Wild Rift is full of mysteries. One of those is the traveling Armordillo, Rammus, who will be rolling his way to the Rift in a few days time. The Stargazers, sworn to protect humanity from unfathomable cosmic threats, will make their presence known later in the patch. Finally, we’re answering one of the biggest unknowns facing Wild Rift today: is it possible to win a game as Diana? Welcome to Patch 2.2a.
Rammus, The Armordillo
Idolized by many, dismissed by some, mystifying to all, the curious being Rammus is an enigma. Protected by a spiked shell, he inspires increasingly disparate theories on his origin wherever he goes—from demigod, to sacred oracle, to a mere beast transformed by magic. Whatever the truth may be, Rammus keeps his own counsel and stops for no one as he roams the Shuriman desert.
Rammus will be released on April 22 at 0:01 UTC.
Stargazer Twisted Fate
All skins will be released throughout the patch. Future 2.2 skins will be released in subsequent patches.
You can earn or purchase accessories from a bunch of different sources. Please check the relevant page in game for more information on how to get ‘em!
Icons: Stargazer Endeavor, Stargazer Triumph.
Emotes: Stargazer Pengu.
Recalls: To The Stars, Cosmic Transcendence.
All accessories will be released throughout the patch.
To celebrate the launch of the debut “first-to-Wild Rift” skinline, an ingame event introduces you to the world of the Stargazers: Camille, Twisted Fate and Soraka. Complete missions to unlock Blue Motes and accessories throughout the event, which runs until the end of April.
Turn your eyes to the skies to earn stellar rewards over the following days:
Start – April 15th, 2021 / 01:00 UTC
End – April 27th, 2021 / 23:59 UTC
As the cosmic wheels turn, two missions are unlocked every day at 00:01 UTC over the course of the event!
However, the universe dictates that you can only have two active missions at any given time. But don’t worry! Any extra missions you would have received will be tucked away in the celestial vault, waiting to appear when a spot opens up.
And if you complete a mission but don’t claim its reward right away, not all is lost! Any progress you make towards the next unseen mission in your queue will still be counted in the background. The stars have truly aligned in your favor!
Those who accept the challenge of the heavens will earn astronomical rewards!
We’re slowly rolling out 120fps mode support to high-end devices. The 120fps setting is still in testing—if you experience performance issues, please switch back to a fully supported frame rate.
Added the 120fps option to the following high-end devices: OnePlus 9 & OnePlus 9 Pro; Google Pixel 5; ASUS ROG Phone 2; Razer Phone 2.
For a tanky supportive champ, Alistar’s dealing too much damage, particularly to turrets. Using (2) Headbutt to attack turrets (did you know you could do that?) should be a bit more of a conscious choice.
Damage: 55/130/205/280 → 50/120/190/260
Turret damage ratio: 150% → 75%
Blitzcrank has been slightly underperforming for a while now, so we’re reverting some of the nerfs he received last year. These changes, combined with the recent tank item update, should give him a healthier space in the support roster.
(1) Rocket Grab
Damage: 60/120/180/240 → 80/140/200/260
Self-slow duration: 1.5s → 1s
Corki’s mail route stops by the Rift a bit too often. We’re giving him a bit of a break between deliveries with the goal to give him and his opponents a bit of breathing room.
(P) Hextech Munitions
The Package arrival rate: 100s → 150s
Diana’s weak across the board, so we’re shifting some of the rank-up power from (3) Lunar Rush into (2) Pale Cascade alongside some general buffs. These changes will help her survive the laning phase and push her advantage when she gets ahead.
Base Health: 570 HP → 610 HP
(P) Moonsilver Blade
[New] After casting a spell, Diana gains 30% to 120% Attack Speed (based on level) for the next 3 attacks.
(1) Crescent Strike
Cooldown: 10/9/8/7s → 9/8/7/6s
(2) Pale Cascade
Cooldown: 14s → 13/11.5/10/8.5s
(3) Lunar Rush
[Removed] Bonus Attack Speed moved to (P) Moonsilver Blade
Minimum base damage: 150/200/250 + 35% AP → 175/225/275 + 40% AP
Maximum base damage: 300/400/500 + 70% AP → 350/450/550 + 80% AP
Mundo buy Sunfire Aegis. Mundo burn down entire jungle and enemy team. Mundo need time out.
