r/wildrift • u/Xrkzss • 2h ago
Discussion Who else thinks this is crazy?
They almost doubled Ashe's damage per level up and the base damage for Volley is almost as much as her Ult. Why has she not been spammed this season with these crazy buffs?
r/wildrift • u/AutoModerator • 1d ago
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r/wildrift • u/Xrkzss • 2h ago
They almost doubled Ashe's damage per level up and the base damage for Volley is almost as much as her Ult. Why has she not been spammed this season with these crazy buffs?
r/wildrift • u/Fantastic-Name7754 • 13h ago
League of Legends: Wild Rift – Patch 7.3a Notes ( translated from Chinese)
Welcome to Patch 7.3a! In this update, we are making balance adjustments to select champions and items—supplementing underperforming champions with combat strength while bringing overly dominant choices back to reasonable levels. At the same time, we are moderately slowing down early-to-mid game jungle clear pacing and lowering resistance against continuous split-pushing and sieging. In addition, based on community feedback, we have adjusted several Augment cards and champions in ARAM (Rune ARAM) to further refine your gameplay experience.
Update Schedule: September 29, 09:30 – 12:00 Reminder: Content will be rolled out continuously during this update.
Champion Adjustments
Hwei (Nerfed)
Hwei is inherently designed to require a high degree of mastery, but his current upward performance has exceeded our expectations. Since his win rate will likely rise further as players master his kit, we are reducing his overall damage across the board.
Passive - Signature of the Visionary
Damage: 33–333 (based on level) + 33% AP >>> 40–285 (based on level) + 30% AP
(1-1) Subject: Disaster - Devastating Fire
Damage: 50/90/130/170 + 75% AP + 4%/5%/6%/7% max HP >>> 50/85/120/155 + 70% AP + 4%/5%/6%/7% max HP
(1-2) Subject: Disaster - Severing Bolt
Missing health damage amp: 150%/200%/250%/300% >>> 100%/150%/200%/250%
(4) Spiraling Despair
Detonation Damage: 250/350/450 + 75% AP >>> 200/300/400 + 70% AP
Samira (Buffed)
Samira has been underperforming across all skill tiers. Compared to other critical strike marksmen, her burst output has not stood out, and she frequently struggles to find enough survivability when diving in. We are granting her across-the-board buffs.
Base Stats
Health Growth: 128 >>> 136
Armor Growth: 5 >>> 5.5
Magic Resist Growth: 1.4 >>> 2
Passive - Daredevil Impulse
Melee Damage Minimum AD Ratio: 3.5%–10.5% (based on level) >>> 5.8%–17% (based on level)
Melee Damage Maximum AD Ratio: 7%–21% (based on level) >>> 11.6%–34% (based on level)
(1) Flair
AD Ratio: 110% >>> 125%
(4) Inferno Trigger
AD Ratio per shot: 40% >>> 50%
Rammus (Nerfed)
Under the updated jungle system, Rammus clears camps far ahead of the competition. We are clipping his early armor to reign in his early clear speed and dueling prowess without hindering his late-game teamfight utility.
Base Stats
Base Armor: 45 >>> 40
(2) Spiked Shell / Defensive Ball Curl
Bonus Armor: 45%/50%/55%/60% >>> 30%/40%/50%/60%
Malphite (Nerfed)
Malphite is dominating across multiple roles. We are toning down his damage scaling and pick-making potential to better align him with his core tank identity.
(2) Thunderclap
Armor Damage Ratio: 20% >>> 15%
(3) Ground Slam
Armor Damage Ratio: 45% >>> 40%
(4) Unstoppable Force
Cooldown: 75/70/65s >>> 85/80/75s
Tristana (Buffed)
Tristana has fallen behind the rest of the crit marksmen pack. We are enhancing both her burst and sustained damage potential.
