Wild Rift Patch Notes 7.1f
This patch, we’re tuning down some champions who’ve been hitting a little too hard, surviving a little too long, or clearing the jungle a little too fast. At the same time, a few underperforming picks are getting some love so they can shine brighter on the Rift. From smoother laning phases to fairer teamfights, these changes are all about creating healthier matchups, clearer counterplay, and more exciting moments from early game all the way to the Nexus explosion.
Reminder: content will be released throughout the patch.
KAYLE
As a scaling champion, Kayle’s early laning phase has been leaving her under too much pressure. We’re increasing her base Attack Damage and mana regeneration to give her a steadier start in lane.
Base Stats
- Base Attack Damage: 50 → 54
- Mana Regeneration: 12 → 16
Celestial Blessing
- Base Healing: 65/105/145/185 → 95/125/155/185
TALIYAH
Taliyah has been too effective at controlling the pace of fights with her long-range engage tools and consistent damage. The wide coverage of her second ability also gives her too much control in teamfights. So, we’re reducing the cast radius of her second ability and lowering the damage triggered by individual rocks from her third ability to curb her oppressive long-range crowd control and overall damage output.
Threaded Volley
- Base damage from the first hit of 5 rocks:50/70/90/110 → 40/60/80/100
Seismic Shove
- Cast Radius: 9 → 8
Unraveled Earth
- First stone’s detonation Damage: 30/45/60/75 → 20/35/50/65
AMBESSA
Ambessa has been too dominant in the early game thanks to the high base shield value on her second ability, but her durability falls off later into the match. We’re adjusting the scaling structure of her shield by lowering its base value and increasing its per-level growth, giving her foes more room to trade early while improving Ambessa’s survivability in the late game.
Repudiation
- Shield: 95 ~ 319 (Based on Level) + 125% Bonus Attack Damage → 50 ~ 330 (Based on Level) + 120% Bonus Attack Damage
K'Sante
K’Sante has been too durable even after activating his ultimate, forcing his opponents to commit excessive resources to take him down. We want his ultimate form to emphasize high damage at the cost of survivability, so we’re increasing the drawbacks after activation. These changes will make K’Sante more deliberate in how he uses his abilities while giving his foes clearer windows to punish and eliminate him.
All Out
- Max Health lost: 25% → 30%
- Bonus Armor lost: 70% → 80%
- Bonus Magic Resist lost: 70% → 80%
GRAGAS
Gragas has been a dominant pick in higher levels of play for a while, largely due to the reliable damage from his second ability. So, we’re adjusting its damage structure by reducing some of its base damage and AP scaling, while increasing the damage dealt based on target maximum Health. This allows Gragas to maintain his solid jungle clear efficiency while also making his burst against squishier champions less oppressive.
Drunken Rage
- Damage: 65/90/115/140 + 90% Ability Power + 7% Target’s Max Health → 35/70/105/140 + 70% Ability Power + 8% Target’s Max Health
VIEGO
Viego’s jungle clear speed has been too efficient, allowing him to snowball games more consistently than other junglers. We’re reducing the current Health damage on his first ability to slow down his early tempo. In addition, the execution potential of his fourth ability in teamfights has been outperforming, so we’re tightening its damage area to require more precise positioning and timing when engaging.
Blade of the Ruined King
- Damage based on the target’s current Health: 3%/4%/5%/6% → 2%/3%/4%/5%
Heartbreaker
- Damage Radius: 3 → 2.75
AKSHAN
Akshan has been out of the spotlight for quite some time. Currently, during the laning phase, he relies too heavily on his third ability to find trading opportunities, resulting in a very high execution requirement. We’re increasing the damage of his first ability to give players more flexibility and strategic options when trading in lane.
Avengerang
- Damage: 5/35/65/95 + 80% Attack Damage → 10/40/70/100 + 85% Attack Damage
NORRA
Norra’s first ability currently deals too much damage through its high base values, allowing her to remain threatening even without a strong gold or level lead. At the same time, her fourth ability provides powerful zone control that makes her especially effective during roams and neutral objective fights. We’re reducing the damage of both abilities to lower her overall threat level and make it harder for her to pressure
Memory Surge
- Base Damage: 60/120/180/240 → 55/110/165/220
Portalpalooza!
- Damage: 100/150/200 + 60% Ability Power → 100/140/180 + 55% Ability Power
KOG'MAW
Kog’Maw’s second ability currently deals too much percentage max Health damage, giving frontliners very limited room to respond against him. We’re slightly reducing its percentage max Health damage to give tank champions a more manageable experience when facing Kog’Maw.
Bio-Arcane Barrage
- Percentage of Damage based on Max Health: 2/3/4/5% → 1.5/2.5/3.5/4.5%
SHEN
Shen’s presence has been underperforming across all tiers, so we’re increasing the base damage of his first ability at all ranks, along with the percentage max Health damage after triggering his Spirit Blade empowerment. This will give him stronger trading power and make him more threatening in Baron lane matchups.
Twilight Assault
- Max Health Damage: 2.5/3/3.5/4% → 3/3.5/4/4.5%
- Empowered Spirit Blade Max Health Damage: 5/5.5/6/6.5% → 5.5/6/6.5/7%
BUG FIXES
- Fixed an issue where the Close Friend system displayed values on the client that did not match the actual increase amount.
- Fixed an issue where the Honor info button disappeared after swapping roles during Champion Select.
- Fixed an issue where the entry to like teammates disappeared after swapping roles.
- Fixed an issue where clicking expired items in mail caused an error.
- Fixed an issue where iOS devices could crash after multiple consecutive matches.
- Optimized stuttering during battlefield loading.
- Improved device overheating issues.
- (Temporary workaround: Lower graphics quality and resolution in Settings, disable Highlights (“Settings → Replay”), and disable mobile and wifi Mode (“Settings → Other → Network Optimization”).)
- Reduced power consumption from the animated emote interface.
- Reduced power consumption from in-game environment assets.
- Optimized in-game stuttering issues affecting some mid-to-high-end Android devices.
- Optimized in-game stuttering issues affecting lower-end devices.
- Optimized an issue causing some players to crash after matchmaking succeeded.