolts
- True damage: 3/6/9/12% → 2/5/8/11%
- Attack Speed: 15/20/25/30 → 10/15/20/25%
URGOT
Urgot’s been lagging behind for a few patches, his early pressure and leg cannon burst just aren’t cutting it anymore. So, we’re bumping up his base Attack Damage to smooth out last hits and early trades. Additionally, we’re also increasing Echoing Flames damage so playing around his leg cannons packs more punch.
Base Stats
- Base Attack Damage: 58 → 62
Echoing Flames
- Attack Damage ratio: 50/65/80/95% → 60/75/90/105%
TRISTANA
Tristana’s late-game range is unmatched, but she’s been struggling in the earlier stages of the game, especially when she has to deal with minion waves and lane pressure. We’re making it easier for her to clear waves so that she can more confidently take trades early on.
Explosive Charge
- Explosion damage after killing a unit: 55/85/115/145 → 65/100/135/170
MEL
Mel’s in a solid spot, but she’s been a bit too frustrating to deal with. Her early missile poke is hard to dodge, and her second ability is up a little too often, allowing her to make more clutch reflects. So, we’re lowering her missile damage and increasing her second abilities cooldown. To keep her waveclear steady though, we’re giving her a small damage boost to minions.
Radiant Volley
- Damage per explosion: 13/16/19/22 + 7% Ability Power → 11/14/17/20 + 6% Ability Power
- Minion modifier: 75% → 90%
Rebuttal
- Cooldown: 32/29/26/23s → 38/36/34/32s
VLADIMIR
Vladimir’s been struggling when he’s up against an AD matchup early on. So, we’re increasing his base Armor to help him hold up better in lane and also boosting his AP to Health conversion, giving him more survivability as he scales.
Base Stats
- Base Armor: 34 →37
Crimson Pact
- Ability Power to Bonus Health conversion ratio: 120% → 140%
RIVEN
Riven’s early burst has been a bit too oppressive, with her passive leaving little room to respond. We’re trimming its base ratio to tone down her lane pressure and to make up for it, we’re increasing her damage against jungle monsters so her clear and scaling stay intact.
Runic Blade
- Bonus Damage Ratio: 32% ~ 60% (Based on level) → 22% ~ 50% (Based on level)
- Damage Ratio to jungle monsters: 50% → 65%
SIVIR
Since the launch of 7.1, we’ve noticed that Sivir’s late-game damage has been lacking. To lend her a hand, we’re increasing her Attack Damage growth to boost the damage her basic attacks can do as she scales with levels and items. We’re also increasing the AD ratio on her first ability, allowing both hits of Boomerang Blade to benefit more, improving her waveclear and teamfight poke. Overall, these changes are to make Sivir more threatening in late-game teamfights.
Base Stats
- Attack Damage per level: 3.5 → 4
Boomerang Blade
- Attack Damage Ratio: 70/75/80/85% → 75/80/85/90%
ZERI
Zeri’s late-game zap has been falling short, especially into tankier foes. We’re increasing her AD growth and basic attack scaling to help her close out fights. We’re also lowering the cooldown on her third ability to boost mobility and uptime. Whether she’s escaping, chasing, or kiting, this will give Zeri a stronger late-game presence.
Base Stats
- Attack Damage per level: 3.5 → 4
Living Battery
- Attack Damage Ratio: 104/108/112/116/120% → 105/110/115/120/125%
Spark Surge
- Cooldown: 24/21.5/19/16.5s → 22/19.5/17/14.5s
GAMEPLAY CHANGES
RUNE
As Patch 7.1 has progressed, the performance of the new runes has stabilized. Now, we’ll be taking a look at and adjusting those that are either overperforming or clearly underperforming. Details are listed below.
Lethal Tempo
Lethal Tempo currently grants too much Attack Speed to ranged champions, allowing them to reach high Attack Speed without heavily investing in Attack Speed items. We’re slightly reducing the maximum Attack Speed at full stacks for ranged champions, while preserving its burst identity. This change also increases the value of Attack Speed from other sources. After this adjustment, marksmen should have more diverse rune choices, and Lethal Tempo’s overall performance should be healthier.