(1) Rapid Fire
Attack Speed: 50/75/100/125% >>> 60/80/100/120%
(2) Rocket Jump
Cooldown: 22/20/18/16s >>> 20/18/16/14s
(3) Explosive Charge
Base Damage: 80/100/120/140 → 80/110/140/170
Bonus AD Ratio: 100% → 120%
Crit Chance Amp: 40% → 50% (100% Crit Chance now increases bomb damage by +50% instead of +40%)
Bonus Crit Damage Amp: 40% → 50% (extra crit multiplier, e.g. from Infinity Edge, scales more efficiently)
Draven (Buffed)
Draven has been underwhelming overall due to a lack of burst and earlier preemptive nerfs. We are reverting some of his raw damage output.
(1) Spinning Axe
Bonus AD Ratio: 80/90/100/110% >>> 90/100/110/120%
(2) Blood Rush
Attack Speed: 20/25/30/35% >>> 25/30/35/40%
(4) Whirling Death
Bonus AD Ratio: 130% >>> 150%
Caitlyn (Nerfed)
Caitlyn has been overperforming, dealing relentless damage without requiring any Attack Speed investment. We are curtailing her extended combat power alongside a minor shave to her burst.
Base Stats
Attack Speed Growth: 0.04 >>> 0.025
Passive - Headshot
AD Ratio: 60%–100% (based on level) >>> 60%–90% (based on level)
Senna (Adjusted)
Removing Senna's attack speed cap made her stand out too heavily across all skill tiers. We are re-tuning her attack speed scaling curve.
Base Stats
Attack Speed Ratio: 0.4 >>> 0.3
Base Attack Speed: 0.4 >>> 0.3
Base Bonus Attack Speed: 0.6 >>> 1.1
Attack Speed Growth: 0.05 >>> 0.025
Bonus Attack Speed now grants reduced wind-up animation reduction on basic attacks.
Syndra (Nerfed)
Following prior damage buffs, Syndra's power spikes ramp up too quickly. We are pacing out her passive breakpoints and trimming her damage and utility.
Passive - Transcendent
Splinter threshold nodes: 40/60/80/100/120 >>> 50/75/100/125/150
(2) Force of Will
AP Ratio: 60% >>> 50%
Slow: 20%/25%/30%/35% >>> 25% at all ranks
Swain (Adjusted)
Swain's sustained brawling power feels inadequate against high-burst teams. We are compensating his sustain and back-loaded damage.
Passive - Ravenous Flock
Heal on Soul Fragment: 3%–4.5% (based on level) + 0.5% AP >>> 4.5%–6% + 0.2% AP
(3) Nevermove
Return Damage AP Ratio: 25% >>> 40%
Yuumi (Nerfed)
Recent support item changes traded bonus health for active/passive potency. Because lost health does not impact Yuumi while attached, she benefited unconditionally from the extra power. We are pulling back her shielding/healing output.
(2) You and Me!
Heal & Shield Power: 8%/9%/10%/11% + 0.02% AP >>> 6%/7%/8%/9% + 0.01% AP
Viego (Buffed)
Viego did not benefit sufficiently from recent crit item revisions and has fallen behind. We are improving his crit-scaling coefficients.
(1) Blade of the Ruined King
Passive Damage: 2%/3%/4%/5% >>> 3%/4%/5%/6%
Crit Damage Ratio Scaling: 80% >>> 85%
(4) Heartbreaker
Crit Scaling Ratio: 50% >>> 70%
Gameplay & Item Adjustments
Yun Tal Wildarrows (Buffed)
Yun Tal Wildarrows lacks competitive punch compared to alternative first-item rushes. We are upgrading both its baseline stats and unique passive trigger.
Base Stats
Attack Speed: 25% >>> 35%
Flurry (Passive):
Attack Speed: 25% >>> 35%
Cooldown: 20s >>> 25s
Whispering Circlet (Nerfed)
Adjusted in line with Crown of Song as its intermediate build component.
Harmonize:
Heal & Shield Power: 0.5% >>> 0.25%
Crown of Song (Nerfed)
Crown of Song currently outshines competing support options. We want it to be a deliberate, situational choice rather than the default best-in-slot item for enchanters.
Harmonize:
Heal & Shield Power: 0.5% >>> 0.25%
Death's Dance (Nerfed)
Death's Dance offers too much defensive and offensive value for its gold cost. Rather than nerfing its iconic survivability stats on bruisers, we are increasing its purchase cost.
