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07-13-2022 % &"'()*+,"-(.

WILD RIFT PATCH


NOTES 3.3
Shine Bright—it’s patch 3.3! We’re channeling the elements and
the stars this patch as Elemental Rift is permanently here and
the Star Guardians, new and old are here to protect us from the
forces of evil! Ranked S6, a new Wild Pass, and so much more
are also here!

AUTHOR
Alice Labrecque, Nick Frijia, Sean Mason, Mike Breese

Shine Bright—it’s patch 3.3!

We’re channeling the elements and the stars this patch as


Elemental Rift is here to permanently stay and transform the Rift
in Ranked and Normal PvP modes. The Star Guardians, new and
old, are also here to protect us from the forces of evil. New
items to enchant your gameplay, three charming mini champion
reworks, cooldown reductions to almost every ultimate, and of
course your regularly scheduled balance adjustments!

Along with these shiny new updates we also have a new Ranked
Season with a few adjustments and a new Glorious skin and
goodies for you to earn on your climb! A new Wild Pass is also
here, along with the ARAM Progression Track, and Legendary
queue.

We’re going to scurry off for now and swear our oath to the first
star, but make sure to check out our latest Patch Preview to see
what’s still to come in future patches during our Shining Bright
update. We’ll see you back here for 3.3a!

Reminder: content will be released throughout the patch.

NEW
!"!#$%"&'"())*&+$,"!-.
You’ll now be able to show off your snowballing skills to all your
friends with the ARAM Progression track! Up your snowball score
by playing ARAM’s throughout the season and earn new and
exclusive seasonal titles once a season concludes, based on
your performance throughout. ARAM seasons will follow the
same schedule as Ranked Seasons.

ARAM season and Progression Track will begin July 16 at 00:01


UTC

-&+,"&/)
This patch we are adding in a new setting so that you can have
anything that isn’t aimed or targeted as “On Button Down.” This
means that with this setting, abilities that aren’t aimed or
targeted will activate a few frames quicker! This is something we
implemented a while back for Summoner Spells and Active
Items, but are now adding it as a setting for some abilities, let us
know how it feels!

(/(#(+,!/$"*0,

Thank you all for sharing your feedback while we iterated through
tweaks, changes, and burned through iterations of Elemental
Rift. After a mountain of testing we are ready for it to flood your
ranked games. Elemental Rift will bring some massive changes
to each game you play, literally reshaping the map after you slay
the first dragon.

Infernal: Burns away brush and collapses walls.


Mountain
Mountain: Causes walls and terrain to rise out of the earth.
Ocean: Brush and Honeyfruit grow as the river floods.

Along with the map changes, we are also introducing an updated


dragon slayer system. Slaying a single Elemental Dragon won’t
give you much power on its own, but with each additional Dragon
your power grows. Increasing its potency, while you collect the
additional effects granted by each dragon your team slays. If you
choose to invest in slaying all 3 Elemental Dragons you’ll be a
formidable opponent before the other team has a chance to
make a last ditch effort for the Elder Dragon.

The Elder Dragon is also flying in with this update and is a late
game objective, guaranteed to spawn at 20 minutes replacing
the remaining Elemental Dragon if it is still on the map. Slaying
this behemoth grants your team the ability to burn their targets
to a crisp, attacks apply a burn, and champion damage that
reduces your opponents to critical levels will execute them
immediately.

DRAGON BUFFS
Elemental Dragons

Dragon Slayer
Slayer: The power of your elemental dragon buff
increases as you slay more elemental dragons!
Infernal Dragon: 4/8/12% Attack Damage and Ability
Power
Mountain Dragon: 6+3%/12+6%/18+9% Armor & Magic
Resist
Ocean Dragon: 3/6/9% missing Health Regeneration

Elder Dragon

Damaging an enemy causes them to burn for 60 true damage


per second for 3 seconds
seconds.
Dealing damage with champion abilities, basic attacks, or
Elder Dragon’s burn to an enemy below 15% health, instantly
execute them.
This execute ignores shields, but will not affect targets
who are invulnerable or immune to death.

When Elder Dragon is slain it grants its buff to all living members
of your team, lasting for 2 minutes or until champion death.

DRAGON SPAWNING
Elemental Dragons

First dragon spawn: 5 minutes


Spawning non-repeating random Elemental Dragons
Dragon respawns every 5 minutes
First dragon’s death changes the terrain to the corresponding
dragon’s element

Elder Dragon

The Elder Dragon spawns at 20 minutes


Elemental Dragons despawn at 19 minutes
If an Elemental Dragon would respawn after 19 minutes
minutes, it
will not spawn, and is instead replaced with Elder Dragon’s
spawn at 20 minutes
If the Elemental Dragon is in combat it won't despawn until
19:30
If no Elemental Dragon was slain then the terrain changes
when the elemental dragon despawns
Elder Dragon Respawns after 4 minutes

For a more in-depth look on Elemental Rift and how we landed on


this version (and some fun facts about these Dragons), check
our Elemental Rift Overview!

