New Cosmetics[]
The following Champion skins have been added to the store:
Released October 15 (00:01 UTC):
- (Wild pass reward)
- ( )
Released October 20 (00:01 UTC):
- ( )
- ( )
- ( )
- ( )
- ( )
The following Summoner icons have been added to the store:
The following Emotes have been added to the store:
- New accessories
- Baubles: Third Place; Not Your Best Work; Drink's On You; Goodbye My Sweet (Strawberry); Goodbye My Sweet (Vanilla); Goodbye My Sweet (Fudge); Goodbye My Sweet (Mint); Shiny Scaled Egg, Remnant of the Dragon.
- Icon Borders: The Dragon's Eye; Right On Target.
- Recalls: Path Upon The Clouds; BOOM.
- Player Emblems: Valor In Arms (Cobalt); Valor In Arms (Plum); Valor In Arms (Malachite); Valor In Arms (Viridian).
- Rift Emblems: Rooted Victory; Smouldering Ashes; We Got This (Navy); We Got This (Indigo); We Got This (Bold); We Got This (Scarlet).
- Spawn Tags: The Fae; The Eternal; The Storm; The Zephyr; The Lagoon.
- Profile Borders: Tristana Display Case.
Wild Rift V2.5[]
Client[]
- Event
- Veigar's Arrival
- Quake in fear, for the Tiny Master of Evil is here.
- The Veigar's Arrival event begins Oct 15 (00:01 UTC).
- Way of the Dragonmancers
- The dragons seek a new champion. Which blessing will you earn?
- The Way of the Dragonmancers event begins Oct 20 (00:01 UTC).
- Event Reminders
- In the events screen, use the bell icon to choose which events you'd like to receive reminders for.
- End of Game
- Improved visuals and streamlined the awards in the EOG screen to give more focus to non-MVP/SVP awards.
- Added summoner spells to scoreboard.
- MVP plate now shows on EOG lobby screen instead of EOG stats screen.
- Improved visuals and information on who "likes" you as a teammate in the EOG lobby.
- Guilds
- A long awaited social feature, Guilds are here: in-game communities where you can connect to likeminded players, share news, chat and more.
- Creating a Guild
- Guilds are available from account level 9 onwards.
- Creating a Guild costs 200 Wild Cores or 400 Poro Coins. We're adding a small cost here because we want to encourage players to create and join Guilds for the long term.
- Use the Guild Finder to search for a Guild based on shared interests, skill level, or language.
- Being part of a Guild
- In the Guild Chat you chat to your whole Guild.
- In the Guild Feed, react to posts with emotes.
- Post an invite to your Guild to fill premade lobbies.
- Moderate Guilds and nominate Officers to help keep the peace.
- Personalization
- As a Guild Leader, select a name, icon, tag, labels, and description to show off what your Guild is all about.
- When part of a Guild, you'll obtain a Guild Plate: your Guild's name and icon appears in several places in Wild Rift, including your profile banner, lobby, leaderboards, and more.
- Leveling and rewards
- Playing with your Guild awards Guild Points, leveling up the entire Guild with more customization options, an increased member cap, and more benefits.
- Playing with Guildmates awards the Poro Blessing: a small bonus to Blue Motes and account XP (the more Guildmates you play with, the higher the bonus).
- Guild vs Guild
- GvG Basics
- A weekly competition between two Guilds selected to go head to head.
- Earn Supplies for your Guild by completing community missions—some attainable solo, many missions will require you to team up with Guildmates.
- The highest Supplies total at the end wins that week of GvG.
- Weekly Matchups
- Each week, all Guilds are assigned one of two champions in that week's matchup.
- Guilds will take the side of one of Runeterra's champs to fight for their cause, with unique dialog in-game.
- The first GvG season is set in Piltover and Zaun.
- A Guild's first matchup will be a Battle Exercise against a bot Guild as a practice run.
- Missions
- Missions are completed cumulatively throughout the week by the entire Guild.
- Each mission has multiple milestones; the more milestones completed, the more Supplies the Guild earns.
- Completing missions also reward Guild Points to level up your Guild.
- Armed and unarmed
- At the start of each week, all Guild members will be assigned one of two states: Armed or Unarmed.
- The more Armed players in the Guild at the end of the week, the higher your Champion Favor, which multiplies your Supplies total.
- Only the Guild with the higher Champion Favor avails of the boost.
- To max out your final score, aim to have as many of your Guild Armed as possible.
- Unarmed players do not receive Trophy Points from missions, but "bank" their Trophy Points for when they become Armed.
