Wild Rift Patch Notes 6.3b
Having fun channeling your inner Faker? What iconic plays have you been able to pull off in AAA ARAM with our new pro player Augments? Let us know! In the meantime, we’ve got a few updates to the AAA ARAM and a small update to Arena.
Reminder: content will be released throughout the patch.
GAME MODE CHANGES
AAA ARAM
Augments
Dive Break
- Damage: 30% → 25% Maximum Health 
Toxic Abyss
- Each stack increases the damage over time: 20% → 10% 
Overload
- Each stack grants 3% → 8% Ability Haste and 5% → 8% Movement Speed. 
Resonating Strike
- Cooldown : 8s → 0.5s 
Shadow Arts
- Damage while Marked: 30% → 50% 
Ace in the Hole
- Damage: 50 ~ 150 × (1 + number of attacks × 20%) → 50 ~ 150 × (1 + number of attacks × 40%) 
Bug Fixes
- Fixed an issue where some Augments would revert incorrectly. 
- Fixed missing card tag on “First Aid Kit”. 
- Fixed an issue where “First Aid Kit” did not properly increase healing when healing multiple targets simultaneously. 
- Fixed performance issues with The Night Hunter Augment under specific conditions. 
- Fixed incorrect damage values for the Grasp of the Undying Rune. 
- Fixed a discrepancy between the Mecha Awakening duration description and its actual effect. 
- Fixed and reintroduced the Augments Hi-Precision Sharpshooter. 
Arena
Anvil
- Optimized mana consumption and regeneration compensation for the anvil stat build playstyle in Arena. 
- Now, in Arena, AD champions can also randomly obtain AP stats and AP-related items, granting Champions greater freedom in Anvil customization and build choices. 
Augments
Blood Pact: Carnage
- Temporarily removed this Augment.