In the recent Wild Rift Patch 3.2, massive changes made their way into the rift. From a new champion, item changes, and even new runes, there’s a lot to analyze here. To help players understand the gameplay related changes, here is a Wild Rift Patch 3.2 analysis. The analysis will be provided after the Riot phrased changes, but none of the non-gameplay related updates will be analyzed whatsoever. The organization will also be different from the official patch update, with the gameplay related changes up first.
[Related: What is the Wild Rift Pyke Release Date]
NEW CHAMPIONS
EKKO, THE BOY WHO SHATTERED TIME
Riot: “A prodigy from the rough streets of Zaun, Ekko manipulates time to twist any situation to his advantage. Using his own invention, the Z-Drive, he explores the branching possibilities of reality to craft the perfect moment. Though he revels in this freedom, when there’s a threat to his friends, he’ll do anything to defend them. To outsiders, Ekko seems to achieve the impossible the first time, every time.
Ekko will be released on May 12 at 00:01 UTC.”
Analysis: Ekko came out already, and the champion is very strong. Having insurance from death in Wild Rift is a broken. And since Ekko can regenerate practically all of his health by just pressing his ultimate, the chapmion definitely released in an amazing state. There will be a Wild Rift Ekko build on this website as well, so be on the lookout for that.
CHAMPION CHANGES
AKALI
BASE STATS
- Energy regeneration (per 5s): 75 → 50
FIVE POINT STRIKE
- Base damage: 25/60/95/130 → 30/65/100/135
- Cost energy: 130/110/90/70 → 120/100/80/60
PERFECT EXECUTION
- First cast damage: 85/150/215 → 80/200/320
- Minimum second cast damage: 85/150/215 + 40% AP→ 70/140/210 + 30%AP
Riot: “Akali has been underperforming across the board, so you shur-ken bet we’re here to make some adjustments and help this Rogue Assassin out. We’re taking away some of her energy regeneration which was previously higher than other energy users, and in return we’re giving her some more power in other parts of her kit so she’s less dependent upon playing around her enormous energy regen. We’re also looking to cut down on some of the frustrating gameplay her foes face, by putting more of Akali’s ultimate damage into her first dash. This should reduce the amount of times Akali can execute her enemies primarily with the second dash of her ultimate, after hitting another target with the first.”
Analysis: This is interesting. They state that Akal is underpeforming, but in Korean Solo Queue, the champion is actualyl quite strong. And with massive buffs to her ultimate damage alongside Five Point Strike, the champion’s kit is overall just far stronger now. This marks trouble for a lot of different squishy champions, who fear the assassin’s wrath.
AHRI
- Health per level: 115 → 105
Riot: “Compared to her fellow mid laners, you could say that Ahri is starting to look a little sca-hri. So, we’re cutting away at some of the free durability she gains. This will expose Ahri to more risk when she goes in for those big plays.”
Analysis: Not a big nerf, just some health. More of a placebo nerf to discourage Ahri players. She’ll definitely still be quite strong.
BLITZCRANK
BASE STATS
- Mana regen: 9 → 12
- Mana regen per level: 0.7 → 1.1
- Attack Speed per level: 1.2% → 2.2%
- Attack Speed at level 15: .91 attacks per second → 1 attack per second
POWER FIST
- Cooldown: 10/9/8/7s → 8/7/6/5s
Riot: “After our recent upgrade to Overdrive, Blitcrank hasn’t been performing as well as we’d hoped. We’ve also noticed that Blitzcrank players feel like their attacks aren’t as snappy due to the loss of Attack Speed on Overdrive itself, so we’re giving him some extra mana and more knockups to work with.”
Analysis: Having more mana allows Blitz to do more grabtastic plays. And with a lower cooldown on Power Fist, the rolling golem received quite the substantial buff. When playing against specific picks, Blitzcrank should finally feel viable now. This buff is probably preemptive, as to allow Blitzcrank to stand toe to toe with Nautilus and Pyke when they release.
