Wild Rift’s first major release after Open Beta brings with it new champs, fixed joystick controls, and a farewell to Cooldown Reduction.
Patch 1.1 Updates
As we approach the end of the year, we’re squeezing in a few new champions, balance changes and even players into Wild Rift! A huge welcome from the team to new players joining the Open Beta.
This patch, we’re replacing Cooldown Reduction with a new stat called Ability Haste, in line with our friends on League of Legends PC. We’re also officially welcoming Darius and Draven onto the Rift with our first canon lore event, Noxian Brotherhood. Joining them later this month will be Wukong, the Monkey King.
Check out the latest /dev diary for more. Welcome to Patch 1.1!
Darius, The Hand of Noxus
There is no greater symbol of Noxian might than Darius, the nation’s most feared and battle-hardened commander. Rising from humble origins to become the Hand of Noxus, he cleaves through the empire’s enemies many of them Noxians themselves. Knowing that he never doubts his cause is just, and never hesitates once his axe is raised, those who stand against the leader of the Trifarian Legion can expect no mercy.
Draven, The Glorious Executioner
In Noxus, warriors known as Reckoners face one another in arenas where blood is spilled and strength tested but none has ever been as celebrated as Draven. A former soldier, he found that the crowds uniquely appreciated his flair for the dramatic, and his unparalleled skill with his spinning axes. Addicted to the spectacle of his own brash perfection, Draven has sworn to defeat whomever he must to ensure that his name is chanted throughout the empire forever more.
Wukong, The Monkey King
Wukong is a vastayan trickster who uses his strength, agility, and intelligence to confuse his opponents and gain the upper hand. After finding a lifelong friend in the warrior known as Master Yi, Wukong became the last student of the ancient martial art known as Wuju. Armed with an enchanted staff, Wukong seeks to prevent Ionia from falling to ruin.
Wukong will be available later during this patch.
Added support French, German, Italian, Spanish, Polish, Traditional Chinese, Turkish, Russian, and Vietnamese.
Added the option to ping ability cooldowns.
Added the option for fixed joystick controls.
High Noon Darius
Soul Reaver Draven
Frozen Prince Mundo
Winter Wonder Orianna
Winter Wonder Soraka
Arcade Miss Fortune
Steel Legion Garen
We’re standardizing the cost of ultimates and nerfing mana regen for around half the roster. These changes are shown in the section below this one. More significant changes are still here!
We’re making a slight tweak to (2) Headbutt’s timing to promote more variety in Alistar’s beefy plays.
Cooldown: 13/12/11/10s → 14/12.5/11/9.5s
Gragas’ ult is much harder to land in Wild Rift, and it’s a huge part of his play-making potential. We’re making it a bit faster so he can start the party a bit sooner.
(Ult) Exploding Cask
Travel time: 6 frames → 4 frames
Janna has slowly fallen off, when her core fantasy should be intact as a highly mobile poke and protect champion. We’re putting the wind back in her sales by buffing up her (2) Zephyr and (3) Eye of the Storm.
Attack Damage: 46 → 52
Damage: 55/115/175/235 + 50% AP + 25% MS → 65/125/185/245 + 60% AP + 25% MS
(3) Eye of the Storm
Base shield: 80/130/180/230HP → 90/140/190/240HP
Cooldown: 16/14/12/10s → 13/12/11/10s
Shyvana has been more dragon than human with the way her fireballs have been hurting. Here’s some math to help cool her off.
(3) Flame Breath
Dragon form damage: 75 + level*5 + 30% AD + 30% AP → 45 + level*5 + 20% AD + 30% AP
Dragon form Scorch damage: 45 + level*5 + 10% AD + 20% AP → 30 + level*4 + 10% AD + 20% AP
Tryndamere was pretty average before the crit item nerfs, and he felt weak after we swung the nerf bat. We’re giving him a little something more to rage about.
HP% AD: 0.2/0.25/0.3/0.35 → 0.25/0.3/0.35/0.4
(Ult) Undying Rage
Cooldown: 100/90/80s → 100/85/70s
We’ve heard feedback from TF players that his deck takes a little too long to search through, so we’re making his cards rotate quicker.
(2) Pick A Card
Card rotate time: 0.7s → 0.6s
We’ve been feeling that mana costs in the early game are a bit too generous for the majority of the champion roster, which has led to some very low consequence early-game decision making. We’re also taking the time to do some ultimate mana cost standardization while we’re at it. All other champion changes are above.