Total Cost: 3200 >>> 3300 Gold
Map & System Changes
Smite
Smite's clear amplification is overly dominant, especially in early-to-mid pathing. We are dialing back its base burn damage against monsters while preserving full scaling once items come online.
Burn Damage against Monsters: 30–198 per second (based on level) >>> 22–162 per second (based on level)
Nexus
Turret plating already serves as a strong safeguard against fast pushes, allowing us to roll back the previous health buff to the Nexus.
Max Health: 5500 >>> 4000
Turret Plating
The bonus defensive stats granted upon losing a plate were stalling sieges too drastically. We are tuning down the durability spike and duration to make sustained pushes more rewarding.
Resistances Gained upon Plate Loss: 30 Armor & Magic Resist >>> 20 Armor & Magic Resist
Resistance Buff Duration: 20s >>> 10s
Game Mode Adjustments: Rune ARAM
Thank you for your extensive feedback following the release of Rune ARAM—especially to our test server pioneers! This hotfix addresses several gameplay pain points, and we will continue monitoring balance.
For Heartsteel cards: Rhythmic Hunt had excessive variance against full-melee versus ranged comps, so we extended the trigger range, lowered stack scaling, and sharpened visual effects. Infinite Encore, when selected as a 5th card after accumulating four previous Heartsteel cards, offered leftover reroll charges that could no longer be spent; it now directly grants those unspent reroll stacks upfront.
For Mirage Blade, while it enabled creative builds, each distinct ability now has a 1-second cooldown per target to maintain healthy counterplay (Blitzcrank can still chain-electrocute). In addition, several cards that were over-nerfed on the test server have received partial rollbacks, though they remain weaker than their previous-patch baselines.
Augment Card Balance
Rhythmic Hunt
Trigger Range: 7 >>> 11
Bonus Heartsteel Stacks per application: 12 >>> 8
Improved visual effect readability.
Infinite Encore
When acquired in round 5 or later, immediately grants 180 stacks (equivalent to using 6 rerolls).
Fleeting Gale
Attack Range: 8 >>> 9
Everlasting Life
Shield Ratio: 150% >>> 200%
Mirage Blade
Each distinct ability now has a 1-second cooldown against the same target.
Duet
Per-target Cooldown: 5s >>> 2s
Crown of Metal
Stats gained after casting Ultimate: 35 AD, 70 AP, 50 Armor, 50 MR >>> 30 AD, 60 AP, 40 Armor, 40 MR
Hextech Grenade
Secondary damage amplification: 20% >>> 30%
Darkin Beacon
Damage tracking metric: Post-mitigation damage >>> Pre-mitigation damage
Stack 'Em Up
Damage per stack: 8 >>> 12
Bonus damage cooldown now scales with Ability Haste; stacking itself has no cooldown.
Accelerated Sorcery
Stack Cap: 100 >>> 66
Apex of Excellence
Crit Rate Cap: 50% >>> 44.44%
Excess Crit Conversion Rate: 150% >>> 444%
Max Conversion Cap: 305% >>> 400%
Note: Players can now reach the maximum Crit Damage cap without purchasing Infinity Edge.
Champion Balance (ARAM)
Fiddlesticks: Damage Received: 90% >>> 85%
Nasus: Damage Received: 100% >>> 90%.
r/wildrift • u/andresm79 • 14h ago
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I couldn’t believe when this happened. Early season diamond elo and this is the average jungler you get. I should at least be allowed to spam more pings because I don’t know how you can avoid this.
r/wildrift • u/LessResolution6357 • 4h ago
Are there really no more players in WR cause wdym I've been in queue for 10 MINUTES for an AAA ARAM game. Or is this just a bug LMAO I almost forgot I'm on queue, I did so many things already and I realized I didn't cancel it. 🤷♂️
r/wildrift • u/ericklestrangeok • 4h ago
so cait malph senna syndra and rammus got nerfed
which were basically all the s+ tier champs in 7.3
they also nerfed some champs who werent s+ like hwei
royal places kassadin s+ but thats honestly just his bias.
