Wild Rift Patch 3.3 was released on Jul 13, 2022. This update included changes to 83 champions, with 64 buffs, 2 nerfs, 16 adjustments.
New (1)
Buffs (64)
Akali
Akshan
Alistar
Amumu
Ashe
Aurelion Sol
Blitzcrank
Brand
Braum
Caitlyn
Camille
Darius
Draven
Evelynn
Ezreal
Fiora
Fizz
Garen
Gragas
Graves
Irelia
Janna
Jarvan IV
Jhin
Jinx
Kai'Sa
Katarina
Kayle
Kennen
Kha'Zix
Lee Sin
Leona
Lucian
Lulu
Lux
Malphite
Master Yi
Miss Fortune
Morgana
Nami
Nautilus
Olaf
Orianna
Pantheon
Pyke
Rakan
Rammus
Senna
Seraphine
Sett
Shen
Sona
Soraka
Thresh
Tristana
Tryndamere
Vayne
Vi
Wukong
Xayah
Yasuo
Yuumi
Zed
ZiggsChanges (16)
Items
Buffs (1)
Unstoppable Onslaught
- •Cooldown reduced from 110/85/60 seconds to 90/70/50.
Perfect Execution
- •Cooldown reduced from 90/70/50 seconds to 85/65/45.
Comeuppance
- •Cooldown reduced from 75/65/55 seconds to 65/60/55.
Unbreakable Will
- •Cooldown reduced from 90/75/60 seconds to 75/65/55.
Curse of the Sad Mummy
- •Cooldown reduced from 110/95/80 seconds to 95/85/75.
Enchanted Crystal Arrow
- •Cooldown reduced from 65/60/55 seconds to 60/55/50.
Voice of Light
- •Cooldown reduced from 80/65/50 seconds to 70/60/50.
Static Field
- •Cooldown reduced from 60/40/20 seconds to 55/35/15.
Glacial Fissure
- •Cooldown reduced from 90/80/70 seconds to 75/70/65.
Ace in the Hole
- •Cooldown reduced from 70/60/50 seconds to 65/55/45.
The Hextech Ultimatum
- •Cooldown reduced from 100/85/70 seconds to 80/70/60.
Noxian Guillotine
- •Cooldown reduced from 80/70/60 seconds to 70/65/60.
Whirling Death
- •Cooldown reduced to 70/65/60 from 80/70/60 seconds.
Last Caress
- •Cooldown reduced from 120/95/70 seconds to 105/85/65.
Trueshot Barrage
- •Cooldown reduced from 80 seconds to 70.
Grand Challenge
- •Cooldown reduced from 80/65/50 seconds to 70/60/50.
Chum the Waters
- •Cooldown reduced from 90/75/60 seconds to 85/70/55.
Demacian Justice
- •Cooldown reduced from 80/70/60 seconds to 70/65/60.
Explosive Cask
- •Cooldown reduced from 90/75/60 seconds to 85/70/55.
Collateral Damage
- •Cooldown reduced from 90/70/50 seconds to 75/60/45.
Vanguard's Edge
- •Cooldown reduced from 80/70/60 seconds to 70/65/60.
Recently, we’ve seen that in higher levels of play Jhin has been jhinuinely struggling. We’ve seen great success for other champions when adding a little extra duration to their skill-based crowd control abilities, so we’re buffing up the root on Deadly Flourish. While we’re at it, we’re also amping up the bonus damage on Dancing Grenade to pay skill Virtuosos off for executing their targets properly.
Dancing Grenade
- •Damage amplification increased from 35% to 44%.
Deadly Flourish
- •Root duration increased from 1.25/1.5/1.75/2 seconds to 1.5/1.75/2/2.25.
Curtain Call
- •Cooldown reduced from 95/80/65 seconds to 80/70/60.
Super Mega Death Rocket!
- •Cooldown reduced from 60/50/40 seconds to 50/45/40.
Killer Instinct
- •Cooldown reduced from 100/80/60 seconds to 80/70/60.
Death Lotus
- •Cooldown reduced from 65/55/45 seconds to 60/50/40.
Divine Judgment
- •Cooldown reduced from 120/100/80 seconds to 95/80/65.
