WRSerpent's Fang
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Serpent's Fang has been changed in 3 patches since release in Patch 3.4. 1 buff, 2 adjustments. Most recently adjusted in Patch 4.4.
Unique Passive - Shield Reaver
- Shield reduction changed from Melee 50% / Ranged 35% to Melee 40% (+ 10% per 100 bonus AD) reduction, capped at 60% / Ranged 25% (+ 10% per 100 bonus AD) reduction, capped at 45%.
In the current meta, a lot of items and skills have shielding effects. So, we’re improving the cost-effectiveness of Serpent’s Fang so that it's a more favorable pick up in the earlier stages of the game and your builds!
Unique passive - Stab
- Armor penetration increased from 12 to 15.
Serpent's Fang added to Wild Rift
Serpent’s Fang is a long-requested feature that’s finally here: a way to counter shields! This armor penetration item gives AD assassins a sharp utility output that can situationally make them a highly valuable counter to shielding compositions. This will also allow for a situational reason why some other classes may want to dip their toes into the AD assassin item system.
Recipe:
- Caulfield's Warhammer + Serrated Dirk + 800 gold = 3000 gold.
Stats:
- 10 ability haste, 50 attack damage.
Unique Passive - Stab:
- +12 armor penetration.
- Editor's Note: Patch notes error writes stat as intrinsic instead of unique passive.
Unique passive - Shield Reaver:
- Dealing damage to an enemy champion inflicts them with venom for 3 seconds, reducing any shields they gain within the duration by Melee 50% / Ranged 35%, and if the target was not already afflicted by the venom, reducing all of their active shields by the same amount.
