Nota Patch Wild Rift — Patch 7.3a
Patch 7.3a is the first balance update after 7.3. It tones down Hwei, Malphite, Caitlyn, Syndra, Rammus and Yuumi and reworks Senna's attack speed scaling, lifts the marksmen the crit rework left behind (Samira, Tristana, Draven, Viego) plus Swain, makes Diadem of Songs and Smite weaker, rolls the Nexus back to 4,000 health, makes turrets less tanky after losing a plate and brings a round of fixes to AAA ARAM.
Perubahan Champion
Hwei
Nerf. Riot says Hwei keeps climbing as players master his kit, and expects that to continue: his damage goes down across the board.
- Signature of the Visionary — Damage: 33–333 (by level) + 33% Ability Power → 40–285 (by level) + 30% Ability Power
- Subject: Disaster — Devastating Fire damage: 50 / 90 / 130 / 170 + 75% Ability Power + 4 / 5 / 6 / 7% of the target's max Health → 50 / 85 / 120 / 155 + 70% Ability Power + 4 / 5 / 6 / 7% of the target's max Health
- Subject: Disaster — Severing Bolt damage from missing Health: 150 / 200 / 250 / 300% → 100 / 150 / 200 / 250%
- Spiraling Despair — Explosion damage: 250 / 350 / 450 + 75% Ability Power → 200 / 300 / 400 + 70% Ability Power
Samira
Buff. Samira is weak at every rank: the crit rework didn't raise her burst the way it did for other crit marksmen, and when she dives in she struggles to survive long enough to deal her damage. Buffed across the board.
- Base Stats — Health per Level: 128 → 136
- Base Stats — Armor per Level: 5 → 5.5
- Base Stats — Magic Resist per Level: 1.4 → 2
- Daredevil Impulse — Melee damage, minimum Attack Damage ratio: 3.5–10.5% (by level) → 5.8–17% (by level)
- Daredevil Impulse — Melee damage, maximum Attack Damage ratio: 7–21% (by level) → 11.6–34% (by level)
- Flair — Attack Damage ratio: 110% → 125%
- Inferno Trigger — Attack Damage ratio per shot: 40% → 50%
Rammus
Nerf. Under the new jungle system Rammus clears far faster than anyone else: less armor early slows his clear and his early duels, without touching his late-game teamfights.
- Base Stats — Armor: 45 → 40
- Defensive Ball Curl — Bonus Armor: 45 / 50 / 55 / 60% → 30 / 40 / 50 / 60%
Malphite
Nerf. Malphite dominates in every role: less damage and fewer chances to engage, to bring him back to a tank.
- Thunderclap — Armor ratio: 20% → 15%
- Ground Slam — Armor ratio: 45% → 40%
- Unstoppable Force — Cooldown: 75 / 70 / 65 → 85 / 80 / 75 seconds
Tristana
Buff. Tristana has fallen behind the other crit marksmen: more burst and more sustained damage.
- Rapid Fire — Attack Speed: 50 / 75 / 100 / 125% → 60 / 80 / 100 / 120%
- Rocket Jump — Cooldown: 22 / 20 / 18 / 16 → 20 / 18 / 16 / 14 seconds
- Explosive Charge — Explosion damage: (80 / 100 / 120 / 140 + 100% bonus Attack Damage + 50% Ability Power) × (1 + 40% × Crit Chance + 40% × (Crit Damage − 2) × Crit Chance) → (80 / 110 / 140 / 170 + 120% bonus Attack Damage + 50% Ability Power) × (1 + 50% × Crit Chance + 50% × (Crit Damage − 2) × Crit Chance)
Draven
Buff. Draven is weak overall: he lacks burst and still carries earlier preventive nerfs, so part of his damage comes back.
- Spinning Axe — Bonus Attack Damage ratio: 80 / 90 / 100 / 110% → 90 / 100 / 110 / 120%
- Blood Rush — Attack Speed: 20 / 25 / 30 / 35% → 25 / 30 / 35 / 40%
- Whirling Death — Bonus Attack Damage ratio: 130% → 150%
Caitlyn
Nerf. Caitlyn is too strong: she deals steady damage without building any attack speed. Less sustained damage and a little less burst.
- Base Stats — Attack Speed per Level: 0.04 → 0.025
- Headshot — Attack Damage ratio: 60–100% (by level) → 60–90% (by level)
Senna
Adjusted (toned down). Senna is too strong at every rank, mostly because the limit on her attack speed gains was removed: her attack speed growth is reworked through a lower attack speed ratio.
- Base Stats — Attack Speed Ratio: 0.4 → 0.3
- Base Stats — Base Attack Speed: 0.4 → 0.3
- Base Stats — Base Bonus Attack Speed: 0.6 → 1.1
- Base Stats — Attack Speed per Level: 0.05 → 0.025
- Base Stats — Bonus Attack Speed now shortens her attack windup less
Syndra
Nerf. After her damage buffs Syndra scales too fast: her evolutions come later and her W hits a little less hard.