Slicing Maelstrom
- •Cooldown reduced from 100/90/80 seconds to 80/75/70.
Void Assault
- •Cooldown reduced from 80/65/50 seconds to 70/60/50.
Dragon's Rage
- •Cooldown reduced from 80/65/50 seconds to 70/60/50.
Despite being a support most players can always lean on, Leona isn’t performing as well as we’d like in higher levels of play. For that rea-sun, we’re trying something new and increasing her threat and engage range, which should give players room for more skill expression.
Zenith Blade
- •Missile range increased from 800 to 850.
Solar Flare
- •Target range increased from 950 to 1050.
- •Cooldown reduced from 60/50/40 seconds to 55/45/35.
The Culling
- •Cooldown reduced from 80/70/60 seconds to 70/65/60.
Wild Growth
- •Cooldown reduced from 85/70/55 seconds to 75/60/45.
Despite the popularity of playing this luminous lady in the support position, she’s currently not performing as well as we’d like there, so we’re adding some spark to the value of Lux’s primary supportive output.
Prismatic Barrier
- •Second base shield increased from 75/105/135/165 to 100/140/180/220.
- •Second shield AP ratio increased from 30% AP to 40%.
Final Spark
- •Cooldown reduced from 60/50/40 seconds to 55/45/40.
Unstoppable Force
- •Cooldown reduced from 85/75/65 seconds to 75/70/65.
Highlander
- •Cooldown reduced from 80/70/60 seconds to 70/65/60.
Bullet Time
- •Cooldown reduced from 80/70/60 seconds to 70/65/60.
Soul Shackles
- •Cooldown reduced from 90/75/60 seconds to 75/65/55.
Tidal Wave
- •Cooldown reduced from 90/80/70 seconds to 75/70/65.
Nautilus hooks aren’t quite sinking as well as we’d hoped, so we’re making some adjustments to the hitbox to make it a bit easier to drag enemies down. While we’re at it, we’re buffing up some of the damage he deals to monsters to get his clear up to a healthier speed.
Dredge Line
- •Width against units increased from 100 to 130.
- •Width against terrain reduced from 40 to 20.
Titan's Wrath
- •Damage against monsters increased from 150% to 200%.
Depth Charge
- •Cooldown reduced from 80/65/50 seconds to 70/60/50.
Command: Shockwave
- •Cooldown reduced from 85/70/55 seconds to 75/65/55.
Grand Starfall
- •Cooldown reduced from 110/95/80 seconds to 95/85/75.
Pyke hasn’t been the best at hunting down targets on his List, so we’re giving him a bit more damage and even more reasons to stack up Armor Penetration.
Stats
- •Attack damage growth increased from 1.7 to 2.65.
Bone Skewer
- •Base damage increased from 100/165/230/295 to 110/175/240/305.
Phantom Undertow
- •Base damage increased from 105/145/185/225 to 110/160/210/260.
- •Stun duration armor penetration ratio increased from 1% to 1.5%.
Death from Below
- •Cooldown reduced from 100/80/60 seconds to 80/70/60.
The Quickness
- •Cooldown reduced from 85/75/65 seconds to 80/70/60.
Soaring Slam
- •Cooldown reduced from 110/90/70 seconds to 95/80/65.
Dawning Shadow
- •Cooldown reduced from 105/95/85 seconds to 85/80/75.
Sett has been struggling to hold his own, so we’re sett-ing things straight, and increasing the AD ratio associated with his Haymaker ability and reducing the cooldown of Facebreaker. This should provide even more opportunities for skilled Sett players to disrupt enemy champions during teamfights and skirmishes.
Facebreaker
- •Cooldown reduced from 14/12.5/11/9.5 seconds to 13/11.5/10/8.5.
Haymaker
- •AD grit ratio increased from 10% per 100 bonus AD to 15%.
- •Cooldown reduced from 80/70/60 seconds to 70/65/60.
Stand United
- •Cooldown reduced from 130/115/100 seconds to 110/100/90.
Buster Shot
- •Cooldown reduced from 80/70/60 seconds to 70/65/60.