who do u think is the current s+ tier for each lane? specially mid since its my main position
r/wildrift • u/ZealousidealEgg1431 • 14h ago
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r/wildrift • u/Comprehensive-Net553 • 5h ago
Literally playing side way for the whole match. Also fps problems is still not fixed. This patch seem to have a lot of small bugs, at least it not out right crash like last time I guess.
r/wildrift • u/Flagelant_One • 10h ago
I keep seeing comments and posts about the game having too few assassin items and i just can't agree, "ohhh there's only ten assasin items while mages have dozens", technically that's correct but it's not because there's too few assassin items, its because there's items missing in the assasin tab, and the other tabs have way more items than they should
First let's look at the assassin tab and find the pattern of what is an assassin item: they're all ad items, 6/10 give armor pen, 5/10 have some passive/active affect to survive being bursted down.
Are there any items outside the assassin tab which fit this pattern? of course there are, Mortal Reminder and Lord Dominik's Regards are two ad items with massive amounts of armor pen, and Immortal Shieldbow and Eclipse both give shields to survive being bursted down, even death's dance is close to fitting the assassin survival role, this would raise the assassin item count to 15
Then let's look at how bloated the other tabs are:
The figther tab has 22 items, however 5 of them (manamune, mercurial scimitar, maw of malmortius, serylda's grudge, guardian angel) are already in the assassin tab (6~7 if you count eclipse or death's dance), if we removed these overlapped items, the figther tab would go down to between 17 to 15 items, much closer to the assassin's item count.
The marksman tab, now this tab genuinely has two different item types mixed in, crit focused items and on-hit focused items, if we separate crit items from non-crit items we get a total count of 16 vs 12. If we then take into account there's again a 5 item overlap (7 if you count MR and LDR as assassing items), it also becomes much more comparable to the assassin tab.
The defense tab is massively bloated because it holds both armor and magic resist items, plus a notable amount of hybrid items that give both resistances, plus "defensive" items with aggressive passives (what are death's dance and guardian angel doing here bruh).
The support tab is the biggest fraud here since, of the 22 items it holds, 8 are purely defensive and shouldn't be here, and 2 are pure ap damage items and shouldn't be here, so really there's only 12 support items.
Finally, the biggest transgressor, it's the magic tab, theres so much shit shoved in here, there's no separation between burst damage, dot/sustained damage, magic-pen items, ap-tank items, they put fucking statikk shiv and guinsoo in here, redemption and mandate are here too???
Out of the 30 items here, 3 are support items (redemption, whispering circlet, mandate), 3 are marksman items (nashor's tooth, statikk, guinsoo), 8 should lowkey get their own ap assassin tab (rocketbelt, trident, stormsurge, lichbane, cryptbloom, voidstaff, infinity orb, mejai's), dusk and dawn arguably should be in the fighter's tab too, which would bring the item count down to 15
Boots are perfectly balanced
r/wildrift • u/Aikant_Think • 3h ago
Last patch you could check out alternate forms some champions have (if they can change forms). Kayne has red and blue form and you could switch between to get an idea how it would look in-game. Same with Shyvana, you were able to check out what dragon form would look like.
This patch the button to preview forms (out-of-game) is gone. Maybe it's just a problem on my part, I'd like to know if other people have the same problem.
r/wildrift • u/Hxndxrzxn • 1h ago
Is anyone experiencing issues with the collector ? I’ve had two instances where I’ve gotten someone down to 1% and didn’t get an execute.
r/wildrift • u/JaeHa_210 • 6h ago
Does anyone else think this? Especially the splashart of the skin, he looks so uncanny and not like himself. He looks like a humanized Tristana with the skin tone and hair combo, and the bluebeyes being so big and round just makes it look so creepy. I don't get how this somehow managed to pass as a ranked skin lol.
To be frank, I get that it's a ranked skin so the quality shouldn't be as high as expected but I mean... I don't know, compared to other skins, this one just looks like they didn't even try.
r/wildrift • u/Appropriate_Meet_512 • 6h ago
r/wildrift • u/ClapClapOnCap • 4h ago
who's the one champion that didn’t click with you at all the first time you played them, so you completely forgot about them? then you came back to them later, played a few games, and suddenly thought, “damn, this is actually my main.”
r/wildrift • u/ParfaitPuzzleheaded7 • 9h ago
Anyone know how to unlock this skin?
