Patch notes Wild Rift — Patch 7.2c
Patch 7.2c is a balance update across champions, items and the battlefield. Overperformers like Nilah, Nasus, Ryze, Warwick and Kog'Maw are toned down, Cho'Gath and Jinx are buffed, and Leona and Rumble have their power shifted around. Tier 2 boots are buffed while Tier 3 upgrades are trimmed, Sunfire Aegis, Stridebreaker, Mikael's Blessing and Kaenic Rookern are strengthened, Elemental Dragons and Dragon Soul hit harder, and the Baron Lane minion damage reduction before 6:00 is removed.
Champion changes
Cho'Gath
Underperforming since his release, with his damage falling short of expectations, so his damage and Feast scaling go up and his ultimate becomes available more often.
- Vorpal Spikes — Base Damage: 15/35/55/75 + (2.15/2.5/2.85/3.2% + 0.5% × Feast stack) × Target's Max Health → 20/45/70/95 + (2.3/2.7/3.1/3.5% + 0.6% × Feast stack) × Target's Max Health
- Feast — Cooldown: 80/70/60s → 70/60/50s
- Feast — Bonus Health to Damage Ratio: 8% → 10%
Jinx
Still struggling despite the crit item buffs, so her laning and her teamfight reset potential are improved.
- Base Stats — Base Attack Damage: 54 → 58
- Get Excited! — Attack Speed: 12% → 25%
Nilah
Dominating high-skill play, so her crit scaling and her sustained ultimate damage are reduced to curb her late-game power.
- Formless Blade — Critical Rate to Armor Penetration Ratio: 35% → 28%
- Apotheosis — Dot Damage: 60/120/180 + 140% Bonus Attack Damage → 60/110/160 + 50% Bonus Attack Damage
Leona
A bit too durable during the laning phase, shrugging off poke without much consequence, so some of that early durability is shifted into the late game.
- Base Stats — Base Health: 750 → 690
- Base Stats — Base Armor: 55 → 50
- Base Stats — Health per level: 120 → 128
- Eclipse — Cooldown: 14/13/12/11s → 13/12/11/10s
- Eclipse — Bonus Armor: 40/60/80/100 → 30/50/70/90
- Eclipse — Bonus Magic Resistance: 40/60/80/100 → 30/50/70/90
Rumble
Dealing too much damage without needing to invest in Ability Power, so his damage profile is shifted to reward AP-heavy builds, particularly when burning through high-Health targets in the Danger Zone.
- Base Stats — Base Health: 690 → 660
- Base Stats — Health per level: 120 → 128
- Flamespitter — Damage: 120/160/200/240 + 110% Ability Power + 6%/8%/10%/12% Target Max Health → 100/140/180/220 + 125% Ability Power + 7%/8%/9%/10% Target Max Health
- Flamespitter — Danger Zone Damage: 180/240/300/360 + 165% Ability Power + 9%/12%/15%/18% Target Max Health → 150/210/270/330 + 187.5% Ability Power + 10.5%/12%/13.5%/15% Target Max Health
- Scrap Shield — Shield: 40/70/100/130 + 6% Max Health → 40/80/120/160 + 4% Max Health
- Scrap Shield — Danger Zone Shield: 60/105/150/195 + 9% Max Health → 60/120/180/240 + 6% Max Health
- Electro Harpoon — Bonus Ability Power Damage: 40% → 50%
- Electro Harpoon — Danger Zone Bonus Ability Power Damage: 60% → 75%
Nasus
Like other scaling champions, too difficult to keep in check, so his early-game durability is reduced and his ultimate cooldown is increased.
- Base Stats — Base Armor: 46 → 40
- Fury of the Sands — Cooldown: 75/70/65s → 90/80/70s
Ryze
Thriving since the updates to Archangel's Staff and other mage items, so his early-game combat power is toned down.
- Base Stats — Base Health: 660 → 630
- Base Stats — Base Armor: 40 → 37
- Rune Prison — Damage: 70/110/150/190 + 65% Ability Power + 4% Bonus Mana → 50/90/130/170 + 55% Ability Power + 3% Bonus Mana
Warwick
Too effective at picking off priority targets and taking control of the early and mid game since the changes to his ultimate, so his pick potential is dialed back.
- Infinite Duress — Cooldown: 80/70/60s → 100/90/80s
- Infinite Duress — Base Damage: 125/300/475 → 100/275/450
Kog'Maw
The mage item overhaul gave AP Kog'Maw plenty of Ability Power and Mana to rain down damage from a safe distance, so constraints are added while preserving the core artillery playstyle.
- Living Artillery — Mana Cost: 40 - 400 (Base on number of casts) → 50 - 500 (Base on number of casts)
- Living Artillery — Range: 12/14/16 → 11/13/15
- Living Artillery — Base Damage: 100/140/180 → 80/120/160
Item changes
Berserker's Greaves
The power gap between some Tier 2 and Tier 3 boots had grown too large, so select Tier 2 boots are buffed and Tier 3 upgrades are trimmed to give each one a clearer, more focused strength.
- Base Stats — Attack Speed: 30% → 35%
Mercury's Treads
One of the Tier 2 boots buffed to close the power gap that had grown between Tier 2 and Tier 3 options.
- Base Stats — Tenacity: 15% → 30%
Plated Steelcaps
One of the Tier 2 boots buffed to close the power gap that had grown between Tier 2 and Tier 3 options.
- Block — Damage Reduction: 6% → 10%
Gunmetal Greaves
One of the Tier 3 boot upgrades trimmed so that each upgrade keeps a clearer, more focused strength.
