Patch notes Wild Rift — Patch 7.2b
Patch 7.2b is a follow-up balance update across champions, items, runes and systems. Overperformers like Jayce, Nidalee, Ambessa, Sona, Kayle, Hecarim and Zilean are toned down, while Aurora, Ekko and Lee Sin are buffed. Underused items such as Iceborn Gauntlet, Luden's Echo and Navori Quickblades get help, the Botanist rune's gold income is cut, and bounty accumulation from farming and kills is reduced.
Champion changes
Jayce
His high base Armor made early ranged trades too safe, so his durability is pulled closer to other ranged champions.
- Base Stats — Base Armor: 46 → 37
Nidalee
Still overperforming after her previous nerfs, so her early durability and her late-game mobility are both cut back.
- Base Stats — Base Armor: 46 → 37
- Base Stats — Base Magic Resist: 40 → 36
- Prowl — Bonus Movement Speed in brush: 15% → 10%
- Prowl — Bonus Movement Speed when an enemy's marked: 15% → 10%
Ambessa
Her ultimate is available often and was finishing off both squishy carries and durable frontliners, so its execute damage is reduced.
- Public Execution — Damage Reduction: 30%/40%/50% → 10%/20%/30%
- Public Execution — Base Damage based on Health lost: 20/30/40% → 10/17.5/25%
Aurora
The latest item and rune changes hit her harder than intended, so her first and third abilities deal more damage.
- Twofold Hex — First Cast damage: 35/65/95/125 + 30% Ability Power → 40/70/100/130 + 33% Ability Power
- Twofold Hex — Recast damage: 35/65/95/125 + 30% Ability Power → 40/70/100/130 + 33% Ability Power
- The Weirding — Damage: 75/125/175/225 → 80/130/180/230
Sona
Her earlier buffs and the Tear of the Goddess changes left her giving her team too much, so her heal is lowered and her ultimate comes up less often.
- Aria of Perseverance — Heal: 45/60/75/90 → 35/50/65/80
- Crescendo — Cooldown: 80/70/60s → 80/75/70s
Ekko
Underperforming on every build since the last patch, so his damage and his shielding both go up.
- Z-Drive Resonance — Damage Ability Power ratio: 70% → 80%
- Parallel Convergence — Missing Health ratio: 2% + 0.015% Ability Power → 3% + 0.025% Ability Power
Kayle
The new bounty system made reaching her late-game spikes too reliable, so her early sustain and trading power are reduced while her Mana costs are smoothed out.
- Radiant Blast — Mana Cost: 80/85/90/95 → 70/80/90/100
- Radiant Blast — Damage: 70/120/170/220 → 60/100/140/180
- Celestial Blessing — Mana Cost: 85/90/95/100 → 75/80/85/90
- Celestial Blessing — Heal: 95/125/155/185 + 40% Ability Power → 60/95/130/165 + 30% Ability Power
Hecarim
Clearing the jungle too efficiently and snowballing too reliably, so his early momentum is slowed down.
- Rampage — Bonus Movement Speed on hit: 30% → 18%
Lee Sin
He has settled back into the fighter playstyle Riot wants from him, so he gets more durability to stay in extended fights.
- Safeguard/Iron Will — Shield: 80/140/200/260 → 100/160/220/280
- Safeguard/Iron Will — Omnivamp: 16/24/32/40% → 20/30/40/50%
Zilean
Dominating the Dragon Lane in high-skill and pro play, so his lane poke and the teamfight impact of his ultimate are reduced.
- Time Bomb — Base Damage: 70/140/210/280 → 60/125/190/255
- Chronoshift — Cooldown: 100/85/70s → 110/95/80s
Item changes
Iceborn Gauntlet
Underperforming even on the champions it is built for, so it is cheaper and gives more Health as an early major purchase.
- Base Stats — Price: 3100 → 3000
- Base Stats — Max Health: 250 → 300
Luden's Echo
It fell behind the other high-tier mage items despite solid stats, so its passive is strengthened to reinforce its burst identity.
- Echo — Damage: 110 + 10% Ability Power → 140 + 15% Ability Power
- Echo — Cooldown: 10 → 9
Magnetic Blaster
Attack Damage is raised to improve crit marksman scaling without adding Attack Speed or on-hit power that other builds would abuse.
- Base Stats — Attack Damage: 25 → 30
Lord Dominik's Regards
Crit marksmen were too weak at cutting through front-line tanks, so its Attack Damage is increased to help their mid- and late-game scaling.
- Base Stats — Attack Damage: 25 → 30
Navori Quickblades
Underperforming on its intended champions, so it costs less and comes online earlier.
- Base Stats — Price: 2800 → 2700
Botanist (Rune)
Its gold income had turned it into a universal scaling rune, so the gold is cut to push it back toward plant-focused play.
- Gold gained from destroying plants: 30 → 10
Game mode changes
AAA ARAM Champion Balance
Damage dealt and taken multipliers retuned for sixteen champions; several of the changes also apply to ARAM.