- Unarmed players can become Armed by playing with another Armed Guildmate.
- Armed players receive bonus rewards for playing with Unarmed players.
- Sabotaging
- Late in the week of GvG, the currently-losing team will be offered a chance to Sabotage their opponents.
- Sabotaging is a last-ditch effort to reduce your opponents' final Supplies total.
- Only premade groups of five Guildmates can contribute to a Sabotage, which requires winning games as five-person groups in a 24-hour period.
- The winning team is then able to defend the Sabotage with their own premade-as-five wins over the following 24 hours.
- Winning GvG
- The final Supplies total takes into account the Guild's completed missions (including individual contributions), Champion Favor (the Guild with the higher Armed rate), and Sabotage totals (reducing opponents' Supplies)
- The Guild with the highest total Supplies wins that week of GvG!
- Rewards
- By participating, winning, and completing objectives, earn unique rewards exclusive to Guilds
- Trophy Points are awarded to level up seasonal GvG progress
- Earning Supplies and/or winning in Guild vs Guild improves a Guild's rank on the leaderboards, and upgrades the Guild Plate
- GvG Basics
- Leaderboard loadouts
- Added the ability to set your loadout based on what the best players in your region build. The top 3 players' on each champion leaderboard will have their builds populated into the loadout screen in champ select.
- Matchmaking
- A new matchmaking algorithm which causes the system to focus more on MMR (matchmaking rating: a number behind the scenes that determines how well we think you will play in your next game) than rank. This change will make matches much fairer overall, but you may see wider rank discrepancies in game. This will be rolled out gradually throughout Patch 2.5.
- To address the rank discrepancies above, we've added a Rank Competence Tag to the loading screen—when a player's MMR is significantly higher than their rank, you'll see this in the loading screen to have more confidence you're being put into the same game as similarly-skilled players.
- We're introducing a backend system that adjusts the way we create matches in real-time. It's a bit complex, so bear with us:
- In patch 2.4 and before, the matchmaker only let players match if their MMR and rank were within a certain distance of each other. That distance started small, and then grew a set amount every second, which happened over a 2 minute period. After that, the allowed Rank and MMR gap had fully expanded, and the system stayed in this "expanded" state for the next 18 minutes for a total of 20 possible searching minutes. At that point the search timed out and needed to be restarted. Note: this meant it was always faster to keep waiting than it was to restart your search within that 20 minutes, because every time you restarted your search, you'd have to re-expand over 2 minutes.
- In patch 2.5, the matchmaker starts out with the expansion set to be as big or small as needed using real time data on the players in the matchmaking pool. This new system aims to guarantee every player finds a match within a reasonable amount of time, and well within the 20-minute timeout period. We are hoping to get it closer to 3-5 minutes at maximum. Overall, this means you'll find fairer matches at a faster rate.
- Ranked gains, particularly in high-rank games, should now be more consistent. This change also fixes an issue where players could "catapult" from Master to Challenger by manipulating VP gains.
- Onboarding
- Updated flow for new players, with specific new-player-related missions.
- Made adjustments to the second tutorial, adding Target Lock and info about jungling so new players learn more about Wild Rift earlier in their first few games.
- Patches
- Optimised patches on Android to reduce the size of downloads after updating to a new version.
- Position preference
- Position preference has been added to unranked PvP games.
- Before you get into a match, order your preferred positions (solo, jungle, mid, duo, support) from most to least preferred. From there, matchmaking will prioritize one of your top positions most of the time. It's still possible to get any position, but you'll have more control over your preferences, even if you don't get your top choice.
- Unranked PvP matches will remain simultaneous blind pick, and will not feature champion bans.
- Social
- Added the ability for players to share a unique URL to invite friends to join Wild Rift and add them as a friend in game.
- Store
- Added a yellow dot for the Store, which will now appear whenever new content is available.
- Players are now granted a one-time opportunity to select from 1 of 5 skins after they purchase Wild Cores (of any amount) for the first time after Patch 2.5.
- Tournament draft
- In Custom games, you can now select Tournament Draft mode. Tournament Draft features an esports-style draft with a phased champ select, featuring 5 bans per team and alternating champion picks.
- Twitch streaming
- Added a new feature to make it easier to stream directly to Twitch. Use the button in the "Settings > Other" menu to head directly to the Twitch app and start broadcasting with the in-game overlay.
- Wild Pass
- Upgraded the Wild Pass UI to make it easier to see which rewards you'll earn next.
- With the free version of the Wild Pass, players will earn a reward at every level up to 50.
