Wild Rift Patch Notes 2.0a breakdown

Guardian Angel, Evelynn, and Gragas take a nerf along with a few others. Join us as we do a quick rundown of every change in this patch.


This patch brings only nerf and no buffs. Most Major S tier picks take a hit along with Guardian Angel.


Aurelion Sol

Aurelion Sol

(1) Starsurge

  • Bugfix: Aurelion Sol no longer gains 20% movement speed when Starsurge missile is fired

(3) Comet of Legend

  • Maximum passive move speed: 40% → 20%

With the rise of Evelyn mid, the roaming mid strategy gained a lot of attention. The only mid-laner who could match her shenanigans, with good wave clear and rotation speed was Aurelion Sol. This is a nerf to exactly that. His movement speed is nerfed by half in the third ability. He will still be able to rotate well, but not without consequence like he did before. It is interesting to note that none of the damage numbers are nerfed, so he remains just as strong in team fights as always, along with all his Galaxy throwing fits.

The change to Stargate is just a bugfix where he randomly got a speed buff when making those galaxies.



(1) Hate Spike

  • AP ratio: 0.5 → 0.45
  • Mana: 25/30/35/40 → 30/35/40/45
  • Damage to minions: 100% at all ranks → 35/40/45/50%

The nerf we have all been waiting for. No more of those random jungle invades from mid, no more one shot wave clears at level one.

I love these chages as they are mainly to her laning phase in mid. She still has all that jungle provess and ultimate damage. So Evelynn jungle and Baron mains have nothing to worry about; she will still be amazing at poking kiting and escaping while bursting out a 3rd of enemy HP.



Base Stats

  • Health per level: 125 → 115

(P) Happy Hour

  • Cooldown: 7s → 8s

(1) Barrel Roll

  • Mana: 55/60/65/70 → 65/70/75/80
  • Minion damage: 70% → 50%

Uncle Gragas was making everyone buy too much for him. So Riot decided to nerf his tankiness a little(10*14=140 HP late game) so he would also be on the buying side once a while.

The major hits he has taken are both sustain oriented. His Hp is nerfed and so is his sustain from passive. This was one of the reasons why he was so obnoxious in lane, He wouldn’t take damage while one shotting squishes.

In solo queue, this might not matter much to some Gragas mains and there are no major changes to his damage. But this will definitely be less effective in brawls and in professional play.

Lee Sin


(1) Sonic Wave

  • Target range: 11 → 10
  • Base damage: 60/100/140/180 → 55/90/125/160

These are some good nerfs, but this isn’t the reason why Lee Sin is so obnoxious. Its his base damage. In this patch, he can just jump onto you even without hitting his SOnic Wave and still burst you down with his insane burst and game-breaking ult.

We are going in the right direction with these nerfs but Lee Sin will still dominate the jungle role in my opinion.

Miss Fortune


(1) Double Up

  • Base damage: 30/60/90/120 → 20/50/80/110

(2) Strut

  • Attack speed: 40/60/80/100% → 30/50/70/90%

Yes, her early game is a bit too strong, but her late game isn’t exactly broken. The nerfs are decent, taking away some of her insane poke but keeping her ultimate damage and combo potential intact. I have mixed feelings about this one.



Base Stats

  • Armor: 45 → 40

(1) Twin Bite

  • Slow (Mountain Dragon buff): 60% → 40%

(2) Burnout

  • Base damage: 25/45/65/85 → 25/40/55/70

(Ult) Dragon’s Descent

  • Dragon form bonus health (Ocean Dragon buff): 150/250/350 HP → 100/150/200 HP

Her tankiness is going down a notch which is an ok nerf, but the main hit is going to be the S2 nerf. The amount of that is just insane late game.It is true that once she started getting those dragons, she would move around the map like an unkillable killing machine, but I do feel these nerfs are a bit too much.



(2) Warrior Trickster

  • Invisibility time: 1.5s → 1s
  • Clone damage: 50% at all levels → 20/30/40/50%

(3) Nimbus Strike

  • Attack speed bonus: 35/40/45/50% → 25/35/45/55%

His assassination potential was really insane with that clone business. Saving your ADC as a support or even playing as an ADC against him was really a pain, coz you had to keep predicting how long we was gonna stay invisible and stuff like that. This change has addressed that. The other changes nerf his early game strength while pushing a bit of that power to the late game.

Wukong isn’t nerfed to the ground, he is still viable and he will still win those engages against assassins while being a great assassin himself.

Guardian Angel

Guardian Angel

  • Total cost: 2800G → 3100G
  • Combine cost: 400G → 700G
  • Attack Damage: 45 → 40
  • Revive cooldown: 180s → 210s

I don’t think this is nearly an enough nerf to GA. A snowballing ADC can easily rack up those 300 coins and the cooldown buff isn’t that significant either, it will still be up every second team fight. If you really want to stop the GA madness, you have to make it so that it can only be used a set number of times which would mean it can only be built as a last item. I despise the GA meta, where you can just choose to not die even after horrendously over extending as an ADC. It also makes comebacks that much more difficult.

Rundown Videos

Here are the Patch Notes from the Gaming Galaxy Thrower himself. Many thanks to Shurkou for letting us embed his video on here.

Here is another detailed rundown from Excoundrel.

Many thanks to Shurkou and Excoundrel for letting me use their videos on here. If you aren’t subscribed to them go subscribe!

Final Thoughts

All over I really like this patch. Many of the S tier picks took hits on the right stats.

Goodluck on the Rift, friend!

Have anything you would like to add? Let us know what you think about these changes!

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