- Bard — Healing provided: 100% → 120%
- Rakan — Damage dealt: 100% → 105% (also applies to ARAM)
- Rakan — Damage taken: 95% → 90% (also applies to ARAM)
- Irelia — Damage dealt: 110% → 115% (also applies to ARAM)
- Nocturne — Damage taken: 85% → 75% (also applies to ARAM)
- Diana — Damage dealt: 110% → 115%
- Diana — Damage taken: 110% → 115%
- Riven — Damage dealt: 110% → 115%
- Vex — Damage dealt: 100% → 110%
- Kennen — Damage taken: 100% → 85% (also applies to ARAM)
- Zilean (ARAM) — Damage taken: 100% → 110%
- Zilean (ARAM) — Damage dealt: 100% → 85%
- Zilean (AAA ARAM) — Damage taken: 100% → 85%
- Xin Zhao — Damage taken: 105% → 115%
- Jarvan IV — Damage dealt: 100% → 85% (also applies to ARAM)
- Ahri — Damage taken: 100% → 90%
- Galio — Damage taken: 100% → 90%
- Lissandra — Damage dealt: 100% → 105%
- Lissandra (ARAM) — Damage taken: 100% → 90%
- Pyke — Damage taken: 110% → 120%
- Nasus — (1) Ability stacks gained for killing a minion: 8 → 18 (also applies to ARAM)
- Nasus — (1) Ability stacks gained for killing a cannon minion or champion: 32 → 24 (also applies to ARAM)
AAA ARAM Augments
Broad buffs to the mode's augment pool: stronger scaling, longer durations and faster charge-up.
- Be Magical — Conversion ratio: 240% → 270%
- Cycle of Life — Shield duration: 6s → 10s
- Covenant Pact — Charge speed increased by 40%
- Bloodborne Valor — Effect per stack: Doubled. Maximum stacks halved.
- Bloodborne Valor — Duration: 12s → 20s
- Arrowstorm: Mist — The windup before the first stun is reduced, but the stun duration is shortened.
- Samadhi Wind — Now pulls enemies toward the center, allowing it to trigger Shifting Debris.
- Thunderbolt — Enhanced effect duration after casting the ultimate: 12s → 20s
- Quickcool — Cooldown reduction each time: 1.5s → 2s
- Strength Through Steel — Ability Haste per point of Armor and Magic Resist: 0.2 → 0.3
- Strength Through Steel — Size gained per 20 Armor and Magic Resist: 1% → 2%
- Strength Through Steel — Maximum Ability Haste: 100 → 150
- Strength Through Steel — Maximum Size: 50% → 100%
- Empowered Crowd Control — Permanent Heal and Shield Power: 0.4% → 1%
- Empowered Crowd Control — Permanent maximum Health: 4 + 1000% Heal and Shield Power → 10 + 2000% Heal and Shield Power
- Empowered Crowd Control — Cooldown: 0.5s → 1s
- Slow Detonation — Damage: 15 + 5/level → 20 + 8/level
- Calamitous Combo — Permanent Adaptive Force: 0.2 → 0.4
- Mana Surge — Healing: 150% of Mana spent → 200% of Mana spent
- Blood Pact: Armor — Item Haste per 1% missing Health: 0.8 → 1.2
- Blood Pact: Scorched — Maximum Bonus Attack Damage: 60 → 80
- Blood Pact: Scorched — Maximum Bonus Ability Power: 120 → 180
Doomsday T-Hex (Unbound Frenzy)
Damage, shielding and cooldowns are all pulled back after it dominated the mode.
- Wild Trample — Base Damage: 45/80/115/150 → 50/75/100/125
- Wild Trample — Ability Power Ratio: 0.2 → 0.1
- Wild Trample — Maximum Health Ratio: 3% → 2%
- T-Hex Tailsweep — Bonus Armor and Magic Resistance: 2/3/4/5% → 1.5/2/2.5/3%
- T-Hex Tailsweep — Shield ratio based on maximum Health: 2% → 1.5%
- T-Hex Strike — Cooldown: 18/17/16/15s → 20/19/18/17s
- Doomsday Program/Impending Doom — Initial shield base value: 200/400/600 → 150/300/450
- Doomsday Program/Impending Doom — Initial shield Ability Power ratio: 0.4 → 0.2
- Doomsday Program/Impending Doom — Initial shield maximum Health ratio: 10/15/20% → 10/12.5/15%
Champion Bounty System
Bounty generation from farming and kills was too aggressive, so leading teams keep more of their advantage.
- Positive Bounty / Neutral — Gold from minions, monsters, support items, Smite and similar sources required for each 1 bounty: 20 → 25
- All States — Gold required from champion kills and assists to earn 1 Bounty: 3 → 3.5
Legendary Ranked Weekend Challenge
Challenge rewards now scale with the player's own tier instead of using one flat cap for everyone.
- Bonus Champion Score, Legendary Ranked Factor and related values are now capped based on the player's current Legendary Ranked tier — the higher the tier, the higher the cap
- Conversion efficiency for lower-tier players gaining Legendary Ranked Factor slightly increased
Ranked and Legendary Ranked Activity Rules
The inactivity penalty punished players for taking a break, so it is removed.
- The old activity decay rule for Master and above is removed: players no longer lose marks or points after seven consecutive days without a Ranked or Legendary Ranked game
Bug fixes
- Fixed the screen not rotating automatically after entering the game on some devices.
- Added a poster option to lobby character settings under out-of-match personalization.
- Optimized main interface support for iPhone 17 Pro Max.
- Added detailed champion stats to the Champions and Lane tabs in Profile.
- Fixed some exclusive items whose component stats were slightly stronger than the completed item; the affected items' stats or build paths have been adjusted.
- Fixed Ghostblade not activating after using a Legion Elixir.
- Fixed melee champions being able to randomly roll Show Me Your Blade.