Base Mana Adjustments
Ahri – Mana regen: 21 → 18
Alistar – Mana regen: 21 → 18
Amumu – Mana regen: 21 → 18
(2) Despair – Mana per second: 10/10/10/10 → 10/11/12/13
(Ult) Curse of the Sad Mummy – Mana: 100/150/200 → 100/100/100
Ashe – Mana regen: 12 → 9
Mana regen per level: 0.5 → 0.7
Mana regen @ level 15: 19 (unchanged)
Aurelion Sol – Mana regen: 12 → 9
Blitzcrank – Mana regen: 18 → 15
Camille – Mana regen: 18 → 15
Evelynn – Mana regen: 18 → 15
Ezreal – Mana regen: 21 → 9
Fiora – Mana regen: 12 → 9
Fizz – Mana regen: 18 → 15
Graves – Mana regen: 18 → 15
Jax – Mana regen: 15 → 12
Janna – Mana regen: 24 → 21
Jhin – Mana regen: 12 → 9
Jinx – Mana regen: 15 → 12
Kai’Sa – Mana regen: 18 → 15
Lux – Mana regen: 12 → 9
Master Yi – Mana regen: 15 → 12
Nami – Mana regen: 21 → 18
Nasus – Mana regen: 15 → 12
Soraka – Mana regen: 24 → 18
Twisted Fate – Mana regen: 12 → 9
(Ult) Destiny – Mana: 150/150/150 → 100/100/100
Vayne – Mana regen: 12 → 9
(Ult) Final Hour – Mana: 80/80/80 → 100/100/100
Vi – Mana regen: 18 → 15
(Ult) Assault and Battery – Mana: 100/125/150 → 100/100/100
Xin Zhao – Mana regen: 15 → 12
We’re taking a look at the feedback around tanks feeling weak and making some adjustments to both tank and anti-tank items to get the big boys and girls back on the frontlines.
Grievous Wounds Items
We are standardizing Grievous Wounds (healing reduction) durations across the board. This change should give tanks a slight buff, but we’ll be keeping an eye on other impacts.
Grievous Wounds duration: 1s → 3s
Grievous Wounds duration: 3s (unchanged)
Grievous Wounds duration: 3s (unchanged)
Grievous Wounds duration: 5s → 3s
Grievous Wounds duration: 1s → 3s
Stuns feel extra long on Wild Rift, and Merc Treads are being outclassed by other boot upgrades. Hopefully a small upgrade on this option’s Tenacity (crowd control reduction) will make them more appealing.
Tenacity: 30% → 35%
These changes should help champions deal with heavy auto-attacking marksmen.
Armor: 10 → 15
Auto attack damage reduction: 10% → 15%
Relative to other Enchants, Gargoyle was very weak and wasn’t worth buying on tanks. We are significantly powering it up.
Health bonus: 40/100% → 65/130%
Fimbulwinter is a new Tear of the Goddess item that’s very strong on specific tanks. We are nerfing it so those tanks aren’t permanently shielded.
Passive Cooldown: 10s → 15s
Similar to League of Legends on PC, we’re replacing Cooldown Reduction with a stat called Ability Haste. Previously, for an ability with a 100 second cooldown, your 31st point of CDR removed 1 more second off its remaining 70 second cooldown. This reduction is more than 1% of its current value which meant each point of CDR became more and more valuable as you stacked it, forcing us to cap it at 40%.
Conversely, every point of Ability Haste allows you to cast abilities 1% more frequently which means it’s a linear increase in power progression as opposed to CDR’s increasing value per point. Because of this, Ability Haste has no cap which should also allow you to flex your build choices to reflect the needs of the situation more as opposed to planning around a limit. To illustrate the concept a bit more, having 100 Ability Haste means you can cast abilities 100% more frequently (double the amount of casts!), but you’re gonna have to really commit to getting 100.
Below is a list of all changes happening as a result of the stat change. We leaned a bit more on the conservative side with the tuning on this change so we do expect we need to do some changes in following patches to get things just right.
