Breakdown the biggest patch yet! Removal of Cooldown Reduction(CDR), Ability Haste, Champion buffs and nerfs, meta changes and much more.
- Dev Diary
- OTHER NOTES
- Final Thoughts
Wild Rift’s first major release after Open Beta brings with it new champs, fixed joystick controls, and a farewell to Cooldown Reduction.
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.
This is a huge patch with many additions we’ve all been waiting for, including buffs to tanks, balanced matchmaking according to ping and new heroes.
Here is the Dev Diary run down by Naga Krauser. Broken down into digestible bites for everyone to understand!
A powerful Baron Laner with some juicy team fight potential. A force to be reckoned with.
A unique mm that uses Axes instead of arrows. Brother of Darius.
An assassin warrior with good outplay potential.
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
These might seem tiny but they highly improve communication even if you are on mic. Simply pinging if you have ult or not dictates whether your team should engage or not. Make good use of this.
More skins will be released throughout the patch!
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.
Mana regen: 21 → 18
(Skill 2) HEADBUTT Cooldown: 13/12/11/10s → 14/12.5/11/9.5s
This is possibly one of the most play-making abilities in the game. It’s a slight early game nerf and a late-game buff. Given that his early game is already nothing to boast about and late game team fights are not gonna happen every 9 seconds anyway, I feel like this is an overall nerf.
To know more about Alistar check out our in depth guide.
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
Well Deserved buff. It was very difficult to pull of his usual combo with those 6 frames, especially on moving targets. This will make him much more playable.
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.
BASE STATS Attack Damage: 46 → 52 (2) ZEPHYR 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
A decent buff. Janna has been quite unpopular lately. Rarely do I see her in ranked or even tournaments. Again, a very well deserved buff.
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 + level5 + 30% AD + 30% AP → 45 + level5 + 20% AD + 30% AP Dragon form Scorch damage: 45 + level5 + 10% AD + 20% AP → 30 + level4 + 10% AD + 20% AP
Might be a bit too much of a nerf. Base damage from 75 to 45 is no joke. This is bound to affect her both early game and late game. She isn’t picked that often in high elo, gets countered easily by some champions.
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.
(1) BLOODLUST 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
The ult is basically what defines his kit. Any buff to that is juicy! Completely agree with this change.
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
This will make him much smoother to play. Switching cards during team fights will definitely be easier.
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
Early game will be markedly slower. Missing your combos will have a higher cost and recalls will be more frequent. After you get those mana regen items higher mana bars, these changes will be negligible.
Jungle will not be affected much coz they usually have the blue buff. Supports will be hit the hardest. They usually have lower gold and hence a longer early game. This will hamper their play-making potential, as every ability missed will cost them even more.
Ezreal seems to be hit the hardest by this. His skill 1 spam fest early game, seems to have come to an end.
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.
Absolutely love this!
Before we get into the nitty gritty, a little about Grievous Wounds. Grievous Wounds is a debuff that reduces all heal and healing received by 40%. This is basically what you need to apply on your enemy when he is healing too much. Think, Mundo, Jana, Soraka, life-stealing marksmen. Any buff to this stat is a nerf to heal intensive champions. That is what we are seeing here
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%
Wild Rift is a cc heavy game. Tenacity essentially reduces the time for which your champion is cced. This is surely a huge buff and a good way to reduce the impact that cc heavy champions exert on the Rift.
These changes should help champions deal with heavy auto-attacking marksmen.
Armor: 10 → 15 Auto attack damage reduction: 10% → 15%
This is by far the biggest nerf to marksmen in the game so far in my opinion. Some warriors are affected by this but not as much as marksmen. The meta is too marksmen favored and this should surely help balance it out a little.
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%
The pick rate for this item was really low. It didn’t seem as potent on tanks as the other supportive counterparts. This buff will definitely change that, we will be seeing some Mundo’s and Malphite’s stacking this as they jump 1v5 and still survive.
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
This item still might become staple to CC heavy tanks like Alistar, Braum and Blitzcrank. They will get shields when they enter the team fight, which essentially synergizes with their kit in lots of different ways.
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 the 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))
Not much. It is just a more linear way than CDR. If you stack 20 Ability Haste, you will be able to use abilities 20 percent more.
A simple comparison to help understand Ability Haste is that it's just like Armor / MR. You can get as much of it as you want and the value is always the same.— Mark Yetter (@MarkYetter) August 7, 2020
More armor -> more physical reduction
More ability haste -> more casts per minute
This tweet refers to League PC but it’s the same in Wild Rift.
You have more flexibility around builds with this. Your current builds won’t be affected much but you can have more options to build on your champions.
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
Taking the dragon is must now. This has just made team play even more important than it was before. Wild RIft is already much more team-focused than other mobile games of the genre. This has just scaled it up a bit. You will need to play with your team to take important objectives, and your jungler will need to prioritize dragon. Any steals will hurt that much more!
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
A very direct nerf to junglers. Their first gank will not be as impactful as it used to be in the older patches.
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%.
Another direct hit to marksmen. Some mm could just pop this rune and heal their way back using minions and neutral objectives. Notably, Vayne will be hit hard by this change.
- 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!
Players with similar ping queuing together will make the queue time longer for players from other servers but it will make the matchmaking more fair. A red ping Camille fighting a green ping Fiora is never gonna be any fun for either.
Here are some of the best rundown videos for patch 1.1 of Wild Rift.
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This was the biggest patch so far. Tanks were buffed in general, and most mm were nerfed in some way or other. We are definitely moving in the right direction here, with some well deserved buffs and nerfs. Riot is slightly closer to the goal of becoming “most balanced mobile MOBA ever.” Balance changes will be rolling out every two weeks and we will be breaking down all of them(even the hotfixes) on the day they release.
Have anything you would like to add? Let us know what you think about these changes!