Elemental Rift will be live in Ranked and Normal PvP game modes
July 14 at 00:01 UTC

"!+.(1$2%1!,()
Ranked Season 6 is here and brings with it some updates and
new rewards for you to earn on your climb. As you embark on
your climb this season and defeat wooorthy opponents you’ll be
able to earn this season’s ranked skin, Glorious Crimson Fiora!

Along with the new seasons we have a few adjustments to


Ranked:

Ranked marks will now extend all the way to Challenger.


Once you reach Diamond, instead of gaining and losing
Victory Points (VP) for wins and losses, you’ll now gain a
ranked mark per win and lose one per each loss.
To progress through each tier of Diamond, you’ll now
need to earn six marks per tier.
You’ll now need to earn at least 20 marks to fulfill the rank
requirements to be promoted to Grandmaster.
You’ll now need to earn at least 40 marks to fulfill the rank
requirements to be promoted to Challenger.
To make the entire queue more consistent, Ranked Fortitude
and Fortitude Shields will now persist into Diamond up
through Challenger.
Removing placement matches at the beginning of the ranked
experience.
Since we’re implementing a lot of new changes, our usual
season reset will roll some ranks back a bit further than the
previous season to help smooth the transition into these
updated ranks.

Ranked Season 6 will begin July 16 at 00:01 UTC

LEGENDARY QUEUE
A few weeks after the new ranked season we will introduce a
new queue, Legendary queue! This will be an additional queue for
you to climb your way through and show off your skill:

Solo queue only.


Available for players who achieve Diamond + in our existing
Ranked system.
Will only be available during certain hours of the day.
Will share the same season cycle with our existing Rank
queue
Six new major ranks, and each rank will have four sub-tiers
for you to climb your way through:
Warrior IV - I
Commander IV - I
Guardian IV - I
Vanquisher IV - I
Immortal IV - I
Legend
If you climb to the top and achieve the prestigious rank of
Legend, you’ll also be given a special global ranking on the
leaderboard alongside the other players who are able to reach
Legend.
There will be a separate matchmaking rating (MMR) in this
queue, so the rank and MMR you have in other queues will
have no effect on your experience in this new one.
Exclusive rewards will also be available for you to earn during
your climb in this new queue!

Legendary Queue will begin a few weeks after Ranked Season 6


begins

WILD PASS

Here straight from the cosmos to brighten your gameplay and


this Wild Pass is Stargazer Karma. She’ll be your reward for
completing this pass, but don’t worry there's plenty of other
dazzling new goodies for you to earn along the way.

The Wild Pass will be available July 14 at 00:01 UTC

EVENTS

STAR GUARDIAN & REDEEMED STAR GUARDIAN


Swear the oath of the first star and embark on a magical journey!

The Star Guardian event begins July 15 at 00:01 UTC

CHAMPION CHANGES

!3"*
Due to the positive reception of Ahri’s rework in League
PC, we’re ahrilly excited to be bringing it over to Wild Rift!
These new changes bring some new mechanics for
Essence Theft and Spirit Rush, an update to her Charm
ability to address some frustrations it can cause, and
some quality of life improvements for her Fox-Fire ability.

ESSENCE THEFT
▪ Ahri gains a stack of Essence Theft whenever
she hits an enemy with an ability, stacking up to
3 times. At 3 stacks, her next ability consumes
all stacks to heal her for 40/60/80/100
(based on level) +20% Ability Power upon
hitting an enemy.
▪ [NEW] Whenever Ahri scores a champion
takedown within 3 seconds of damaging
them, she consumes their essence to heal
herself for 80/120/160/200 + 40% Ability
Power.

FOX-FIRE
▪ Improved the logic of the fox-fire projectile.

CHARM
▪ [REMOVED] Enemies hit by Charm take 20%
more damage from Ahri’s abilities for 5
seconds.

SPIRIT RUSH
▪ [NEW] During Spirit Rush, if Ahri devours a
champion’s essence with Essence Theft, Ahri
will extend Spirit Rush’s recast duration up to
10 seconds
seconds, and she gains an extra charge of
Spirit Rush. Can store up to 3 charges.
▪ Initial Duration: 12s

!++*(
Annie is strong for a lot of players, but there's some
parts of her kit that could use some improvements.
We’re cutting away some power in the form of base
stats while significantly improving the usability and feel of
Disintegrate.

BASE STATS
▪ Movement speed: 335 → 330
▪ Armor per level: 4.7 → 3.9
▪ Armor at level 15: 96 → 85

DISINTEGRATE
▪ Projectile speed: Increased by 20%
Increased: 15 → 18
▪ Explosion radius: Increased by .25
Increased: .75 → 1

1*!+!
This Lunari warrior is a little too oppressive in higher
levels of play, so we’re tapping down the damage of her
dash to cut down on some of the damage output she
has when fully maximizing Moonlight.