For the math nerds, the exact formula for how much Ability Haste equates to CDR is as follows:
CDR = 1 – (1/(1+Ability Haste))
Caulfield’s Warhammer: 10% CDR → 10 Ability Haste
Stinger: 10% CDR → 10 Ability Haste
Black Cleaver: 20% CDR → 25 Ability Haste
Trinity Force: 20% CDR → 25 Ability Haste
Umbral Glaive: 10% CDR → 10 Ability Haste
Youmuu’s Ghostblade: 10% CDR → 10 Ability Haste
Duskblade of Draktharr: 10% CDR → 10 Ability Haste
Manamune: 10% CDR → 10 Ability Haste
Muramana: 10% CDR → 10 Ability Haste
Maw of Malmortius: 10% CDR → 10 Ability Haste
Death’s Dance: 10% CDR → 15 Ability Haste
Fiendish Codex: 10% CDR → 10 Ability Haste
Lost Chapter: 10% CDR → 10 Ability Haste
Passive – Haste: Renamed to Insight
Passive – Insight: Grants 10 Ability Haste
Sheen: 10% CDR → 10 Ability Haste
Lich Bane: 10% CDR → 10 Ability Haste
Nashor’s Tooth: 20% CDR → 25 Ability Haste
Luden’s Echo: 10% CDR → 10 Ability Haste
Harmonic Echo: 10% CDR → 10 Ability Haste
Awakened Soulstealer: 20% CDR → 25% Ability Haste
Ultimate CDR per stack: 3% → 3 Ultimate Haste per stack
Ultimate Haste affects your ultimate ability’s cooldown as Ability Haste would
Athene’s Unholy Grail: 10% CDR → 10 Ability Haste
Ardent Censer: 10% CDR → 10 Ability Haste
Archangel’s Staff: 20% CDR → 25 Ability Haste
Seraph’s Embrace: 20% CDR → 25 Ability Haste
Kindlegem: 10% CDR → 10 Ability Haste
Glacial Shroud: 10% CDR → 10 Ability Haste
Iceborn Gauntlet: 20% CDR → 25 Ability Haste
Spirit Visage: 10% CDR → 10 Ability Haste
Abyssal Mask: 10% CDR → 10 Ability Haste
Zeke’s Convergence: 10% CDR → 10 Ability Haste
Warmog’s Armor: 10% CDR → 10 Ability Haste
Guardian’s Vow: 10% CDR → 10 Ability Haste
Winter’s Approach: 10% CDR → 10 Ability Haste
Fimbulwinter: 10% CDR → 10 Ability Haste
Ionian Boots of Lucidity: 10% CDR → 15 Ability Haste
Summoner Spell cooldown reduction: 10% → 15%
Evolved Blue Buff
20% CDR → 20 Ability Haste
Hunter – Genius
2.5% CDR + 1.5% CDR per Unique Takedown → 2.5 Ability Haste + 2.5 Ability Haste per Unique Take Down
Max Ability Haste: 15
We want taking Dragons to be impactful, and eventually, Wild Rift will adopt the Dragon Soul system in the future. These changes are the first step toward that!
Base Burn Damage: 50 true damage per second over 3 seconds → 45 true damage per second over 3 seconds (150 total → 135 total)
Burn Damage per Dragon: Now scales from 45/60/75/90 per 1/2/3/4 Dragon your team has taken (including Elder Dragon itself) (135/180/225/270)
Elder Dragon elemental effect now increases by 50% per dragon taken
150% → 150/200/250/300% per 1/2/3/4 Dragons your team has taken
Junglers sometimes hit level 5 before laners, so we want to delay jungler speeds a little. This should also relieve some pressure on the jungler to use Smite before their first camp reaches the spell’s execute range.
Initial charge: Smite’s initial second charge delayed by 10 seconds
Fleet is appropriately powerful in PvP situations but the amount of sustain it was providing for safer ranged champions felt too strong, particularly in the early game. We’re taking a lesson we learned from League PC and adding a constraint so that ranged laners don’t get to ignore poke completely by taking Fleet Footwork.
Healing effectiveness: Against minions, the healing effectiveness for ranged champions is reduced to 30%.
Improved Wild Rift’s matchmaking to lower ping and skill disparity
Added a limit to gifts sent in one day
Lowered AFK penalty timings
Chat settings will now default to off until account level 8, when team chat will be available by default. Players can opt in to chat at any time.
Emotes now glow in-game. Shiny!
Jhin has been over-performing in every phase of the game so we are reducing some of his power in general. His traps also gave him too much guaranteed utility when he should be using them as a combo with (2) Deadly Flourish.
Starting attack speed: Reduced from 0.75 → 0.66
Attack speed growth per level: 2.2% → 3.2%
Attack speed at level 15: 0.94 (unchanged)
Attack damage growth per level: 5.5 → 4.55
Attack damage at level 15 without items: 196 → 177
(3) Captive Audience
Slow: 45% → 30%
(4) Curtain Call
Cooldown: 80/70/60 → 95/80/65
No more Mr. Weak Varus. Time to bring this blight boy more in line with the other marksmen.
