With Rengar and Kha’Zix still in the middle of their rivalry, a new competition emerges from the sun-soaked sands of Shurima. Renekton will be available later in the patch to face off against his brother, Nasus, and the ancient rituals of Blood Moon will make their debut in Wild Rift a little later. We’ve also got some targeted nerfs for some of the strongest solo queue superstars: the #evelynnisoverparty starts now, besties.
This is the last balance patch of this cycle, so we’ll be running with these changes for an extra week or so. Look out for another /dev diary later this month for what’s hitting in June and July. Welcome to Patch 2.2c!
New
New Champions
Renekton
Renekton is a terrifying, rage-fueled Ascended warrior from the scorched deserts of Shurima. Once, he was his empire’s most esteemed champion, leading its grand armies to countless victories. However, after the fall of the Sun Disc, Renekton was entombed beneath the sands—and slowly, as the world above changed, he succumbed to insanity. Now free once more, he is utterly consumed with wreaking vengeance upon his brother, Nasus, who he blames for the centuries lost in darkness.
New Skins
Scorched Earth Renekton
Blood Moon Diana
Blood Moon Jhin
Blood Moon Kennen
Blood Moon Twisted Fate
Blood Moon Yasuo
Infernal Nasus
Mecha Malphite
All skins will be released throughout the patch.
New Accessories
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: Rainbow Poro, Tanzanite Poro, Catseye Poro, Citrine Poro, Obsidian Poro, Rose Quartz Poro, Sapphire Poro.
Emotes: Pride 2021.
Homeguard Trails: Rainbows For All.
Baubles: Ritual Mask.
Recalls: Blood Moon Return.
New Events
Pride
Everyone’s welcome on the Rift!
The Pride event will begin on May 24. More information available soon.
Nemesis Duel
Later in the patch, Nasus and Renekton enter Wild Rift’s second Nemesis Duel. As a reminder, these can trigger when:
- Both champs are at or above Level 13
- Neither champ has dealt or taken champion damage within 5 seconds
- Both champs are alive
- Both champs are at least 16 units apart
- A Nemesis Duel won’t happen every game these conditions are met, but when it does, everyone in the game will know through an in-game announcement. A champion wins the ingame event when the opposing champion dies within 3 seconds of taking damage from the winning champion.
Nasus and Renekton’s Nemesis Duel is Bad Blood:
- If Nasus wins, (1) Siphoning Strike strikes all enemies in an area
- If Renekton wins, he will remain at maximum Fury during (Ult) Dominus
Champion Changes
Braum
Braum is too good at locking people down despite his specific identity as a champion who counters powerful projectiles.
(P) Concussive Blows
Stun duration: 1.25/1.5/1.75s → 1/1.25/1.5s.
Diana
Diana’s Attack Speed on (P) Moonsilver Blade is scaling excessively as she snowballs.
(P) Moonsilver Blade
Attack Speed: 30 to 120% → 30 to 100%.
Evelynn
Don’t hate the player, hate the Hate Spike. Evelynn is still too strong overall, so we’re reducing her primary damage tool.
(1) Hate Spike
Damage: 45/50/55/60 → 40/45/50/55.
Fizz
Fizz is drowning against early game poke mages in mid. We’re throwing him a life ring for his initial mana issues.
Base Stats
Base Mana Regen: 15 → 18.
Jax
Jax’s late game is feeling overly nerfed, especially when he doesn’t have access to blue buff. Giving him some mana as he grows should help allow him to scale into a persistent threat in longer games.
Base Stats
Mana per Level: 33 → 57.
Mana at Level 15: 852 → 1188.
Kai’Sa
Kai’Sa is performing too well in high skill play. We are nerfing her waveclearing ability and reducing her playmaking potential in the early game to keep her in check.
(1) Icathian Rain
Bonus Damage to minions below 35% HP: 200% → 150%.
(Ult) Killer Instinct
Cooldown: 80/70/60s → 100/80/60s.
Lee Sin
Lee Sin is slightly over performing at higher skill levels, so we’re adjusting the power you get from optimizing his passive well.
(P) Flurry
Attack Speed: 50% → 40%.
Lulu
While other enchanter supports are performing well, Lulu has fallen behind. We’re reverting some of the recent nerfs to her base stats to help her (and Pix) out.
Base Stats
Mana: 435 → 480.
Movement Speed: 325 → 330.
Lux
We want to encourage champs in multiple lanes, but support Lux is a bit too strong. To address that, we’re adjusting her shield strength.
(2) Prismatic Barrier
Shield amount on return: 100/140/180/220 → 75/105/135/165.
Shield AP ratio on return: 0.4 → 0.3.
Pantheon
Despite his recent buffs, Pantheon is still struggling to make an impact. We’re giving him another little nudge to help him find his legs.
Base Stats
Armor per level: 4.3 → 4.7.
Armor at Level 15: 101 → 106.
(2) Shield Vault
Base Damage: 65/90/115/140 → 70/120/170/220.
Twisted Fate
Twisted Fate is struggling, his Red Card in particular is not matching up to the rest of his deck.
(2) Pick a Card
Red Card area-of-effect radius: 2 → 2.75.
Red Card slow: 30/35/40/45% → 35/40/45/50%.
ARAM Changes
With ARAM’s last week coming up, we’re taking one last swing at some outliers before we take the mode back into the lab.
Camille
Damage dealt: 10% → 20%.
Fiora
Damage dealt: 10% → 15%.
Jax
Damage dealt: 5% → 15%.
Lee Sin
Damage dealt: 10% → 20%.
Damage received: -15% → -20%.
Pantheon
Damage dealt: 0% → 10%.
Seraphine
Damage dealt: -10% → -15%.
Damage received: 10% → 15%.
Shielding done reduced by 15%.
Healing done reduced by 15%.
Shyvana
Damage dealt: 10% → 15%.
(Ult) Dragon’s Descent
Fury per second: 1/1.5/2 → 2/3/4.
Sona
Damage dealt: -10% → -15%.
Damage received: 10% → 15%.
Shielding done reduced by 20%.
Healing done reduced by 20%.
Tryndamere
Damage dealt: 10% → 20%.
Vi
Damage dealt: 10% → 20%.
Zed
Damage dealt: 5% → 15%.
Game System Changes
Passive Gold
We’re seeing players finish their builds too quickly leading to less satisfying power progression in longer games. Additionally, we feel roaming as a team while ahead comes at too little of a cost which makes split pushing weaker than we’d like. We’re taking a small stab at solving these problems by lowering passive gold gain in the mid to late game. We’ll be closely monitoring the net effect of this change, as it’s pretty experimental.
Passive Gold Gain
Before 8 minutes: 4G per second (unchanged).
After 8 minutes: 4 → 3G per second.