Wild Rift Patch 3.4 was released on Sep 14, 2022. This update included changes to 17 champions, with 8 buffs, 4 nerfs, 3 adjustments.
Items
New (15)
Buffs (2)
General
- •Released September 15, 2022 (00:01 UTC).
General
- •Released September 22, 2022 (00:01 UTC).
Players who have been picking Akali, even the invested Akali mains, have been struggling to make her succeed even when they perfectly execute their plays. So, we’re giving her some small buffs to help her take down her opposition.
Stats
- •Base health increased from 570 to 600.
Twilight Shroud
- •Bonus maximum energy increased from 80 to 100.
- •Energy restore increased from 80 to 100.
Players who haven’t put as much time into Jayce haven’t been able to take advantage of his Hammer form, so we’re making it a little more forgiving to stay in Cannon form. This should ease some of Jayce’s mastery curve and help you to nail those plays with your hammer.
Stats
- •Base mana regeneration increased from 9 to 12.
Thundering Blow
- •Cooldown reduced from 16 seconds to 14.
Acceleration Gate
- •Cooldown reduced from 16 seconds to 14.
While Kayle has excelled at tipping the skayles for her team and winning games, she hasn’t been satisfying to play for most players. We’re adjusting some of the baseline power Kayle has and giving her more sustain in lane. This will allow her to have a more forgiving laning phase, but a less powerful late game, particularly with her Attack Damage builds.
Divine Ascent
- •Aflame (fire wave) base damage reduced from 12/16/20/24 to 12/15/18/21.
Celestial Blessing
- •Base heal increased from 60/100/140/180 to 70/110/150/190.
Starfire Spellblade
- •Passive base damage reduced from 12/16/20/24 to 12/15/18/21.
Divine Judgment
- •Cooldown increased from 95/80/65 seconds to 100/90/80.
Despite recent buffs, Leona is still falling behind compared to other supports in the Dragon Lane. To give her more opportunities to shine during teamfights, we’re buffing the stun duration on her ultimate, Solar Flare.
Solar Flare
- •Disable duration increased from 1.5 seconds to 1.75.
Since her release, Samira has been struggling compared to her peers. To help her out, we’re giving her a much needed tune-up so that she can shine in style alongside her peers.
Stats
- •Base health increased from 570 to 610.
- •Health growth increased from 105 to 115.
Daredevil Impulse
- •Base damage increased from 2 to 14 (based on level) to 6 to 20 (based on level).
- •New: Style stack timer will pause while under resurrection.
Flair
- •AD ratio increased from 75/85/95/105% AD to 75/90/105/120%.
Sett has fallen behind other fighters, especially in higher levels of play. To sett him up for success, we’re beefing up the bonus Attack Damage ratio associated with his Haymake active.
Haymaker
- •AD grit ratio increased from 15% per 100 bonus AD to 20%.
Recent changes have left Varus weak overall, so we’re giving him some extra damage that should be effective for attack-oriented builds.
Stats
- •Attack damage growth increased from 2.65 to 3.6.
Yasuo is performing below our expectations after recent nerfs, so we’re increasing his scaling Attack Damage to amp up his power in the later stages of the game.
Stats
- •Attack damage growth increased from 2.65 to 3.6.
After the recent adjustments we made to Shyvana, she’s in a good place overall, but we feel like her ultimate upgrade could be a bit more exciting. To add some fire to it, we’re swapping out the bonus health for Omnivamp.
Dragon's Descent
- •New: Grants 15% omnivamp.
- •Removed: No longer grants 100/150/200 bonus health.
Sion has been stronger and more effective in the jungle than we anticipated, and while we aren’t saying Sionara to him in the jungle, we are cutting away some of that power. We’re also smoothing out some of the bizarre interactions with Unstoppable Onslaught to make it behave more as a Sion player would expect.
Glory in Death
- •Bonus health on enemy kill reduced from 6 to 5.
- •Bonus health on large-enemies and champion takedowns reduced from 20 to 15.