GALIO
- [UNCHANGED] Taunt duration is still 0.5s~1.5s
- Charge duration needed for the effective range and taunt duration to reach maximum: 0.75s → 1.25s
- Effect range: 2~3.75 → 1.75~3.75
- Damage: 40/70/100/130 + 45% AP → 40/80/120/160 + 55% AP
Riot: “Galio’s Shield of Durand has been reaching full strength too quickly for how powerful of an effect it is. To give his opponents some more room for counterplay, we’re increasing the charge time to access the full power of this spell, while also giving it some more damage in return.”
Analysis: This isn’t really a nerf or a buff, more a quality of life change. Galio is pretty strong at the moment, so it should still be a good pick.
KARMA
- Base damage: 60/110/160/210 → 60/100/140/180
TRANSCENDENT EMBRACE
- Slow: 50% → 35%
Riot: “This enlightened Ionian continues to perform well above her fellow enchanters, particularly in how much damage and disruption she’s able to dish out during the mid-game, so we’re reducing some of that power.”
Analysis: The nerf on her Inner Flame definitely hurts her first ability rush. But Karma is in such a great position, that she can easily just max her second ability or third ability instead. And the slow for Transcendent Embrace wasn’t really what made the ultimate good. Expect a lot of Karma players to drop the pick, but for those one tricks, these nerfs aren’t enough to stop the enchanter support.
MORGANA
DARK BINDING
- Base damage: 80/150/220/290 → 80/160/240/320
TORMENTED SHADOW
- Base damage: 6/12/18/24 → 5/10/15/20
- Damage to monsters: 200% → 225%
- Mana cost: 70/85/100/115 → 70/90/110/130
Riot: “Morgana has rooted herself in the Dragon Lane as a popular pick, however this sinister sister not only excels, but is much more powerful when played in the mid lane. We’re making some adjustments so we can bring her power in both of those roles a bit closer, while also trying not to disrupt her presence in the jungle.”
Analysis: Just some small adjustments. The most notable would be the Dark Binding buff. The Tormented Shadow changes simply serve as quality of life adjustments.
RENGAR
BASE STATS
- Base Attack Damage: 64 → 58
Riot: “As players have optimized Rengar’s builds around some of the items and system changes we’ve made over the last few patches, this cat has scratched up the wrong tree and landed into nerf-worthy territory. We’re cutting down on some Rengar’s early Attack Damage in order to slightly slow his clearspeed in the jungle and reduce some of the powerful synergy he has with Sheen items.”
Analysis: Base Damage nerf for an AD assassin should help mitigate the champ a good amount. Good change.
SERAPHINE
HIGH NOTE
- Damage: 55/70/85/100 + 50% AP → 60/75/90/105 + 40% AP
BEAT DROP
- Damage: 60/90/120/150 + 50% AP → 60/90/120/150 + 40% AP
Riot: “Seraphine played as a carry in either the Mid Lane or Dragon Lane has been significantly stronger than when she is supporting, especially when paired with a duet partner like Sona. We’re reducing some of her Ability Power ratios to cut back on how well she scales with items and giving a small boost to her base damage. We’ll continue to keep a close eye on this rising star and her performance as a Support in the coming weeks.”
Anaylsis: Seraphine isn’t even strong right now. But players have been abusing Sona/Seraphine, so this nerf targets that target of players rather than the average populace.
SHEN
BASE STATS
- Energy regen: 25 → 50
KI BARRIER
- Energy gained from damaging champions: 15/17.5/20 → 10/12.5/15
TWILIGHT ASSAULT
- Energy cost: 65/60/55/50 → 75/70/65/60
Riot: “Shen’s energy regeneration is currently lacking in comparison to his ninja brethren, so we’re increasing his passive energy regeneration while cutting back on some of the energy he gains from his passive to bring him more in line with other energy based champions.”
Analysis: Just some energy adjustments, nothing too out of the ordinary.