- Purchasing a Basic or Elite Pass gives you access to seasonal missions to help power up your progress, and more content beyond level 50. These seasonal missions were previously only accessible to Elite Pass players, so Elite Pass players will now gain the Wild Pass Boost, which grants more XP for each mission and sets you on the fast track to maxing out your rewards.
- Added profile borders as a brand new reward type.
- Earn for reaching Level 50 on the Premium or Elite Pass.
Game[]
- Communications and social
- Ping, chat, and emotes now all share the same spamming cooldown.
- Increased the activation area for the emote wheel.
- Revival effects and now have a countdown bar only visible to allies.
- The in-game text chat has been slightly widened.
- Added ability cooldown pings to the main in-game ping/communications panel.
- Controls
- For melee champions, tapping the attack button has increased sensitivity to choosing enemy champions outside of your melee attack's range. This change will mean that melee champions will need to rely on the minion button more often to farm in lane. We'll be keeping an eye on your feedback around this change and will offer a setting if enough players feel like it is hard to adapt, but we expect this tuning to resolve more issues that it creates as it will make it way less likely for a melee champion to randomly attack a passerby minion while chasing down an enemy.
- While the 'Dash in Move Direction' setting is on, tap casting a dashing ability without a move stick input now dashes at targets instead of the direction that the player's champion is facing.
- We've done some general tuning to make accidental drags when furiously tapping the attack button less likely to occur.
- We've increased the maximum size of an ability button to help players drag-aim on longer range abilities and have a wider range of tuning for drag sensitivity.
- Added touch feedback for store and other areas for Android and iOS.
- Gold
- Bonus passive gold starting time reduced from 5:00 elapse to 4:00.
- Bonus gold per second increased from 1 to 2.
Champions[]
- Stats
- Base health reduced from 570 to 530.
- Mana growth reduced from 57 to 49.
- Base damage reduced from 40 / 75 / 110 / 145 to 35 / 70 / 105 / 140.
- New Effect: Now slides along the wall if he hits it at an obtuse (<90°) angle mid-swing.
- New Effect: Now has an indicator that displays enemies within kill threshold.
- Bug Fix: Tooltip now accurately states that shots execute minions.
- Cooldown changed from 12 seconds at all ranks to 14 / 13 / 12 / 11.
- Shield changed from 60 / 110 / 160 / 210 to 50 / 110 / 170 / 230.
- Shield AP ratio reduced from 60% AP to 40%.
- Removed: Can no longer target allied clones.
- Effect radius reduced from 275 to 225.
- Base damage reduced to 140 / 250 / 360 from 150 / 275 / 400.
- Tibbers flame aura effect radius increased from 200 to 300.
- Tibbers flame aura base damage per second increased from 20 / 30 / 40 to 24 / 40 / 56.
- Tibbers flame aura AP ratio per second increased from 10% AP to 12%.
- Tibbers flame aura tickrate changed from 1 tick per second to 4.
- Removed: Tibbers' enrage attack speed no longer decays over 3 seconds.
- Slow increased from 15% − 25% (based on level) to 20% − 30% (based on level).
- Critical slow increased from 30% − 50% (based on level) to 40% − 60% (based on level).
- Stats
- Base armor reduced from 35 to 30.
- Bonus movement speed reduced from 40% to 30%.
-
- : Splash artwork has been updated to the correct visual design.
- Removed: No longer grants attack speed and stops on hitting a large monster.
- Damage against monsters increased from 100% to 110%.
- Hitbox adjusted to better match VFX.
- Base damage reduced from 40 / 80 / 120 / 160 to 40 / 70 / 100 / 130.
- Cooldown increased from 80 / 70 / 60 seconds to 90 / 75 / 60.
- Base damage reduced from 200 / 300 / 400 to 150 / 275 / 400.
- Removed: Can no longer target allied clones.
- Sped up dash startup time when using to dash to Demacian Standard.
- Root duration increased from 1 / 1.25 / 1.5 / 1.75 seconds to 1.25 / 1.5 / 1.75 / 2.
- Stats
- Base attack damage increased from 52 to 58.
- Bonus movement speed increased from 100% to 110%.
- Number of empowered attacks increased from 1 to 2.
- Base damage reduced from 50 / 75 / 100 / 125 to 26 / 39 / 52 / 65.
- Damage AP ratio reduced from 80% AP to 40%.
- Physical and magic vamp reduced from 35 / 50 / 65 / 80% to 16 / 24 / 32 / 40%.
- Removed: Can no longer target allied clones.
- AP ratio increased from 75% AP to 85%.
- Stats
- Armor growth reduced from 3.9 to 3.5.