- Attack Speed per stack (ranged): 3% – 12% (based on level) → 3% – 10% (based on level)
Empowerment
Empowerment is currently underperforming and lacks competitiveness compared to other keystone runes. We’re slightly increasing the damage amplification from the Exposed effect, and boosting the adaptive damage on trigger, allowing users to gain more value from both the three-hit burst and follow-up focus damage. Overall, the goal is to enhance its lane pressure and sustained combat power.
- Damage Empowerment: 8% → 9%
- Adaptive Damage: 40 - 180 (Based on level) → 60 - 200 (Based on level)
Absolute Focus
In the current game environment, Absolute Focus has a relatively strict activation condition and limited payoff, leading to low pick rates. We’re lowering the activation threshold so champions can maintain the bonus at lower Health, and increasing the Adaptive Force values at all levels. Overall, the goal is to provide more consistent rewards for players who maintain healthy HP, and improve its competitiveness for long-range champions and poke-oriented playstyles.
- Activation Threshold: 70% → 65%
- Adaptive Force: 1 - 15 (Scales with level) → 2 - 20 (Scales with level)
Ixtali Seedjar
Compared to other runes, Ixtal Seedjar has a steeper learning curve and more situational usage. It was also previously limited by its synergy with Pack Hunter in terms of gold generation, which constrained its cooldown. In this update, we’re reducing the cooldown of plants to remove that limitation, giving players more opportunities to experiment with Seedjar’s playstyle and unlock its full potential.
- Cooldown to re-acquire each plant: 45s → 30s
GAME MODE CHANGES
ARAM
Death Timer
- Increased early-game respawn timers (this change also applies to ARAM, AAA ARAM, and Spellbook ARAM).
Champion Balancing
- (These changes also apply to ARAM, AAA ARAM, and Spellbook ARAM.)
Aurelion Sol
- Damage Taken: 90% → 100%
Sett
- Damage Dealt: 100% → 90%
Veigar
- Damage Taken: 100% → 110%
Leona
- Damage Taken: 95% → 100%
Rammus
- Damage Taken: 95% → 100%
Shen
- Damage Dealt: 110% → 100%
Alistar
- Damage Taken: 90% →100%
Vladimir
- Damage Taken: 95% → 100%
Shyvana
- Damage Taken: 85% → 95%
Garen
- Damage Taken: 95% → 100%
Vayne
- Damage Dealt: 105% → 100%
- Damage Taken: 100% → 110%
Ziggs
- Damage Dealt: 85% → 95%
- Damage Taken: 120% → 110%
Miss Fortune
- Damage Dealt: 92% → 100%
- Damage Taken: 103%→ 100%
Xayah
- Damage Dealt: 95% → 100%
Twitch
- Damage Dealt: 95% → 100%
- Damage Taken: 105% → 100%
Varus
- Damage Dealt: 95% → 100%
AAA ARAM
Battlefield Adjustments
- Knock-up duration at the racing starting point: 0.5s → 0.2s
New Augments
- Added a series of new Augments, including: Subjugate, Charged Strike, One Strike, Sword Strike, Axe Strike, Power Sync, Defensive Sync, Haste Sync.
Augment Adjustments
- Adaptive Force : 2 → 1
Augments pool changes
- Adjusted some general Augments so they no longer appear in class-specific pools (e.g., Truce Shield, Blade Whirl, etc.).
- Adjusted some utility Augments so champions without the relevant mechanics cannot unlock them at the start (e.g., Relentless Conversion, etc.).
- Adjusted some utility Augments to be moved into the general pool (e.g., Windwalk, etc.).
Easter egg online
- Added the Easter egg “Porsche!”, which has a chance to trigger each match. This Easter egg will go live on May 1, 2026 at 08:00.
SKINS
Neon Daredevil Kai’Sa Releasing April 30 @ 00:01 UTC |
Neon Daredevil Hecarim Releasing April 30 @ 00:01 UTC |
Neon Daredevil Irelia Releasing April 30 @ 00:01 UTC |
Neon Daredevil Aurora Releasing April 30 @ 00:01 UTC |
Neon Daredevil Zed Releasing April 30 @ 00:01 UTC |
Neon Daredevil Gragas Releasing April 30 @ 00:01 UTC |
Prestige Select Neon Daredevil Kai’Sa Releasing April 30 @ 00:01 UTC |