SONA
BASE STATS
- Base armor: 40 → 35
ARIA OF PERSEVERANCE
- Heal: 30/55/80/105 → 30/45/60/75
- Shield: 25/55/85/115 → 25/65/105/145
SONG OF CELERITY
- Cooldown: 12s → 14s
Riot: “Sona has been quietly rising in power for quite some time now, and has recently had some incredible performances alongside specific carries such as Seraphine. We’re reducing her ability to sustain and zoom her allies around the map during the mid-game while making sure to maintain her strong teamfight presence as that’s her core strength.”
Analysis: Decreasing her healing definitely really hurts Sona. They moved it towards shielding, but with nerfs to Base Armor and Song of Celerity as well, Sona took a fat L in Wild Rift Patch 3.2. Extra shielding on paper sounds nice, but none of that shielding really sticks, versus healing would have stuck around.
SORAKA
SALVATION
- Movement speed: 70% → 100%
STARCALL
- Rejuvenation: 2s → 2.5s
- Cooldown: 7.5/6.5/5.5/4.5s → 7/6/5/4s
- Total Rejuvenation healing: 50/70/90/110 + 35% AP → 60/90/120/150 + 45% AP
ASTRAL INFUSION
- Rejuvenation: 2s → 2.5s
Riot: “Compared to her fellow enchanters, Soraka is struggling to keep up. We’re improving her ability to reach low health teammates and giving a boost to her Rejuvenation healing that she provides to herself and her allies.”
Analysis: That’s a pretty big buff. But the meta in Wild Rift Patch 3.2 just doesn’t have any room for Soraka. The champion isn’t necessarily bad, but just doesn’t fit well with the most popular picks at the current moment. She’s too passive, though healing is nice, with a lack of CC to create plays.
Wild Rift Patch 3.2 GAMEPLAY CHANGES
ITEMS
EXECUTIONER’S CALLING
Stats
- Attack Damage: 20 → 15
Cost
- Gold: 1000g → 800g
Riot: We’re making adjustments to Executioner’s Calling and Oblivion Orb this patch. Both item components cost a decent chunk of gold, while also offering some desirable stats. This has put them in an odd spot where in some games they’re an optimal item to rush because of the stats they provide, but in other games it can be hard to justify buying them purely for the anti-healing, because they cost so much gold. We’re making adjustments to both, so that you don’t have to kill as many minions to pick up grevious wounds early on when you’re up against the likes of a Soraka or Dr. Mundo.”
Analysis: This is interesteing. Executioner’s Calling has been such a staple, thanks to the bonus AD alongside bleed damage. In addition, the AD allowed for Kai’Sa to pop off, but this may impact that now… The item did need some adjustment, as the staple 1000 gold staple remained rather stale for very long.
INFINITY ORB
Stats
- Ability Power: 60 → 65
Riot: “Rabadon’s Deathcap and Morellonomicon have been popular second and third item pick-ups for mages. We think Infinity Orb can fit that same role it just needs a little love, so we’re giving it a boost in power.”
Analysis: Just a nice little buff.
IXTALI SEEDJAR
Stats
- [NEW] Health: 425
- [NEW] Ability Haste: 25
- [UNCHANGED] Movement speed: +5%
- [REMOVED] 45 Armor + 45 Magic resistance
Build Path
- [NEW] Winged Moonplate (900g) + Kindlegem (1000g) + Combine Cost (500g)
- Total cost: 2500 → 2400g
Passive
- [UNCHANGED] UNIQUE – PROPAGATION: When you or an ally hit a nearby plant, it drops a seed that only you can see. You can pick up and replant that seed at any location on the map.
- [NEW]: Picking up a seed grants +40% movement speed decaying over 2.5s
Riot: “When Ixtali Seedjar was released, we wanted it to be an item that would empower you to roam around the Rift making plays, however it hasn’t been living up to that. We’re shifting its stats to be focused more on health and Ability Haste, rather than resistances and making some minor changes and adjustments to improve the overall feel of the item.”
Analysis: Going to need to play test and see more data for what this results in. Hard to tell.. May very well likely just be a useless adjustment, with the item still not seeing any play.