LUNAR RUSH
▪ Base Damage:
50/85/120
/155 →
40/75/110
/145

1"4$#2+1&
Dr. Mundo has been underperforming in higher levels of
play when compared to other tanks. To allow him to
better compete and go where he pleases in the Baron
Lane, we’re reworking the initial heal that he gains from
his ultimate so that it is not as easily countered by anti-
heal items such as Mortal Reminder.

MAXIMUM DOSAGE
▪ Initial heal: Heals 20% of his missing health →
Increases his base health by 15/20/25%
of missing health.

'!/*&
We’re making it a bit easier to approach your foes while
charging in with Shield of Druand and giving Galio a bit
more durability so he can look to take those risker
engagements.

BASE STATS
▪ Health per level: 125 → 135
▪ Health at level 15: 2320 → 2460

SHIELD OF DURAND
▪ Movement Speed reduction when charged :
25% →15%
15%

5!6
Jax is currently over performing in the jungle, especially in
higher levels of play. To combat this, we’re removing
Jax’s ability to gain stacks when attacking jungle camps,
while increasing the damage dealt by his Leap Strike and
Empower abilities to give some power back in the Jungle,
while also lending him a hand in the Baron Lane.

BASE STATS
▪ Attack Damage: 58 → 64

RELENTLESS ASSAULT
▪ No longer effective on monsters
▪ Now max 5 stacks, 1 stack per hit, no
doubling on minions/champs
▪ Per stack: 2.5/4.5/6.5/8.5% →5~19%
5~19%

LEAP STRIKE
▪ 60/115/170/225 → 70/125/180/235

EMPOWER
▪ Base damage:
45/90/135
/180 → 55/100/145/190

COUNTER STRIKE
▪ Cooldown: 14/12/10/8s → 12.5/11/9.5/8s

53*+
Recently, we’ve seen that in higher levels of play Jhin has
been jhinuinely struggling. We’ve seen great success for
other champions when adding a little extra duration to
their skill-based crowd control abilities, so we’re buffing
up the root on Deadly Flourish. While we’re at it, we’re
also amping up the bonus damage on Dancing Grenade
to pay skill Virtuosos off for executing their targets
properly.

DANCING GRENADE
▪ Damage Amp from bouncing: 35% → 44%

DEADLY FLOURISH
▪ Root duration: 1.25/1.5/1.75/2 →
1.5/1.75/2/2.25

.!"#!
As players have mastered Karma, she’s shown to be
slightly too dominant in the laning phase but more
critically, far too strong at protecting her allies in the
later stages of the game. So, we’re bringing down these
two key aspects to keep Karma’s overall power focused
more on her strengths of disruption, rather than
shielding her teammates.

INNER FLAME
▪ Mana cost: 50 → 60

INSPIRE
▪ Base shield: 60/100/140/180 →
60/90/120
/150
▪ Mantra base Enhanced Shield:
150/210/270/330 → 120/180/240/300

/(&+!
Despite being a support most players can always lean
on, Leona isn’t performing as well as we’d like in higher
levels of play. For that rea-sun, we’re trying something
new and increasing her threat and engage range, which
should give players room for more skill expression.

ZENITH BLADE
▪ Range: 8 → 8.5

SOLAR FLARE
▪ Range: 9.5 → 10.5

/26
Despite the popularity of playing this luminous lady in the
support position, she’s currently not performing as well
as we’d like there, so we’re adding some spark to the
value of Lux’s primary supportive output.

PRISMATIC BARRIER
▪ Second shield value: 75/105/135/165 + 30%
Ability Power → 100/140/180/220 + 40%
Ability Power

+!2,*/2)
Nautilus hooks aren’t quite sinking as well as we’d
hoped, so we’re making some adjustments to the hitbox
to make it a bit easier to drag enemies down. While
we’re at it, we’re buffing up some of the damage he
deals to monsters to get his clear up to a healthier
speed.

DREDGE LINE
▪ Width against units: 1→1.3
1.3
▪ Width against wall: 0.4 → 0.2

TITAN'S WRATH
▪ Monster damage ratio: 150%→ 200%

+!)2)
Recently, Nasus’ power has been stacking up and he’s
become an extraordinarily dominant pick, especially in
lower levels of play. So we’re tightening his leash and
making it less punishing to not pressure Nasus in the
early laning phase.

SIPHONING STRIKE
▪ Cooldown: 5.5/5/4.5/4s →7/6/5/4s
7/6/5/4s

%7.(
Pyke hasn’t been the best at hunting down targets on his
List, so we’re giving him a bit more damage and even
more reasons to stack up Armor Penetration.

BASE STATS
▪ Attack Damage per level: 1.7 → 2.65

BONE SKEWER
▪ Damage: 100/165/230/295 →
110/175/240/305

PHANTOM UNDERTOW
▪ Damage: 105/145/185/225 →
110/160/210/260
▪ Armor penetration ratio for stun duration: 1%
→ 1.5%

"*8(+
Riven’s Valor is a powerful tool for both repositioning
and soaking damage. This on-demand power has led to
Riven being too dominant for the players who have
mastered her, while not quite strong enough for others,
so we’re bringing up some defensive base stats in
exchange for a weaker shield.

BASE STATS

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