Decimating Smash
- •Damage against monsters reduced from 150% to 120%.
Unstoppable Onslaught
- •New effect: Movement speed capped at 800 for the duration.
Previous buffs went a little overboard for Tristana, so we’re bringing the cooldown on Rapid Fire back to where it was. We’re also looking to make adjustments to the default controls for Tristana around her Explosive Charge to both improve the feels around the spell and make Tristana more accessible.
Basic attack
- •Quick cast will prioritize Explosive Charge targets over other enemies.
Rapid Fire
- •Cooldown increased from 16/15/14/13 seconds to 18/17/16/15.
Explosive Charge
- •Quick cast will prioritize Turrets over Minions.
Yuumi has been in an unfur-tunate position since her release. She’s been frustrating for many players to go up against, but not particularly good at winning games. She also required a lot of in-and-out gameplay that Yuumi players weren’t attached to, so we’re trying a different approach with the cat for this version. Yuumi is now no longer tied to her passive to restore mana to fuel her massive mana cost for her heal, but will generally have less power, particularly outside of combat. She will also have more frequent poke earlier in the game, but won’t be able to use her passive shield to mitigate enemy harassment as much. The goal of these changes is to make Yuumi less frustrating to play against, but allow Yuumi enjoyers to feel more comfortable enhancing their ally of choice without feeling immense pressure to constantly bop her foes to get the most out of her passive.
Bop 'n' Block
- •Cooldown increased from 12/10/8/6 seconds to 18/15/12/9.
- •Shield AP ratio reduced from 35% AP to 25%.
- •: Duration reduced from infinite to 5 seconds.
- •Removed: No longer restores mana.
Prowling Projectile
- •Missile duration reduced from 3 seconds to 2.25.
- •Empowered time threshold reduced from 1 seconds to 0.75.
- •Range increased from X to Global.
- •AP ratio reduced from 30% AP to 25%.
- •Empowered based damage reduced from 80/146.667/213.333/280 to 70/136.667/203.333/270.
- •Empowered AP ratio reduced from 40% AP to 35%.
- •Empowered health ratio reduced from 2/4.66667/7.33333/10% target's current health to 1.5/3.5/5.5/7.5%.
- •Cooldown reduced from 9/7.66667/6.33333/5 seconds to 7/6.33333/5.66667/5.
You and Me!
- •Ally bonus AD ratio changed from 12/15/18/21% to 13/15/17/19%.
- •Ally AP ratio changed from 12/15/18/21% to 13/15/17/19%.
Zoomies
- •Mana cost changed from 40/45/50/55 + 15% maximum mana to 80/90/100/110.
- •Movement speed AP ratio reduced from 10% AP to 5%.
- •Base heal reduced from 80/120/160/200 to 20/30/40/50.
- •Heal AP ratio reduced from 40% AP to 10%.
- •New effect: Yuumi's next 3 attacks or abilities within 5 seconds will repeat the heal. Zoomies can still be cast onto the Anchor.
We’ve been looking for ways to adjust Jhin so that he can have more ajhincy throughout the game. The increased root duration on Deadly Flourish that we previously adjusted hasn’t helped much in this area, so we’re reverting that change and instead giving it a shorter cast time for higher reliability.
Deadly Flourish
- •Cast time reduced from 11 to 9 frames .
- •Root duration reduced from 1.5/1.75/2/2.25 seconds to 1.25/1.5/1.75/2.
Items
General
- •Now builds into Cosmic Drive.
Cost:
- •500 gold, upgrades from Harrowing Crescent.
Stats:
- •10 ability haste.
Unique Passive - Versatile:
- •Gain 20 attack damage or 40 ability power (Adaptive).
Unique Passive - Tribute:
- •Generate +2 gold per 3 seconds.
Unique Passive - Spellcraft:
- •Scoring an enemy champion takedown will reduce the cooldown of your active item by 40%.
Limitations:
- •Limited to 1 Quest item.
Cost:
- •500 gold, upgrades from Targon's Buckler.