LAST WHISPER
Cost
- Combine cost: 800g → 600g
- Total cost: 1300g → 1100g
Riot: “We previously nerfed Last Whisper because of the early Armor Penetration power it granted, but since we’ve made some adjustments to the armor penetration system, we feel there’s room for us to give Last Whisper some of its power back.”
Analysis: Nice to have a cost decrease.
OBLIVION ORB
Stats
- Ability Power: 40 → 30
Cost
- Gold: 1000g → 800g
Riot: “We’re making adjustments to Executioner’s Calling and Oblivion Orb this patch. Both item components cost a decent chunk of gold, while also offering some desirable stats. This has put them in an odd spot where in some games they’re an optimal item to rush because of the stats they provide, but in other games it can be hard to justify buying them purely for the anti-healing, because they cost so much gold. We’re making adjustments to both, so that you don’t have to kill as many minions to pick up grevious wounds early on when you’re up against the likes of a Soraka or Dr. Mundo.”
Analysis: It’s the same thing as Executioner’s calling.
RYLAI’S CRYSTAL SCEPTER
Passive
- Slows: 20%→ 30%
Riot: “Compared to other Ability Power items, Rylai’s isn’t picked up as much and its slow value is less than Serylda’s Grudge, so we’re buffing it up this patch to match.”
Analysis: 10% increase in slow is pretty good. But since the item doesn’t really provide ability haste and not that much ability power, it’s hard to tell if the item will see more play or not. It simply doesn’t fit into a lot of builds, although the buff is definitely quite nice.
SOLARI CHARGEBLADE
Passive
- Radiance on-hit effect damage: 33~75 → 38~80
- [UNCHANGED] This damage can critically strike
Riot: “When we re-worked Chargeblade during 3.1 we played it safe with its values, but we kept a close eye on the item. Since then, we feel confident in increasing its power more for all the crit caster carries out there.”
Analysis: Much needed buff, the item was so weak.
VOID STAFF
Stats
- 40% Magic penetration → 45% Magic penetration
Cost
- Gold: 2800g → 2900g
Riot: “Void Staff has been in an alright spot, but we’ve noticed it’s been performing slightly better in the earlier stages of the game, while being not as strong in the later stages. We’re slightly upping its cost and the magic penetration it grants, which will make it more powerful in the late game.”
Analysis: Just as Riot stated.
Wild Rift Patch 3.2 NEW RUNES
[NEW] DOMINATION: GIANT SLAYER
- Deal bonus damage based on the enemy champion’s bonus health, up to 10% bonus damage when the enemy champion has 1000 bonus health.
Riot: “Giant Slayer is a new minor rune that shines when you’re facing off against high health targets. When a wild Dr. Mundo appears, consider picking up Giant Slayer to show him a thing or two.”
Analysis: This is a bit of a mediocre rune, functioning well only really against specific match ups. But it’s highly unlikely that every champion on the enemy team will be stacking HP, so the nuanced situations that Giant Slayer sees use are a bit too niche.
[NEW] DOMINATION: SCORCH
- Dealing ability damage to a champion deals an additional 21-35 magic damage after 1 second. (10 second cooldown)
Riot: “Scorch is an early game option for caster champions that want to press their advantage in the laning phase. When you’re looking to dominate your lane with spells and burn your foes, Scorch is the rune for you.”
Analysis: It’s a poke reliant rune, but doesn’t really deal enough damage. Not a very good rune, to be honest.
[NEW] INSPIRATION: DEMOLISH
- When within 550 range of a turret, change an attack over 3 seconds. Attacking the turret discharges the attack dealing 200 (+ 25% maximum health) bonus Adaptive Damage. (30 second cooldown)
Riot: “Demolish is our latest addition in the tower-taking and split-pushing category. It gives fighters and tanks more ways to play out their games and helps them mow down any structures in their team’s way. When you really need to get through to the enemy base, Demolish the rune of choice.”
Analysis: Pretty good rune, hard to use in lane though. Pretty much assumes that players will already have the advantage, since otherwise they wouldn’t be hitting the turret so close up for so long. Might be a good jungler rune, since ganks and pushing thereafter may be a great play.