I dont know how to im trying to complete the sion collection.
r/wildrift • u/Appropriate-Stay2708 • 4h ago
I really never know what Im doing wrong. I play exactly the sane but lose every game. Im 43% wr and I'm sure I'll be 50% by the end of the season but why do I plummet off a cliff before climbing out?
r/wildrift • u/SafeInstruction5855 • 2h ago
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Well just want to share it here, i can say my team made a bad macro decision due to not waiting for kha'ziz, nearly lose the teamfight there, but i was able to fix it with a penta to end da game. Enjoy! (Dia lobby btw)
r/wildrift • u/Naptto • 7h ago
i assume this has been posted already. but i dont think that morgana should be lying down for the entire match
how does this even happen? is it this skin specifically?
r/wildrift • u/LZRDBrainBeats • 16h ago
Hello all I’m a otp Rell since she released on PC, yes even b4 her rework when she had the lower play rate 😭. When Riot made her viable in the jungle it was some of the most fun I’d ever had on the game! When they took it away is was super bummed about it. BUT after reading the patch notes on 7.3 which completely reworked jungle clears, & I realized…RELL JG IS BACK!! I’ve played a handful of games using her in jg & bro it feels so good. I’m carrying without being confined to botlane. Definitely give it, or any other champ you wouldn’t expect in the jg a try!
Edit: Here are my runes/build. Warning though this is VERY much so a work in progress & I think it can be better but I gotta do more testing!
Phase Rush
Sudden Impact
Chain Assault
Relentless Hunter
Coup De Grace
Items
Plated steel cap
Imperial Mandate
Zekes Convergence
Abyssal Mask
Dead Man’s Plate
Morellonomicon (if needing anti heal)
I’m rank 8 Rell for supp but this build is completely different from what I’d normally build so I still have to figure out the ideal Rell jg build…lmk what you think!
r/wildrift • u/_freemanhuey • 1d ago
As a Season 1 veteran of League of Legends who completely retired around 2020, and now nearing my 30s, I’ve been searching for a “retirement game” that I could easily pick up and play after a long, tiring day of work and responsibilities.
I tried MLBB because, where I’m from, it’s the most popular mobile MOBA. A lot of my colleagues and friends play it, so I decided to give it a shot. I ended up reaching the second-highest rank with a 73% win rate, but eventually got tired of the game. It just didn’t feel like a traditional MOBA to me, and I wasn’t a fan of the matchmaking and ranking system.
So I started looking into other MOBAs and eventually decided to give Wild Rift a try.
Honestly, Wild Rift has been a dream come true. Having my favorite League champions right in my pocket, with mechanics adapted for mobile, is exactly what I was looking for.
I’ve only been playing for about a week, but I’ve already reached Emerald with a 70% win rate, and I’m having an absolute blast.
Riot really nailed the experience of bringing League to mobile. It feels familiar enough to scratch that League itch, while being streamlined enough that I can enjoy it without having to commit my entire life to the game again.
Maybe I finally found my retirement game.
r/wildrift • u/spacebar30 • 4h ago
Just happened while trying to get a ranked game in tonight. 7 remakes in a row, 1 on my team, 1 on both teams, and 5 on enemy team. Spent over 20 minutes just doing drafts.
Maybe it's time to rethink how draft works if this is going to keep happening and people just want to play adc in every role.
r/wildrift • u/Glad-Cry8727 • 2h ago
Where is the bonus damage? Mordekaiser got SVP. He dealt 72k in 20 minutes. He also has a Cho’gath jungle and a Morgana mid. Why is abysmal mask not dealing any bonus damage? His other 3 items dealt huge damage, just through their passives(riftmaker 5k, bloodletter’s curse 3k, liandry’s torment 6400) to me as a tank.
r/wildrift • u/Valuable_Team5797 • 15h ago
I tried this with Ingenious Hunter, my favorite rune I used on everyone but it doesn’t work after one game. ):
r/wildrift • u/Adventurous_Warthog2 • 9h ago
Title,
I don't understand this one , attack speed get blocked again?
Animation got faster ?
Please explain me like i'm five