Attack Damage: 64 → 58
Health: 690 HP → 650 HP
Armor: 45 → 40
Duration: 5s at all ranks → 3/3.5/4/4.5s
Much like his iconic ultimate, Galio arrived with a bang and disrupted the meta significantly. We’re toning back his damage across the board, and shortening his (3) Justice Punch range based on feedback that it felt a little long.
Health: 610 HP → 570 HP
(P) Colossal Smash
Cooldown: 5/4/3s at level 1/5/9 → 5/4.5/4s at level 1/5/9
Base damage: 15 to 225 (based on level) → 15 to 190 (based on level)
(1) Winds of War
Percent HP damage per AP ratio: 2% → 1.5%
(2) Shield of Durand
Cooldown: 15/14/13/12s → 18/17/16/15s
AP ratio: 60% → 45%
(3) Justice Punch
Dash range: 6.5 → 5.75
Leona’s not quite shining as a crowd controlling support tank yet, so we’re lowering the cooldowns of her core lockdown combo.
(1) Shield of Daybreak
Cooldown: 6s → 5s at all ranks
(3) Zenith Blade
Cooldown: 13/12/11/10s → 12/10/8/6s
We’re happy with Pantheon’s mini-rework from Patch 2.2, but he could still use a few more tools in his arsenal. These adjustments should help him maintain his ability to carry an early game lead into a W.
Attack Damage: 58 → 64
Attack Damage per level: 2.65 per level → 3.6 per level
(1) Comet Spear
Tap base damage: 55/100/145/190 → 70/110/150/190
Charge base damage: 55/100/145/190 → 70/110/150/190
Bonus AD ratio: 100% → 110%
Critical strike bonus AD ratio: 150% → 165%
Shyvana’s got it all: tankiness, high damage, she’s a freakin’ dragon. In the absence of Davion, we’re cutting down her damage and health.
Health: 650 HP → 610 HP
(1) Twin Bite
Cooldown: 8/7/6/5s → 9/8/7/6s
(3) Flame Breath
Maximum on-hit HP damage ratio: 3.5% → 3%
We’re cautiously buffing Tristana as she’s still not matching up to the rest of the marksman roster.
Attack Damage per level: 2.65 per level → 3.6 per level
(3) Explosive Charge
Cooldown: 16s at all ranks → 16/15/14/13s
Vi has been a popular and reliable pick in high-level games, but on the strong side in regular play. These changes allow her to keep her reliable gank patterns, but at a slightly higher risk.
Armor: 35 → 30
(Ult) Assault and Battery
Cooldown: 85/65/45s → 95/75/55s
Infinity Orb is providing too much value for its gold cost. We’re bumping its price up a smidgen to delay its purchase in snowbally games.
Total Cost: 2850g → 3150g
While not being drastically overpowered (…except on Mundo lol), Sunfire Aegis is performing a bit too well. Taking it down a notch to add some more first-item choice for tanks.
Base Damage: 16 to 30 → 16 to 25
Bonus Damage HP Ratio: 1% → 0.8%
A glorious bugfix.
[Bugfix] Fixed a bug where item cost displayed as 800g.
Cost: 500g (unchanged)
Game System Changes
In competitive play, we’re seeing a lot of early grouping, making the laning phase almost nonexistent in high-level matches. This is part of our effort to incrementally release systemic changes that maintain the laning phase for competitive games.
During the first 4 minutes (previously 3 minutes), Solo (Baron) Lane and Mid Lane outer turrets gain 90 bonus Armor and Magic Resist.
During the first 4 minutes (previously 3 minutes), all outer turrets gain additional defensive bonuses when multiple enemies are nearby:
2 champions in total: 10 Armor and Magic Resist
3 champions in total: 100 → 250 Armor and Magic Resist
4 champions in total: 200 → 300 Armor and Magic Resist
5 champions in total: 300 → 350 Armor and Magic Resist
Free-To-Play Champion Rotation
Apr 15 – Apr 21: Braum, Evelynn, Fizz, Galio, Graves, Jax, Kai’Sa, Lulu, Singed, Varus
Apr 22 – Apr 28: Alistar, Aurelion Sol, Corki, Dr. Mundo, Fiora, Shyvana, Soraka, Xayah, Xin Zhao, Ziggs