Stats:
- •10 ability haste, 200 health.
Unique Passive - Spoils of War:
- •Generate +2 gold per 3 seconds.
Unique Passive - Spellcraft:
- •Scoring an enemy champion takedown will reduce the cooldown of your active item by 40%.
Limitations:
- •Limited to 1 Quest item.
Wild Rift’s AP system has long been lacking a strong option for picking up Ability Haste outside of early mana itemization, so we’re adding in our own take on Cosmic Drive. This item not only offers a massive amount of Haste by itself, but the movement speed granted when hitting enemy champions also scales with Haste to enable some speedy builds when you invest into the maximum Haste gotta go fast build.
Recipe:
- •Aether Wisp + Fiendish Codex + 950 gold = 2900 gold.
Stats:
- •30 ability haste, 70 ability power, 5% movement speed.
Unique Passive - Spelldance:
- •Dealing damage with abilities or empowered attacks grants 30 (+ 70% ability haste from items) bonus movement speed decaying over 2 seconds. (1 second cooldown per source)
- •Limited to 1 Cosmic Drive.
General
- •Removed from the game.
Imperial Mandate is coming in to add a new and exciting mechanic that will reward mages and enchanters for interacting with their opponents. We’re looking to enable more aggressive play out of both mages and enchanters in the support position with this item.
Recipe:
- •Fiendish Codex + Kindlegem + 500 gold = 2500 gold.
Stats:
- •20 ability haste, 40 ability power, 200 health.
Unique Passive - Coordinated Fire:
- •Abilities that slow or immobilize enemy champions deal 47 to 75 (based on level) bonus magic damage and mark them for 4 seconds. Allied champions that damage marked enemies consume the mark to deal 94 to 150 (based on ally's level) bonus magic damage and grant you and the triggering ally 20% bonus movement speed for 2 seconds. (6 second cooldown per enemy champion).
- •Limited to 1 Imperial Mandate.
While we're removing the damage from Redeeming Enchant, we know that some players enjoyed the gameplay around the long-range large area strike they could call down on their foes. So we're bringing in Meteor, a new enchantment that is focused entirely on the damage aspect rather than the supportive aspect. Also we just think it’s really cool that you can call down a meteor from the sky on an enemy.
Total cost
- •500g
Effect
- •Target a location within 30 range. After a 2.5 second delay, a meteor will fall from the sky at the targeted location, dealing 25% of each enemy’s health as magic damage. 90 second cooldown Against monsters, this deals a maximum of 500 damage. Can not be casted while dead
Protect is a new enchant designed to enhance champion abilities, rather than provide an alternative avenue for defending themselves or their team. With its strong amplification for lower-cooldown spells, it is much more powerful at protecting singular targets with individual heals or shields rather than an entire team.
Total cost
- •500g
Effect
- •Grant the next heal or shield ability you use within 3s 100-25% increased heal and shield power (based on its cooldown; shorter cooldown spells get larger amounts of heal and shield power). 90 second cooldown. 0 - 20s cooldown: 100% increased heal and shield power 20 - 40s cooldown: 50% increased heal and shield power > 40s cooldown: 25% increased heal and shield power Protect Enchant tracks the base value of the cooldown, not its scaled value after Ability Haste.
Redeeming Enchant has been a powerful tool for swinging fights for a while now, but it can be difficult to use or appreciate properly due to its extended windup time when casting. We’re taking away the damaging aspect and creating Meteor and in significantly increasing the speed so its impact is more immediately felt.
General
- •[REMOVED] Damage to enemies
- •Delay: 2.5s → 1.5s
Cost:
- •500 gold.
Stats:
- •100 health.
Unique Passive - Spoils of War:
- •Generates a charge every 20 seconds, up to 3 charges. While you are near an allied champion, your basic attacks execute minions below Melee 50% / Ranged 30% of their maximum health, consuming 1 charge per minion. Consuming a charge will heal you for 15 to 65 (based on missing health), as well as grant 135% kill gold to you and 100% kill gold to the nearest allied champion. You earn 50% reduced gold from killing minions and monsters, and earn 100% increased local gold from nearby minions not killed by allies. Generate +1 gold per 3 seconds.