Undying Rage
- •Cooldown reduced from 100/85/70 seconds to 90/80/70.
Final Hour
- •Cooldown reduced from 75/65/55 seconds to 65/60/55.
Cease and Desist
- •Cooldown reduced from 95/75/55 seconds to 80/65/50.
We’re bringing a change over that has been very popular on League PC for this Monkey King, and we hope he can use this new feature to trick his enemies on the battlefield even more.
Warrior Trickster
- •New Effect: Can now dash over terrain.
Cyclone
- •Cooldown reduced from 100/85/70 seconds to 80/70/60.
Featherstorm
- •Cooldown reduced from 95/85/75 seconds to 80/70/60.
Last Breath
- •Cooldown reduced from 60/45/30 seconds to 50/40/30.
Final Chapter
- •Cooldown reduced from 90/75/60 seconds to 75/65/55.
Death Mark
- •Cooldown reduced from 90/70/50 seconds to 85/65/45.
Mega Inferno Bomb
- •Cooldown reduced from 95/80/65 seconds to 85/75/65.
As players have mastered Karma, she’s shown to be slightly too dominant in the laning phase but more critically, far too strong at protecting her allies in the later stages of the game. So, we’re bringing down these two key aspects to keep Karma’s overall power focused more on her strengths of disruption, rather than shielding her teammates.
Inner Flame
- •Mana cost increased from 50 to 60.
Inspire
- •Base shield reduced from 60/100/140/180 to 60/90/120/150.
- •Mantra base shield reduced from 150/210/270/330 to 120/180/240/300.
Transcendent Embrace
- •Cooldown reduced from 80/70/60 seconds to 70/65/60.
Dominus
- •Duration reduced from 15 seconds to 12.
- •Total base damage reduced from 750/1500/2250 to 600/1200/1800.
- •Total AP ratio reduced from 300% AP to 240%.
- •Cooldown reduced from 90 seconds to 75.
Due to the positive reception of Ahri’s rework in League PC, we’re ahrilly excited to be bringing it over to Wild Rift! These new changes bring some new mechanics for Essence Theft and Spirit Rush, an update to her Charm ability to address some frustrations it can cause, and some quality of life improvements for her Fox-Fire ability.
Essence Theft
- •Base heal increased from 30/60/90/120 to 40/60/80/100 seconds.
- •Heal AP ratio reduced from 45% AP to 20%.
- •New Effect: Whenever Ahri scores a champion takedown within 3 seconds of damaging them, she consumes their essence to heal herself for 80/120/160/200 (at level 1/5/9/13) + 40% AP.
Fox-Fire
- •Improved the logic of the fox-fire missile.
Charm
- •Removed: Enemies hit by Charm take 20% more damage from Ahri's abilities for 5 seconds.
Spirit Rush
- •Cooldown reduced from 90/75/60 seconds to 75/65/55.
- •Recast duration increased from 10 seconds to 12.
- •New Effect: Cooldown start changed from post-effect to on-cast.
- •New Effect: Consuming a champion's essence with Essence Theft while active extends the ability's recast duration by and up to 10 seconds and grants an additional recast, storing up to 3 recasts.
- •Recast duration now persists after using all recasts.
Annie is strong for a lot of players, but there's some parts of her kit that could use some improvements. We’re cutting away some power in the form of base stats while significantly improving the usability and feel of Disintegrate.
Stats
- •Armor growth reduced from 4.7 to 3.9.
- •Movement speed reduced from 335 to 330.
Disintegrate
- •Missile speed increased from 1500 to 1800.
- •Explosion radius increased from 75 to 100.
Summon: Tibbers
- •Cooldown reduced from 80/70/60 seconds to 70/65/60.
This Lunari warrior is a little too oppressive in higher levels of play, so we’re tapping down the damage of her dash to cut down on some of the damage output she has when fully maximizing Moonlight.
Lunar Rush
- •Base damage reduced from 50/85/120/155 to 40/75/110/145.
Moonfall
- •Cooldown reduced to from 80/70/60 seconds 70/65/60.
Dr. Mundo has been underperforming in higher levels of play when compared to other tanks. To allow him to better compete and go where he pleases in the Baron Lane, we’re reworking the initial heal that he gains from his ultimate so that it is not as easily countered by anti-heal items such as Mortal Reminder.
