Patch notes Wild Rift — Patch 7.2e
Patch 7.2e is a corrective update: the champions and items that pulled ahead in 7.2d come back down, and the ones that never recovered get help. Vi and Swain lose the numbers that made them safe picks, while Janna, Nautilus and Malphite gain the durability and shielding they were missing. On items, the two defensive actives that were too easy to hold get longer cooldowns, and Eclipse and Unending Despair become worth buying again.
Champion changes
Vi
Her engage was landing far more damage than a dive that also stuns should, so the scaling on her first ability drops and her ultimate comes back much later: she still starts the fight, but a failed dive now costs her the round.
- Vault Breaker — Minimum Damage Bonus AD Ratio: 80% → 60%
- Vault Breaker — Maximum Damage Bonus AD Ratio: 160% → 120%
- Cease and Desist — Cooldown: 60/55/50s → 80/70/60s
Swain
His ultimate was healing and dealing damage at the same time with heavy Ability Power scaling, which made long fights unlosable. The scaling is cut hard while the base values are flattened, so the form is still strong but no longer grows out of control with items.
- Demonic Ascension — Damage per second: 10/25/40 + 15% AP → 15/25/35 + 6% AP
- Demonic Ascension — Healing per second: 20/30/40 + 20% AP → 15/30/45 + 10% AP
Janna
Her shield had fallen behind the damage of the current meta, so it goes up at every rank and scales better: the protection arrives when it matters instead of being erased by a single ability.
- Eye of the Storm — Shield Value: 65/90/115/140 + 45% AP → 80/120/160/200 + 50% AP
Nautilus
As a support he was too easy to burst through before he could land his hooks, so his shield scales more with the health he already builds.
- Titan's Wrath — Shield Value: 65/75/85/95 + 9/10/11/12% Max Health → 70/80/90/100 + 11/12/13/14% Max Health
Malphite
He was losing the lane before reaching the point where his engage matters: more armor per level, a stronger slow and more damage on his passive attacks give him a laning phase he can actually survive.
- Base Stats — Armor per level: 4.3 → 5
- Seismic Shard — Slow: 15/20/25/30% → 20/25/30/35%
- Thunderclap — Base damage of consecutive basic attacks: 10/20/30/40 → 20/30/40/50
Item changes
Seeker's Armguard
The stasis was available again far too often for a cheap early item, turning every skirmish into a free reset. It still saves you once, not every fight.
- Stasis — Cooldown: 120s → 150s
Verdant Barrier
Same problem as the armguard: a spell shield on a short cooldown cancelled the key ability of entire matchups over and over.
- Annul — Passive cooldown: 50s → 65s
Eclipse
It cost too much for what it gave: the price comes down and the shield on melee champions goes up, so it is worth the slot again.
- Base Stats — Price: 3000 → 2900
- Ever Rising Moon — Shield Value (Melee): 140 + 35% Bonus AD → 150 + 40% Bonus AD
Unending Despair
Rebuilt around health instead of split resistances, and it now gives Ability Haste: a tank item that finally competes with the others in its price range.
- Base Stats — Health: 200 → 300
- Base Stats — Armor: 45 → 40
- Base Stats — Magic Resistance: 45 → 40
- Base Stats — Ability Haste: 10 (new)
- Build Path — Chain Vest (900) + Negatron Cloak (900) + Kindlegem (1000) + 200
Game mode changes
AAA ARAM
A new augment joins the rotation, and the augment that hands out Anvils now gives the right number when upgraded.
- New augment: Blood Price
- Pyke cannot select Blood Price: it conflicts with his champion mechanic
- Bug fix — Anvil Specialist now grants the correct number of Anvils when upgraded