Quest:
- •Earn 500 gold using a Quest item to upgrade to Targon's Buckler. This item contributes 63% of the gold earned from charges.
Limitations:
- •Limited to 1 Quest item.
Repulsor isn’t living up to its intended purpose of countering melee divers, and it’s only mediocre at its secondary purpose of splitting up the enemy team. To lend this item a hand, we’re adding a burst of movement speed to Repulsor to make it more useful for kiting and escaping.
Unique active - Repulsor
- •Cooldown reduced from 90 seconds to 60.
- •New: After knocking back a champion, gain 30% bonus movement speed for 3 seconds.
Riftmaker is an item from League of Legends PC’s system that we’re bringing into Wild Rift as a way for AP fighters and AP mages to access vamp and bonuses for sustained fights.
Recipe:
- •Fiendish Codex + Haunting Guise + 1100 gold = 3200 gold.
Stats:
- •15 ability haste, 70 ability power, 150 health, 15% omnivamp.
Unique passive - Void Corruption:
- •Each second in combat with champions will generate 1 stack of Corruption, which expires out of combat and stacks up to 3 times. Each stack grants 3% bonus damage, stacking up to a maximum of 9%. At max stacks, the bonus damage becomes true damage.
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.
Cost:
- •500 gold.
Unique Passive - Versatile:
- •Gain 6 attack damage or 12 ability power (Adaptive).
Unique Passive - Tribute:
- •Generates a charge every 10 seconds, up to 3 charges. While you are near an allied champion, your damaging abilities and attacks against champions and structures consume up to one charge per attack or cast. Consuming a charge grants 30 gold. You earn 50% reduced gold from killing minions and monsters, and earn 100% increased local gold from nearby minions not killed by allies. Generate +1 gold per 3 seconds.
Quest:
- •Earn 500 gold using a Quest item to upgrade to Harrowing Crescent.
Limitations:
- •Limited to 1 Quest item.
Sunfire Cape has been a dominant pick among the other tank items, so we're reducing its ability to clear minions and jungle camps.
General
- •Bonus damage to minions and monsters: 25% → 15%
Even after our recent buffs, Frozen Heart is still underperforming compared to its peers. So we’re giving it a little boost to help it compete.
General
- •Ability haste increased from 25 to 30.
For a while now, Locket has been significantly more powerful compared to other enchants, even when it's not being used optimally. Its ability to provide hundreds or even thousands of extra health in shield value during a teamfight made it outperform other enchants by a mile, even when they were getting maximum value. We’re looking to make Locket less applicable to every situation, so it's being changed into a magic damage shield to preserve its primary identity as an anti-AoE tool while also limiting its usage as a powerful button to press at any point during a point.
Unique active - Locket
- •New effect: Shield type changed from normal to magic.
We’ve heard feedback from players that they want to have the ability to make more spontaneous plays with Seedjar. So, we’re slashing the time it takes for the seeds to grow significantly.
Unique passive - Propogation
- •Seed growth time reduced from 3 seconds to 1.
New Recipe:
- •Needlessly Large Rod + Blasting Wand + 1100 gold = 3400 gold.
- •Old Recipe: Needlessly Large Rod + Needlessly Large Rod + 700 gold = 3500 gold.
- •Ability power reduced from 120 to 110.
Unique passive - Immolate
- •Damage against minions and monsters reduced from 125% to 115%.
General
- •Removed from the game.
General
- •No longer builds into Rabadon's Deathcap.
General
- •Now builds into Serpent's Fang.
- •No longer builds into Umbral Glaive.
General
- •Now builds into Cosmic Drive, Imperial Mandate and Riftmaker.
- •No longer builds into Athene's Unholy Grail.
General
- •No longer builds into Hextech Megadrive.
General
- •Total cost reduced from 1300 gold to 1100 gold.