[NEW] INSPIRATION: NIMBUS CLOAK
- Casting a Summoner Spell grants 5% – 25% (based on Summoner Spell cooldown) bonus movement speed for 2 seconds.
Riot: ‘Nimbus Cloak gives extra mobility in those critical moments after burning large Summoner Spell cooldowns. When you need some extra zoom to chase down an enemy or get some extra speed to return to the safety of your team after flashing away from danger, Nimbus Cloak is there to grant you that extra movement.”
Analysis:” Hard to tell if this really does anything or not. The bonus movement speed isn’t all that high, and since Inspiration Runes have plenty of movement speed and/or gold options, Nimbus Cloak is quite outshined by others in its category.
[NEW] KEYSTONE: LETHAL TEMPO
- When attacking enemy champions, gain a stack of Attack Speed. For melee champions, these grant 6-12% (based on level) Attack Speed per stack. For ranged champions, these grant 3-9% (based on level) Attack Speed per stack.
- 6 stack maximum. When maximum stacks, gain additional 30% bonus Attack Speed
- Additional bonus Attack Speed buff lasts 6 seconds, buff is refreshable
Riot: “Conqueror has been conquering the other runes for a while now, so we’re happy to introduce a new keystone for attack-based champions that can compete.We wanted to bring Lethal Tempo into Wild Rift because of how broadly appealing it is, and how it can open up new build paths that focus on other stats besides Attack Speed.”
Analysis: Very good rune, providing fantastic damage output for both bruisers and ADCs alike. It’s likely to dominate the meta here on out, and may see nerfs in the near future.
[NEW] KEYSTONE: KRAKEN SLAYER
- Every third attack on a champion deals [28-70 (based on level) + 30% bonus AD + 20% AP] bonus true damage.
- Kraken Slayer does not have a cooldown
- On-hit effects do not add a stack, but can trigger the full-stack damage
- Stacks lasts for 3 seconds
Riot: “Kraken Slayer is another new keystone we’re bringing in for auto-attackers that both has interesting situational applications due to its true damage and powerful ratios, and also can be suitable for champions that already have Attack Speed steroids, attack resets, or on-attack effects that may not want to use Lethal Tempo.”
Analysis: It’s a bit underwhelming, since the bonus attack on the third hit isn’t all that big. Most champions would much rather take Lethal Tempo, in order to attack faster and more times than get the bonus extra damage. This rings especially true since Lethal Tempo is very strong.
[NEW] RESOLVE: ULTIMATE SHIELD
- After casting your ultimate, gain a shield for 90-300 (75 + 15 × level) for 3 seconds. (45 second cooldown)
Riot: “Ultimate Shield is a new option for champions looking to go in with their ultimate cooldowns like Kennen or Morgana. When you need some extra durability in that critical moment, Ultimate Shield is a strong choice.”
Analysis: This only helps after level 5, since ultimate is required to proc the shield. Therefore, other Resolve trees typically put in more work during the early game, providing more practical use. It’s not bad, but there are better options as a whole.
[NEW] RESOLVE: NULLIFYING ORB
- If you take damage from a champion that causes your health to fall below 35%, gain a shield that absorbs 80 + 50% bonus AD + 30% AP for 4 seconds. (60 second cooldown)
Riot: “We wanted to give carry champions a scaling option in the Resolve tree, so we’re adding Nullifying Orb! When you want to build aggressively but need some extra defenses in dangerous scenarios, try out Nullifying Orb.”
Analysis: Pretty good rune, similar to Bone Plating but in the form of a shield.
Wild Rift Patch 3.2 RUNE CHANGES
INSPIRATION: GRASP OF UNDYING
We fixed the tooltip and for Grasp of Undying, it will now correctly state that its combat trigger delay is 3 seconds instead of 4 seconds.
INSPIRATION: MASTERMIND
Mastermind has been a neutral rune that was a good option for when you wanted to focus on taking both turrets or neutrals objectives, but with the introduction of Demolish we’re splitting these up and Mastermind will now be focused on just neutral objectives.