Maximum Dosage
- •Cooldown reduced from 80/70/60 seconds to 70/65/60.
- •New Effect: On cast, now grants him 15/20/25% missing health as base health for the duration of the ability.
- •Removed: No longer heals for 20% missing health on cast.
We’re making it a bit easier to approach your foes while charging in with Shield of Druand and giving Galio a bit more durability so he can look to take those risker engagements.
Stats
- •Health growth increased from 125 to 135.
Shield of Durand
- •Movement speed reduction reduced from 25% to 15%.
Hero's Entrance
- •Cooldown reduced from 130/115/100 seconds to 110/100/90.
Jax is currently over performing in the jungle, especially in higher levels of play. To combat this, we’re removing Jax’s ability to gain stacks when attacking jungle camps, while increasing the damage dealt by his Leap Strike and Empower abilities to give some power back in the Jungle, while also lending him a hand in the Baron Lane.
Relentless Assault
- •Removed: No longer can stack against monsters.
- •Removed: Basic attacking enemy champions or minions grants 2 stacks.
- •Maximum stacks reduced from 10 to 5.
- •Bonus attack speed per stack increased from 2.5/4.5/6.5/8.5% to 5 to 19% (based on level).
Leap Strike
- •Base damage increased from 60/115/170/225 to 70/125/180/235.
Empower
- •Base damage increased from 45/90/135/180 to 55/100/145/190.
Counter Strike
- •Cooldown reduced from 14/12/10/8 seconds to 12.5/11/9.5/8.
Grandmaster's Might
- •Cooldown reduced from 60 seconds to 55.
Recently, Nasus’ power has been stacking up and he’s become an extraordinarily dominant pick, especially in lower levels of play. So we’re tightening his leash and making it less punishing to not pressure Nasus in the early laning phase.
Siphoning Strike
- •Cooldown increased from 5.5/5/4.5/4 to 7/6/5/4 seconds.
Fury of the Sands
- •Duration reduced from 15 seconds to 12.
- •Cooldown reduced from 90/80/70 seconds to 75/70/65.
Thrill of the Hunt
- •Duration reduced from 12/16/20 seconds to 12/14/16.
- •Cooldown reduced from 100/80/60 seconds to 90/75/60.
Riven’s Valor is a powerful tool for both repositioning and soaking damage. This on-demand power has led to Riven being too dominant for the players who have mastered her, while not quite strong enough for others, so we’re bringing up some defensive base stats in exchange for a weaker shield.
Stats
- •Base health increased from 610 to 650.
- •Base health regeneration increased from 9 to 10.5.
Valor
- •Base shield reduced from 105/145/185/225 to 75/110/145/180.
Blade of the Exile
- •Duration reduced from 15 seconds to 12.
- •Cooldown reduced from 90/70/50 seconds to 75/60/45.
With the incoming Elemental Rift changes shaking up the Dragons, Shyvana will also be receiving a new passive. Draconic Bloodline stacks up as Shyvana farms, ganks, and takes objectives, granting the evolutions previously attached just to specific Dragon kills to now granting them over the course of the game regardless of what Shyvana is doing—with a big bonus for focusing on the Dragons.
Fury of the Dragonborn
- •New:
- •Innate: Large Monster kills, Champion takedowns, and Epic Monster kills grant stacks of Draconic Bloodline. For every 100 stacks of Draconic Bloodline, Shyvana evolves one of her abilities in order from first to last.
- •Large Monster kill stacks: 8
- •Champion takedown stacks: 12
- •Rift Herald/Baron Nashor kill stacks: 12
- •Dragon kill stacks: 35
- •Old:
- •Innate: Shyvana deals 20% bonus physical and magic damage to Elemental Drakes . When Shyvana's team slays a dragon, one of her abilities in Dragon's Descent will be permanently evolved depending on the type.
- •Mountain Drake upgrades Twin Bite.
- •Cloud Drake upgrades Burnout.
- •Infernal Drake upgrades Flame Breath.
- •Ocean Drake upgdades Dragon's Descent.