- •Combine cost reduced from 800 gold to 600 gold.
- •Now builds into Riftmaker.
- •Ability power increased from 25 to 30.
- •Health reduced from 200 to 150.
Unique passive - Madness
- •Removed.
General
- •Removed from the game.
General
- •Total cost reduced from 3150 gold to 2900 gold.
- •Combine cost unchanged at 950 gold, see notes on Prophet's Pendant.
- •Ability power increased from 65 to 85.
- •Health reduced from 200 to 0.
General
- •Now builds into Imperial Mandate.
General
- •Total cost reduced from 3150 gold to 3000 gold, see notes on Haunting Guise.
- •Combine cost increased from 950 gold to 1000 gold.
Unique passive - Madness
- •Removed.
Unique passive - Torment
- •New passive: Ability damage and empowered attacks apply a burn that deals magic damage equal to 1% (+ 0.5% per 100 AP) target's maximum health per second over 3 seconds.
- •Editor's Note: Patch notes error writes 20 (+ 1.5% AP) (+ 1.5% target’s max health) instead of 1% + (0.5% per 100 AP) target's maximum health.
- •Old passive: Ability damage and empowered attacks apply a burn that deals 1% of target's maximum health magic damage per 0.5 second over 3 seconds. This damage doubles if they are slow or immobilize.
General
- •No longer builds into Hextech Megadrive.
General
- •Total cost reduced from 3000 gold to 2700 gold.
- •Combine cost reduced from 950 gold to 900 gold.
- •Ability power reduced from 70 to 65.
- •Health reduced from 300 to 150.
General
- •No longer builds into Athene's Unholy Grail.
General
- •Total cost reduced from 1250 gold to 1000 gold.
- •Combine cost reduced from 750 gold to 500 gold.
- •Ability power increased from 25 to 30.
- •Health reduced from 125 to 0.
- •Editor's Note: Patch notes write error of 25 health instead of 125.
Unique passive - Doomsayer
- •Magic penetration reduced from 15 to 12.
We’re significantly reducing the cooldown on Protector’s Vow to reduce its impact when it gets removed with random poke. We’re also specializing the item more by removing the Ability Power ratio and Movement speed which were low impact. In return, we’re increasing its health ratio to make the item a more attractive pick up for tanks.
Unique passive - Protector
- •Cooldown reduced from 30 seconds to 20.
- •Shield health ratio increased from 20% bonus health to 30%.
- •Removed: Shield no longer has 15% AP ratio.
- •Removed: No longer grants 20% bonus movement speed for 1.5 seconds.
- •New: Shield will prioritize lowest percent health ally before closest ally.
Unique active - Redeem
- •Effect delay reduced from 2.5 seconds to 1.5.
- •Removed: No longer deals damage to enemies.
General
- •Now builds into Serpent's Fang.
- •No longer builds into Umbral Glaive.
General
- •Removed from the game.
General
- •No longer builds into Hextech Gunblade.

Gwen
Yone
Akali
Jayce
Kayle
Leona
Samira
Sett
Varus
Yasuo
Shyvana
Sion
Tristana
Yuumi
Annie
Jhin
Soraka
Aether Wisp
Black Mist Scythe
Bulwark Of The Mountain
Cosmic Drive
Hextech Gunblade
Imperial Mandate
Meteor Enchant
Protect Enchant
Redemption Enchant
Relic Shield
Repulsor Enchant
Riftmaker
Serpent's Fang
Spectral Sickle
Sunfire Cape
Frozen Heart
Locket Enchant
Ixtali Seedjar
Rabadon's Deathcap
Sunfire Aegis
Athene's Unholy Grail
Blasting Wand
Caulfield's Warhammer
Fiendish Codex
Giant's Belt
Haunting Guise
Hextech Megadrive
Infinity Orb
Kindlegem
Liandry's Torment
Lost Chapter
Negatron Cloak
Prophet's Pendant
Protector's Vow
Redeeming Enchant
Serrated Dirk
Umbral Glaive
Vampiric Scepter