- Noxian Gait — Movement Speed: 15/12% (Melee/Ranged) → 10/7% (Melee/Ranged)
Chainlaced Crushers
One of the Tier 3 boot upgrades trimmed so that each upgrade keeps a clearer, more focused strength.
- Base Stats — Magic Resistance: 35 → 30
Armored Advance
One of the Tier 3 boot upgrades trimmed so that each upgrade keeps a clearer, more focused strength.
- Base Stats — Armor: 35 → 30
Spellslinger's Shoes
One of the Tier 3 boot upgrades trimmed so that each upgrade keeps a clearer, more focused strength.
- Base Stats — Ability Power: 40 → 35
- Big Bully — True Damage: 22 → 18
Sunfire Aegis
Falling behind as a first-item option, particularly against physical damage, so its Armor is increased to reinforce its identity as a high-Armor waveclear item.
- Base Stats — Health: 425 → 350
- Base Stats — Armor: 20 → 40
- Base Stats — Build Path: Bami's Cinder (1300) + Ruby Crystal (500) + Cloth Armor (500) + 600 → Bami's Cinder (1300) + Chain Vest (900) + 700
Stridebreaker
Not delivering enough power for its intended users, particularly champions who rely on higher Attack Speed, so it gets a boost.
- Base Stats — Attack Speed: 15% → 25%
Mikael's Blessing
Not living up to its role as a powerful protective option, so it gets a straightforward buff to compete with the other support items.
- Base Stats — Healing and Shield Value: 6% → 9%
- Purify — Cooldown: 90s → 75s
Kaenic Rookern
Fell behind following the mage item overhaul, so it is brought back as a competitive Magic Resist option, particularly for champions stacking large amounts of Health.
- Base Stats — Magic Resistance: 75 → 80
- Magebane — Shield: 70 ~ 180 (Based on level) + 10% Max Health → 50 ~ 150 (Based on level) + 14% Max Health
Game mode changes
Elemental Dragons
Elemental Dragons and Dragon Soul had lost some of their importance over time, so their impact is increased to make Dragons more meaningful strategic objectives.
- Infernal Dragon — Stats Bonus, Attack Damage and Ability Power: 3% → 4%
- Infernal Dragon — Dragon Soul, Adaptive Damage: 135 + 25% Bonus Attack Damage + 12.5% Ability Power → 180 + 35% Bonus Attack Damage + 15% Ability Power
- Mountain Dragon — Dragon Soul, Shield: 260 → 350
- Ocean Dragon — Stats Bonus, Missing Health restored every 5 seconds: 2% → 2.8%
- Ocean Dragon — Dragon Soul, Healing: 190 + 36% Bonus Attack Damage + 18% Ability Power + 7.5% Bonus Health → 250 + 48% Bonus Attack Damage + 25% Ability Power + 10% Bonus Health
Baron Lane Minions
Baron Lane minion damage reduction created more frustrating lane states than intended, particularly through extended wave freezes, so the mechanic is reverted.
- Before 6:00, minion damage reduction against damage from other minions: Removed
AAA ARAM Champion Adjustments
Buffs for lower pick-rate champions, meant to open up more compelling options and bring greater diversity to the roster.
- Bard — (2) Caretaker's Shrine, Cooldown: 15/14.5/14/13.5s → 8/7/6/5s
- Bard — (2) Caretaker's Shrine, Mana Cost: 70 → 35
- Nocturne — (2) Shroud of Darkness, Cooldown: 18/16/14/12s → 9/8/7/6s
- Nocturne — (2) Shroud of Darkness, Mana Cost: 50 → 25
- Nunu & Willump — (3) Snowball Barrage, Cooldown: 12s → 6s
- Nunu & Willump — (3) Snowball Barrage, Mana Cost: 55/60/65/70 → 25/30/35/40
- Annie — (3) Molten Shield, Cooldown: 14s → 7s
- Annie — (3) Molten Shield, Mana Cost: 60 → 30
- Gnar — (3) Hop/Crunch, Cooldown: 21/18/15/12s → 10.5/9/7.5/6s
- Zilean — (2) Twisted Timeflow, Cooldown: 14.5/13.5/12.5/11.5s → 9.5/8.5/7.5/6.5s
- Zilean — (2) Twisted Timeflow, Mana Cost: 35 → 15
- Karma — (2) Focused Resolve, Cooldown: 15s → 7.5s
- Karma — (2) Focused Resolve, Mana Cost: 55/60/65/70 → 25/30/35/40
- Orianna — (3) Command: Protect, Cooldown: 9s → 4.5s
- Orianna — (3) Command: Protect, Mana Cost: 60 → 30
- Skarner — (3) Ixtal's Impact, Cooldown: 18/16/14/12s → 9/8/7/6s
- Skarner — (3) Ixtal's Impact, Mana Cost: 50/55/60/65 → 20/25/30/35
- Jarvan IV — (2) Golden Aegis, Cooldown: 10s → 5s
- Jarvan IV — (2) Golden Aegis, Mana Cost: 30 → 15
- Olaf — Damage taken: 85% → 80%
- Riven — Damage taken: 85% → 80%
- Zoe — Damage dealt: 120% → 125%
- Amumu — Damage taken: 90% → 85%
- Viego — Damage taken: 85% → 80%
- Xin Zhao — Damage taken: 85% → 80%
- Shen — Reduced Energy Cost: 33%
- Akali — Reduced Energy Cost: 33%
- Kennen — Reduced Energy Cost: 33%
- Zed — Reduced Energy Cost: 33%
- Master Yi — (1) Alpha Strike, New: 120% Ability Power ratio
- Master Yi — (2) Meditate, Ability Power ratio: 80% → 400%
Bug fixes
- Fixed an issue where Diana's damage reduction balance modifier was incorrectly changed to increased damage taken.