Singed has been a powerful pick for a while, but the recent buffs to Rylai’s have pushed him over the edge and into overpowered territory. His new found power also put him into the spotlight in both ranked and organized play, so we’re cutting down on some of his power.
Stats
- •Base health reduced from 650 to 610.
Insanity Potion
- •Duration reduced from 25 seconds to 18.
- •Cooldown reduced from 80/70/60 seconds to 70/65/60.
Teemo has been struggling to find his footing as a Baron Laner, especially in higher levels of play. Since we thought there was mush-room for some adjustments in this Scout’s kit we’re giving him a mini rework that will allow him to better perform across all levels of play. With this rework, Teemo’s Noxious Traps no longer leave behind a poisonous puddle after they explode, but will instead apply damage over time to the target that steps on it, regardless of the target’s position after triggering the trap. We are also increasing the range of Blinding Dart and reducing the channel time of Guerilla Warfare, while increasing its cooldown and mana cost to compensate for its increase in efficiency.
Blinding Dart
- •Target range increased from 500 to 550.
Guerrilla Warfare
- •Channel time reduced from 1 second to 0.5.
- •Cooldown increased from 22 seconds to 25.
- •Mana cost increased from 40 to 60.
Noxious Trap
- •Explosion radius reduced from 270 to 250.
- •Removed: No longer creates a poisonous puddle that slows enemies and deals magic damage over 3 seconds.
- •Removed: No longer deals magic damage upon detonation.
- •New Effect: Explosion now inflicts 30/40/50% slow and deals 100/175/250 +30% AP magic damage over 3 seconds.
The Cardmaster has recently been succeeding significantly more with AD-oriented builds. While we don’t mind diversity, we do want to ensure that the AP build feels worthwhile compared to other options, so we’re doing some slight power shifts between different parts of Twisted Fate’s kit.
Stats
- •Attack damage growth reduced from 3.6 to 2.65.
Wild Cards
- •AP ratio increased from 65% AP to 70%.
Stacked Deck
- •Active bonus attack speed reduced from 40/50/60/70% to 40/45/50/55%.
Destiny
- •Cooldown reduced from 130/110/90 seconds to 110/95/80.
Caster builds have been dominant on Varus for all of Wild Rift’s lifetime, and attack-oriented builds have been much weaker, so we’re making some adjustments to bridge the gap between the two.
Piercing Arrow
- •Cooldown changed from 16/14/12/10 seconds to 15/14/13/12.
Blighted Quiver
- •On-hit base damage increased from 8/12/16/20 to 12/16/20/24.
Chain of Corruption
- •Cooldown reduced from 70/60/50 seconds to 65/55/45.
After recent buffs, it turns out we made this mastermind a bit too evil, as Veigar has grown into one of the most dominant mages in the mid lane. We’re shaving off some of his generic power to bring him more in line with other mages.
Stats
- •Health growth reduced from 115 to 105.
- •Armor growth reduced from 3.9 to 3.5.
Primordial Burst
- •Cooldown reduced from 80/70/60 seconds to 70/65/60.
Xin Zhao is currently one of the most dominant junglers on the Rift, particularly in higher levels of play, because of his strong dueling potential and reliable control. We’re pulling back on how frequently Xin Zhao can cast his Three Talon Strike ability to give enemy junglers a fighting chance.
Three Talon Strike
- •Cooldown increased from 8/7/6/5 seconds to 9/8/7/6.
Crescent Guard
- •Cooldown reduced from 100/85/70 seconds to 80/70/60.
Items
Protobelt is a highly flexible enchant that can be used to escape danger or dive right in, and its cost does not properly account for being so powerful both in the offensive and defensive use cases, so we’re adjusting it.
General
- •Cost: 500g → 800g
Shadows Enchant hasn’t met the bar for what we’re looking for in our item system. It isn’t purchased as much, despite being competitive in raw power compared to other enchants. We’re removing this for now, but are potentially open to exploring other options in the future for long-range chasing and scouting actives.
General
- •Removed from the game.