- True damage against monsters and minions reduced from 350 / 560 / 770 / 980 to 350 / 500 / 650 / 800.
- Base heal reduced from 60 / 100 / 140 / 180 to 60 / 95 / 130 / 165.
- Heal bonus health ratio reduced from 9% bonus health to 8%.
- Cooldown reduced from 120 / 105 / 90 seconds to 110 / 95 / 80.
- Base damage reduced from 20 / 45 / 70 / 95 to 15 / 40 / 65 / 90.
- Cooldown increased from 9 / 8 / 7 / 6 seconds to 10 / 9 / 8 / 7.
- New Effect: Starts the game with maximum Echo stacks.
- Bonus damage against dragons increased from 20% to 25%.
- Base damage increased from 25 / 40 / 55 / 70 to 30 / 45 / 60 / 75.
- Removed: Can no longer target allied clones.
- Root duration increased from 1 / 1.25 / 1.5 / 1.75 seconds to 1.25 / 1.5 / 1.75 / 2.
-
- Model and splash artwork have been updated to more closely match his design from Thresh Unbound: A Night at the Inn.
- Cooldown reduced from 19 / 18 / 17 / 16 seconds to 18 / 17 / 16 / 15.
- Cooldown reduced from 16 / 15 / 14 / 13 seconds to 15 / 14 / 13 / 12.
- Stats
- Base attack damage reduced from 64 to 52.
- Attack damage growth increased from 4.55 to 5.5.
- Bonus attack speed at level 1 reduced from 20% to 10%.
- Critical strike chance gained:
- New: 0.32% − 0.5% (based on level) critical strike chance per Fury.
- Old: 0.16% − 0.3% (based on level) critical strike chance per Fury, doubled at 100 Fury.
- Fury generation from kills with basic attacks increased from 10 to 15.
- New Effect: Basic attacking a champion grants 50 / 55 / 65 / 75% (based on Undying Rage's rank) bonus attack speed for 5 seconds (6 second cooldown after attack speed runs out).
- Critical strike chance gained:
- Heal per Fury increased from 0.5 / 1.1 / 1.7 / 2.3 to 0.7 / 1.3 / 1.9 / 2.5.
- Slow reduced from 30 / 40 / 50 / 60% to 20 / 30 / 40 / 50%.
- New Effect: Passively increases bonus attack speed to 55 / 65 / 75%.
- - New champion
- Released October 15, 2021 (00:01 UTC).
- Now only stacks on epic monsters, instead of large monsters.
- Base damage reduced from 20 − 160 (based on level) to 20 − 160 (based on level). Formula changed.
Items[]
- Players can no longer buy duplicates of Finished items.
- Unique passive - Energized
- New Effect: Energized attack's bonus magic damage now stacks with other Energized item passives.
- Unique active - Protobelt
- New Effect: Casting during a dash will now queue the effect to occur after the dash finishes.
- Unique passive - Energized
- New Effect: Energized attack's bonus magic damage now stacks with other Energized item passives.
- Unique passive - Firecannon Barrel
- Unique passive renamed from Firecannon Barrel to Sharpshooter.
- Unique passive - Energized
- New Effect: Energized attack's bonus magic damage now stacks with other Energized item passives.
- Clarified that Statikk Shiv's individual portion of an Energized attack's bonus magic damage can critically strike.
- Unique passive - Energized
- New Effect: Energized attack's bonus magic damage now stacks with other Energized item passives.
Summoner spells[]
- New Effect: Flashing during a skillshot dash now applies the dash's damage or effects at the flashed location, instead of completely canceling the ability and its effects.
- Passive - Hunting License
- New Effect: Now grants 20% bonus gold from monsters.
- Minion gold and experience rate reduced from 80% to 75%.
- Penalty increased from 20% to 25%.
Neutral buffs[]
- Minion bonus damage reduced from 40% to 20%.
Monsters[]
- Spawn time
- Small and large monster respawn time increased from 90 seconds to 105.
- Spawn time increased from 10:00 elapse to 13:00.
- Blue Sentinel camp
- Kill gold reduced from 300 to 250.
- New Effect: Now respawns every 4:00 elapse.
- Default despawn time increased from 9:00 elapse to 12:00.
- Leap Attack
- Damage to against structures changed from (200% AD (+ 20% health)) to (1500 + user's level × 50).
- Self damage changed from (100% AD (+ 10% health)) to 70% current health.
ARAM[]
- Removed: No longer grants true sight of invisible units and traps.
- Scryer's Blooms now appear on the Howling Abyss to scout enemies and units in the lane bushes.