- Bonus damage to epic monsters and turrets → Bonus damage to epic monsters
- Gold gained: 40g → 100g
- Gold gained on taking or assisting in epic monster or turret kills → Gold gained on taking or assisting in epic monster kills
Analysis: This is probably in light of Demolish entering the game. Junglers will have to choose between turret pressure or Epic Monsters.
KEYSTONE: FLEET FOOTWORK
Fleet Footwork has mostly been the go to choice in players loadouts when they are looking to have some extra lane sustain. We’re looking to broaden that by reducing some of the lane sustain it provides and introducing a new mana or energy payout for attacking champions.
- Minion healing: 100% melee / 30% ranged → 60% melee / 20% ranged
- [NEW ] Restore 8% missing mana or energy when triggered against a champion
Analysis: Mana regen is the biggest change, but with Lethal Tempo being a thing, Fleet Footwork is overshadowed.
Wild Rift Patch 3.2 JUNGLE
RED BRAMBLEBACK AND BLUE SENTINEL
Starting your clears by slaying Red Buff has been the dominating choice for most junglers, because of its favorable resistances and the immense power the true damage burn provides when clearing through the rest of your camps. We’re decreasing some of that power it provides as a clearing tool for junglers and also making a few other adjustments to Red Buff. We wanted to make a few minor changes to Blue Buff as well and make it more powerful for early clearing, so it can be a more competitive camp to Red Buff.
Crest of Cinders
- [NEW EFFECT] Deals 50% against non-champion units
Red Brambleback
- 30 Magic resistance → 0 Magic resistance
- Health increased by 20%
- Base health: 2400 → 2800
- Health per level: 100 → 120
Evolved Crest of Cinders
- [NEW EFFECT] Deals 50% against non-champion units
Evolved Red Brambleback
- 30 Magic resistance → 0 Magic resistance
- Health increased by 20%
- Base health: 2800 → 3400
- Health per level: 125 → 150
Crest of Insight (Blue Buff)
- Restores (10 + 1% max mana) mana, (1% max energy) energy per second → Restores (10 + 1% max mana) mana, (5 + 1% max energy) energy per second
- [REMOVED] When out of combat for 5 seconds, restores 5% of missing health per second
- [NEW] Grants 15 Ability Haste
Blue Sentinel
- 30 Armor → 0 Armor
- Health increased by 20%
- Base health: 2400 → 2800
- Health per level: 100 → 120
Stronger Crest of Insight (Evolved Blue Buff)
- Gain 20 Ability Haste → 15 Ability Haste
- Restores (15 + 1.4% of max mana) mana, (1.5% max energy) energy per second → Restores (15 + 1.4% of max mana) mana, (5 + 1.5% max energy) energy per second
- [NEW] Gain 15 Ultimate Ability Haste
- [REMOVED] Increases out of combat heath restore to 7% of missing health
Evolved Blue Sentinel
- 30 Magic resistance → 0 Magic resistance
- Health increased by 20%
- Base health: 2800 → 3400
- Health per level: 125 → 150
RIFT HERALD AND DRAGON
During our tests of Elemental Rift, we’ve had the first major objective spawn a little later. We’ve heard a lot of your feedback about how much you’ve been enjoying these changes, so we’re going to go ahead and put those into the core game! Additionally, we’re making Rift Herald less rewarding immediately, so that more of Rift Herald’s power comes from how you use it, rather than just getting a huge gold spike right after killing it.
Dragon
- First spawn: 4 minutes → 5 minutes
Rift Herald
- First spawn: 4 minutes → 5 minutes
- Local gold granted when slain: 250g → 125g
SMITE
We made some adjustments to try and help caster junglers out, but they’re still struggling compared to attack-based junglers, so we’re making another small adjustment to Smite to buff up skill damage in the jungle.
- Damage to monsters: 10% → 15%
SYSTEM
CONTROL WARD
We are releasing Control Wards as a third trinket option to let players have more options versus camouflage champions like Evelynn or Teemo. Control Wards also offer area vision denial plus potential long term vision, but there can only be one Control Ward on the map per playr and they are harder to defend due to them not being stealthed.