Adding additional health based on a percentage of your current health is a lot of math to do and read, especially when you’re in the middle of trying to win out your games. We’re making the defensive output of this enchant into a shield rather than health gain which should be much more readable at a glance, while making sure it maintains the reduced damage to enemies to ensure that this item is primarily used as a defensive tool.
Unique active - Stoneplate
- •New active: Gain a shield equal to 30/60% (at level 1/3) (based on nearby enemy champions) maximum health decaying over 4 seconds, while dealing 40% reduced outgoing damage for 3 seconds (60 second cooldown).
- •Old active: Gain bonus health equal to 65/130% (at level 1/3) (based on nearby enemy champions) maximum health, while dealing 60% reduced outgoing damage for 4 seconds (45 second cooldown).
Fimbulwinter is currently providing too much safety for ranged champions, so we’re pulling back on how much shield power this gives when ranged champions opt into this item.
Unique passive - Frozen Colossus
- •Shield reduced from 100 to 200 (based on level) (+ 5% current mana) to Melee 100 to 200 (based on level) (+ 5% current mana) / Ranged 50 to 100 (based on level) (+ 2.5% current mana).
- •Editor's note: Patch notes mention existing ranged shield value that is not mentioned in tooltip. Verification is inconclusive.
Hullbreaker is currently being abused by ranged champions in higher levels of play despite this item being designed as an option for fighters. We’re reducing the resistances this item provides to champions and minions when a ranged champion uses it so that Hullbreaker still remains an option for those champions, but not the most optimal pick up.
Unique passive - Boarding Party
- •Bonus resistances for ranged champions reduced from 10 to 50 (based on level) to 5 to 25 (based on level).
- •Minion bonus resistances for ranged champions reduced from 50 to 170 (based on level) to 25 to 85 (based on level).
General
- •Upgrade cost increased from 500 gold to 800 gold.
Stasis has always been the go-to enchant for defensive purposes, and often for offensive purposes as well. Its broad usability and flexibility are both huge selling points for this golden active, and ultimately it’s simply more powerful than the other boots upgrades, so we’re increasing the cost to make it clear it’s a tier above the other enchantments.
General
- •Upgrade cost increased from 800 gold to 1000 gold.
General
- •Magical vamp increased from 0% to 8%
- •Physical vamp increased from 0% to 8%.
- •Movement speed increased from 0 to 40.
Unique passive - Footwear
- •Removed.
Unique passive - Seconds
- •Removed.
Unique passive - Thirds
- •Removed.
General
- •Ability haste increased from 0 to 15.
- •Movement speed increased from 0 to 40.
Unique passive - Footwear
- •Removed.
Unique passive - Lucidity
- •Removed.
General
- •Magic resistance increased from 0 to 10.
- •Movement speed increased from 0 to 40.
Unique passive - Footwear
- •Removed.
Unique passive - Enhanced
- •Removed.
General
- •Armor increased from 0 to 15.
- •Movement speed increased from 0 to 40.
Unique passive - Footwear
- •Removed.
Unique passive - Enhanced
- •Removed.
Quicksilver has had trouble competing in the defensive space with other actives like Stasis, so we’re looking to push it into a space as the clear counter to crowd control. Adding both a short duration on the immunity and some additional Tenacity and Slow Resistance afterwards should reduce the sensitive timing required to make good use of this item as well as empower the enchant to be extremely effective against incoming crowd control, not just one specific spell.
Unique active - Quicksilver
- •New Effect: Grants Cc-immunity for 0.5 seconds.
- •Removed: No longer grants 50% bonus movement speed for 1.5 seconds.
New Unique passive - Preseverance:
- •After Quicksilver ends, gain 30% Tenacity and 30% slow resist for 1.5 seconds.

Sion
Karma
Renekton
Ahri
Annie
Diana
Dr. Mundo
Galio
Jax
Nasus
Rengar
Riven
Shyvana
Singed
Teemo
Twisted Fate
Varus
Veigar
Xin Zhao
Hextech Protobelt Enchantment
Shadows Enchant
Gargoyle Enchant
Fimbulwinter
Hullbreaker
Protobelt Enchant
Stasis Enchant
Gluttonous Greaves
Ionian Boots of Lucidity
Mercury's Treads
Plated Steelcaps
Quicksilver Enchant