- Transcendent — Evolution thresholds: 40 / 60 / 80 / 100 / 120 → 50 / 75 / 100 / 125 / 150
- Force of Will — Ability Power ratio: 60% → 50%
- Force of Will — Slow: 20 / 25 / 30 / 35% → 25% at every rank
Swain
Buff. In a high-burst meta Swain's staying power falls short: more healing and more damage.
- Ravenous Flock — Heal: 3–4.5% (by level) + 0.5% Ability Power → 4.5–6% (by level) + 0.2% Ability Power
- Nevermove — Ability Power ratio of the second hit: 25% → 40%
Yuumi
Nerf. The new support items trade Health for stronger effects. Losing Health barely matters to Yuumi, who still gets the stronger effects, so her healing is limited.
- You and Me! — Heal and shield power: 8 / 9 / 10 / 11% + 0.02% Ability Power → 6 / 7 / 8 / 9% + 0.01% Ability Power
Viego
Buff. Viego didn't gain enough from the crit rework and fell behind: this makes up for it.
- Blade of the Ruined King — Passive damage: 2 / 3 / 4 / 5% → 3 / 4 / 5 / 6%
- Blade of the Ruined King — Critical Damage ratio: 80% → 85%
- Heartbreaker — Critical Strike scaling: 50% → 70%
Perubahan Item
Yun Tal Wildarrows
Buff. It fell behind the other first items: stronger base stats and effect, with a longer cooldown on Flurry.
- Base Stats — Attack Speed: 25% → 35%
- Flurry — Attack Speed: 25% → 35%
- Flurry — Cooldown: 20 → 25 seconds
Whispering Circlet
Nerf. Changed together with Diadem of Songs, the item it turns into.
- Harmony — Heal and shield power: 0.5% of max Mana → 0.25% of max Mana
Diadem of Songs
Nerf. It outperforms the other support items: Riot wants it to be a situational choice, not the default pick for most supports.
- Harmony — Heal and shield power: 0.5% of max Mana → 0.25% of max Mana
Death's Dance
Nerf (price). Too much value for its cost, but Riot doesn't want to weaken a core fighter item, so the price goes up instead.
- Base Stats — Price: 3200 → 3300
Perubahan Mod Permainan
Jungle
Smite sped up jungle clearing too much, especially early and mid game: its base burn goes down, while its scaling as junglers complete their items stays.
- Smite — Damage per second to monsters: 30–198 (by level) → 22–162 (by level)
Nexus and turrets
The new turret plating already holds back non-stop pushing enough: the extra Nexus health is rolled back, and turrets are less tanky after losing a plate.
- Nexus — Max Health: 5500 → 4000
- Turret plating — Bonus Armor and Magic Resist after a plate falls: 30 → 20
- Turret plating — Duration of that bonus: 20 → 10 seconds
AAA ARAM
A hotfix based on player feedback: fixes to the HEARTSTEEL set (Rhythm Hunter behaved very differently against melee and ranged teams, and Neverending Encore now makes up for the rerolls you can no longer use), a per-target cooldown on Ethereal Weapon (Blitzcrank can still shock non-stop for now) and a partial rollback of some earlier augment nerfs, which stay weaker than before. Few champion changes while the meta settles.
- [HEARTSTEEL set] Rhythm Hunter — Trigger range: 7 → 11
- [HEARTSTEEL set] Rhythm Hunter — Steel Token multiplier per stack: 12 → 8
- [HEARTSTEEL set] Rhythm Hunter — Clearer visual effects
- [HEARTSTEEL set] Neverending Encore — If you get it as your fifth augment or later, you immediately gain the stacks of 6 rerolls (180 stacks)
- Galestrike — Attack range: 8 → 9 (partial rollback of an earlier nerf; still weaker than in the previous patch)
- Cycle of Life — Shield ratio: 150% → 200% (partial rollback of an earlier nerf; still weaker than in the previous patch)
- Ethereal Weapon — Each separate ability now has a 1-second cooldown per target
- Duet — Cooldown per target: 5 → 2 seconds
- Metal Crown — Stats after casting your ultimate: 35 Attack Damage, 70 Ability Power, 50 Armor, 50 Magic Resist → 30 Attack Damage, 60 Ability Power, 40 Armor, 40 Magic Resist
- Hextech Shrapnel — Damage amplification of the other damage type: 20% → 30%
- Darkin Beacon — Damage counted: after mitigation → before mitigation
- Stack One Up — Damage per stack: 8 → 12
- Stack One Up — The bonus damage cooldown now scales with Ability Haste; stacking itself has no cooldown
- Accelerating Sorcery — Stack cap: 100 → 66
- Pinnacle of Perfection — Crit Chance cap: 50% → 44.44%
- Pinnacle of Perfection — Conversion of Crit Chance above the cap: 150% → 444%
- Pinnacle of Perfection — Maximum conversion: 305% → 400%; you can now reach the Critical Damage cap without Infinity Edge
- Fiddlesticks — Damage taken: 90% → 85%
- Nasus — Damage taken: 100% → 90%
Sumber: nota patch rasmi