- Places a visible ward that grants vision of its surroundings and reveals stealthed units and wards.
- 3 health
- Lasts until destroyed or replaced
- Not stealthed
- Can only have 1 on the map per player
TENACITY
We are changing the tenacity formula to be multiplicative instead of additive to reduce the effectiveness of stacking tenacity.
Tenacity is now multiplicative instead of additive. For example, if a champion has two sources of 30% tenacity, the crowd control duration will now be 49% instead of 40%
Wild Rift Patch 3.2 NEW FEATURES
ELEMENTAL RIFT
We’re letting the Elemental Dragons fly into a limited game mode once again. This time we’re testing a new version that will look different from the other iterations you saw during our 3.1 patch cycle. The biggest change you’ll notice is that rather than obtaining Dragon Soul, each Elemental Dragons’ elemental effect will stack, which can put you head and smolders above your opponents. Once you slay your second Dragon, each following Dragon kill will increase the power of the Dragon Buffs by 1.5 – 2 times. We’ve also made a few other adjustments:
- The terrain will change after the first Dragon is slain.
- Individual Elemental Dragons will still grant their elemental effect:
- Infernal Dragon: 4% Adaptive Attack Damage or Ability Power.
- Ocean Dragon: 3% Missing health every 5 seconds.
- Mountain Dragon: Grants 6% Armor and magic resistance.
- Instead of Dragon Soul, after your team slays its second Dragon, the elemental effects can stack. This will increase the power of each individual dragon buff by 1.5 – 2 times. For example:
- Infernal Dragon: 4/6/8% Adaptive Attack Damage or Ability Power.
- Ocean Dragon: 3/4.5/6% Missing health every 5 seconds.
- Mountain Dragon: 6/9/12% Armor and magic resistance.
- Elder Dragon will spawn at 20 minutes with a 4 minute respawn timer.
Before this version of Elemental Rift goes live, we’ll have a /dev from one of the designers on May 16. They’ll be discussing all of your feedback from our previous tests and what you can expect to see from Elemental Rift during the rest of our Time & Tide update.
Elemental Rift will be available to play May 17 at 0:01 UTC
*Content availability varies by region
GUILD VS GUILD SEASON 3
It’s time to shuffle down to Shurima for Guild vs Guild S3! Grab your guildies and make sure you don’t blink or you might just miss out on some of the new rivalries, scenery and rewards waiting for you to explore and earn! Along with a new season we’ve also made a few updates:
- Your lobby banner will now upgrade as you progress on your GvG Reward Track!
- Rewards will be given for every single armed member with no limit or ratio restrictions.
- We’ve added in some new missions!
- Starting this season, we’re getting rid of sabotaging.
- We’ve disabled Champion Abilities.
- Dialogue will now only trigger 3 times a week
- Beginning of the week
- Middle of the week
- End of the week
Guild vs Guild S3 preliminaries will begin May 23 00:01 UTC
LEAVER MITIGATION
We know just how frustrating it can be to have someone swipe up and out of your game, leaving you and your teammates at a huge disadvantage. To help with this, we’re giving you the option to remake your games:
Remake*:
- When a player is AFK at the start of a game, you’ll have the opportunity to vote to remake the match. If the vote is successful, the game will end with neither team receiving a win or a loss and all consumables will be refunded. It’ll be like it never even happened! However, the player who was AFK will receive a loss.
- If you’re in a premade that involves players who are Masters and above, the premade members will also be given losses to prevent abuse.
* To start, Remake will only be available in Normal PvP games to ensure its working as intended, then we’ll enable it in all game modes.
A teammate disconnecting midway through a game is equally frustrating and overall, just sucks. To help combat with this, we’ll also be rolling out leaver mitigations for losses:
Ranked AFK Loss Mitigation:
- Any players who leave in ranked will now be penalized more harshly on their climb:
- Below Diamond: You’ll have more Ranked Fortitude deducted, based on how long you were AFK during the match.