Move speed: 325 → 330
(2) Blighted Quiver
Cooldown: 30s → 25s
Buff duration: 4s → 6s
Damage: 3/3.5/4/4.5% max health → 3.5/4/4.5/5% max health
Ezreal has been dishing out strong damage while staying safe a little too safe. We’ve pulled back his damage a little more and increased his (3) Arcane Shift cooldown so jumping into a fight is riskier.
(P) Rising Spell Force
Attack speed per stack: 12.5% → 10%
(1) Mystic Shot
Damage: 20/55/90/125 → 20/50/80/110
(3) Arcane Shift
Cooldown: 19/17/15/13 → 25/22/19/16
Akali has been especially weak since her release. We’ve given her some better ways to survive the laning phase and capitalize on outplays like the rogue assassin she is.
Armor: 30 → 35
(P) Assassin’s Mark
Bonus movement speed: 40% → 50%
(2) Twilight Shroud
Cooldown: 20s → 18s
Bonus movement speed: 25/30/35/40% → 30/35/40/45%
(3) Shuriken Flip
Missile range: 7 → 7.5
It’s play time! We are giving Eve a little more range on her (1) Hate Spike so she can more easily land charms and contribute to long fights.
(1) Hate Spike
Range: 5 → 6.5
AP ratio: 40% → 50%
The Sad Mummy’s meltdowns are getting a little out of control. We wanted to tone down his damage a bit and offer some breathing room to opponents that get caught in his curse.
Damage: 20/25/30/35 → 10/15/20/25
(4) Curse Of The Sad Mummy
Stun duration: 2 → 1.5/1.75/2.0
You can always count on Blitzcrank to lend a hand. But lately he’s been a bit too reliable as a source of engagements for his team. We tuned his reliability down a lot so opponents can punish him when he makes a mistake.
Base mana: 345 → 300
Base mana regen: 15 → 9
Mana regen per level: 1.1 → 0.7
(P) Mana Shield
Cooldown: 50s → 80s
(1) Rocket Grab
Projectile width: 1.5 → 1.0
Damage: 80/140/200/260 → 60/120/180/240
Self-slow duration: 1.0s → 1.5s
Lee Sin should fall off more as the game progresses, so we’ve scaled back the mobility and survivability he gets in the mid-game from maxing (2) Safeguard. Even a blind, fighting monk needs a weakness.
Cooldown: 15/14/13/12s → 15s
Shield value: 80/160/240/320 → 60/120/180/240
Damage: 55/100/145/190 → 50/75/100/125
Physical and magic vamp: 40/60/80/100% → 35/50/65/80%
Ever since we adjusted his (4) Explosive Cask missile speed, Gragas has really turned his life around and become a reliable champ. But we’d rather have him disrupting the enemy team than blowing them all up instantly. We reverted some of our prior buffs to keep him in check.
Health: 690 → 650
(1) Barrel Roll
AP ratio: 80% → 70%
(2) Drunken Rage
Cooldown: 4s → 4.5s
(4) Explosive Cask
AP ratio: 80% → 70%
Tank items have felt a bit weak lately, and we noticed that Last Whisper and Mortal Reminder were making it too easy to counter such builds. We are tuning these two down for now and will keep an eye on how tank builds perform.
Armor penetration: 20% → 15%
Armor penetration: 35% →30%
We’d like to see more active-item diversity, so we’ve made some changes to buff new strategies and nerf those that are too easy to pick up.
Cost: 1000g → 800g
Cost: 1000g → 800g
Cost: 500g → 800g
We’ve seen your feedback (thank you!) that the game has felt too dependent on the duo lane snowballing. We’ve tuned down the amount of experience champions can share to draw some focus to the other lanes.
Shared experience: 150% → 140%
XP gained from minions (in duo lanes): 75% → 70%
We’re all for wild, creative strategies, but taking Smite as a laner is something we’d like to discourage for the health of the game (it skews the jungle meta and can lead to less interactive laning). For those reasons, Smite now reduces XP gained from killing minions by 20% for the first 5 minutes of the game.
More ganks! More picks! We’ve increased respawn times on some jungle objectives to give teams more time and opportunity to outplay their opponents before hustling off to the next objective.
Respawn time: 180 → 210 seconds
Respawn time: 120 → 150 seconds