- Diamond and above: You’ll have more VP deducted, based on how long you were AFK during the match.
- On the other hand, if the rest of the team will receive more Ranked Fortitude or lose less VP:
- Below Diamond: You’ll receive 20% or 50% of the Ranked Fortitude needed to prevent a loss, based on how long your teammate was AFK for. This will also be added to any other Ranked Fortitude you would gain for the match.
- Diamond and above: You’ll get back 20% or 50% of the VP you lost, based on how long your teammate was AFK for.
*The values mentioned are subject to change as we monitor the impact these mitigations have.
RANKED
We’re also making a few adjustments to Ranked Fortitude this patch to help improve your experience while climbing through the ranks:
- Performing well in a ranked match but still losing can be a frustrating experience, so we’re adding in loss mitigations for when those games happen.
- You’ll be given a small amount of extra Ranked Fortitude when you perform excellently in a game that you still lost.
- We’re also making some adjustments to your End of Game Settlements:
- Sometimes you’ll have so much Fortitude that when you lose your game you can have a shield built, but we’ll deduct your mark first and the shield won’t apply until your next, which is a bummer.
- We’ll now be calculating the Fortitude you gain first so that your shield will protect your loss immediately, rather than next game.
- Sometimes you’ll have so much Fortitude that when you lose your game you can have a shield built, but we’ll deduct your mark first and the shield won’t apply until your next, which is a bummer.
Wild Rift Patch 3.2 WILD PASS
Here to haunt your dreams and take-over this Wild Pass is Dream Raider Nasus. Earn this daunting new skin and other rewards as you progress your way through this pass.
New Wild Pass will be available starting May 12 at 00:01 UTC.
Wild Rift Patch 3.2 SKINS
Releasing May 12 @ 00:01 UTC:
- Sandstorm Ekko
Releasing May 19 @ 00:01 UTC:
- High Noon Ashe
- High Noon Irelia
- High Noon Thresh
Wild Rift Patch 3.2 ACCESSORIES
You can earn or purchase accessories from a bunch of different sources. Please check the relevant page in game for more information on how to get ‘em!
Baubles: Hats Off to You; Five Minutes to Midnight; Are you a backpack?; Even the Odds; Be Kind, Rewind; The Shadow of Time; Sundered; The Sands of Time; Cursed Tears
Icons: Righteous Wrath; Razor-edged; Mecha Veigar; Time Prodigy; Porodeo Roundup
Emotes: Catch Ya Later; Spinning Slash; It Was Nothing; Come Hither; Let’s Dance; Rodeo Time; Oooof; No Way
Icon Borders: Power Overwhelms; Shuriman Port
Rift Emblems: Crackling Energy; LOST DOG; Shuriman Standard (Lapis Lazuli); Shuriman Standard (Verdalite); Shuriman Standard (Carnelian)
Recalls: Of Embers and Dust; Snack Time; Party Time!
Player Emblems: Shuriman Ensign I; Shuriman Ensign II; Shuriman Ensign III; Shuriman Ensign IV; Shuriman Ensign V
Profile Borders: Power Surge
All accessories will be released throughout the patch.
Wild Rift Patch 3.2 EVENTS
EKKO’S ARRIVAL
Explore the streets of Zaun and tinker with time-altering gizmos and gadgets!
The Ekko’s Arrival event begins May 12 at 00:01 UTC
HIGH NOON
With angels, demons, devils, and cowboys running around, you best watch your back ‘round these parts, partner.
The High Noon event begins May 19 at 00:01 UTC
EXTRA BITS
- With the addition of the new Keystones and minor runes, we’ve made adjustments to recommended loadouts for several champions.
- Added push notifications for players who receive a gift in their in-game mail inbox.
- Added push notifications when a gift you’ve sent has been opened.
- Added push notifications for when a close friend request is accepted.
- You’ll now be able to find Death’s Dance, Guardian Angel, and Sterak’s Gage in both the Attack and Defense sections of your shop.
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