Wild Rift Patch 4.3d was released on Oct 11, 2023. This update included changes to 7 champions, with 4 buffs, 2 nerfs, 1 adjustment.
Changes (1)
Items
Buffs (6)
Nerfs (2)
Changes (1)
Kayn’s Darkin form is weaker compared to his other form, so we’re increasing his sustainability which should make teamfights easier to maneuver.
The Darkin Scythe
- •Darkin healing increased from 18% of damage dealt to 20%.
Reaping Slash
- •Darkin health ratio increased from 5% (+ 4% per 100 bonus AD) target's maximum health to 6% (+ 6% per 100 bonus AD).
Renekton has been struggling in the Baron Lane. We’ve seen that he hasn’t been able to apply enough pressure in the early and mid stages of the game. To lend this croc a hand, we’re increasing his sustainability and damage so that Renekton can regain his glory as one of best fighters on the Rift.
Cull the Meek
- •Base damage increased from 70/120/170/220 to 80/130/180/230.
- •Base heal increased from 5/7/9/11 to 7/9/11/13.
- •Empowered damage increased from 105/180/255/330 to 120/195/270/345.
- •Empowered heal increased from 15/21/27/33 to 21/27/33/39.
We’re making some adjustments to increase Wukong’s damage, sustainability, and flexibility so that he can take more fights comfortably.
Golden Staff
- •Base damage increased from 30/50/70/90 to 40/60/80/100.
- •AD ratio increased from 30/35/40/45% AD to 35/40/45/50%.
- •Base heal increased from 30/50/70/90 to 50/70/90/110.
Warrior Trickster
- •Cooldown reduced from 18/17/16/15 seconds to 17/16/15/14.
Even though Xin Zhao has been a popular pick, he has been struggling to be a threat against his foes since the systematic changes that have occurred over the past few patches. We’re increasing some of his damage so that he can feel more confident taking those jungle skirmish fights.
Wind Becomes Lightning
- •Slash base damage increased from 40/50/60/70 to 50/60/70/80.
- •Slash AD ratio increased from 30% AD to 40%.
Hecarim is highly mobile and tanky, which makes it difficult for his enemies to take him down. So we’re going to “rein” him in and are nerfing some of his resistances and regen that he gains during a teamfight.
Spirit of Dread
- •Bonus resistances reduced from 20/25/30/35 to 6/12/18/24.
- •Editor's Note: Patch notes error writes "Damage and magic resistance" instead of "Armor and magic resistance".
- •Base heal reduced from 10/15/20/25 to 5/10/15/20.
- •Base heal from damage dealt reduced from 25% to 20%.
- •: Tooltip has been updated to write the ratio instead of final total.
Onslaught of Shadows
- •Cooldown increased from 90/80/70 seconds to 100/85/70.
Katarina players always find a way to “katapult” themselves into the fight and slash their enemies apart, especially in higher levels of play. Because of this, we’re slightly adjusting her damage so that her foes have a chance to fight back.
Voracity
- •Base damage reduced from 62 to 230 (based on level) to 50 to 190 (based on level).
- •AP ratio reduced from 48 to 90% (based on level) to 33 to 75% (based on level).
Janna is The Storm’s Fury, and she harnesses the power of wind to support her teammates throughout the game. We felt there was some room to adjust some of her abilities to make her more supportive and lean into her strengths. We’ve reworked all of her abilities to make sure she is still that protective wind mage, while also increasing her survivability and flexibility, so that Janna is in it to “wind” it and playable in more situations.
Tailwind
- •Bonus movement speed gained: 8% → 5%
- •[REMOVED] Ally champions gain 8% movement speed bonus when moving towards Janna.
- •[NEW] Nearby ally champions gain 5% movement speed bonus.
Howling Gale
- •Magic damage: 60/90/120/150+40% Ability Power → 60/100/140/180 + 50% Ability Power
- •Time it takes for the storm to reach its destination: 1s → 0.5s
- •[REMOVED] Damage from the storm, knockup effect and range depend on its charging time, reaching maximum potency at 3s.
- •[NEW] Charging time for the storm is fixed as 0.75s. Howling Gale gains 1 charge every 12s to cast, with maximum 2 charging stacks.
Zephyr
- •Magic damage: 55/105/155/205 + 60% Ability Power +25% Bonus movement speed → 50/90/130/170+50% Ability Power + 20% Bonus movement speed
- •Cooldown: 7.5/7/6.5/6s → 9/8.5/8/7.5s
- •[REMOVED] Passive: After ability cooldown, Janna gains 6% bonus movement speed, dealing bonus magic damage when attacking the enemies.
- •[REMOVED] Dealing damage and slowing down the chosen target for 2s.
- •[NEW] Increasing Janna’s movement speed by 15%/20%/25%/30% for 2s.
- •[NEW] Automatically searching 3 nearby allies or enemies. Janna will increase her ally champions movement speed by 15%/20%/25%/30%, or deal magic damage to the enemies.
Eye Of The Storm
- •Shield value: 90/140/190/240 + 80% Ability Power → 65/90/115/140 + 60% Ability Power
- •[REMOVED] Janna provides a shield to an ally champion or turret that absorbs damage, the shield decays over 5s.
- •[NEW] Janna now provides a shield that absorbs damage to herself and an ally champion with lowest health, if there is a turret nearby, the same shield will also be provided to the turret. The shield lasts for 3s without any decay.
Monsoon
- •Health regeneration per second: 100/150/200 + 50% Ability Power → 50/75/100 + 30% Ability Power
- •[REMOVED] During the Monsoon, Janna needs to continuously channel it.
- •[NEW] Janna can now move freely after casting the Monsoon.
Items
We’re increasing the amount of gold gained from one time from Ancient Coin, and increasing the healing given to the holder. This should help players have a smoother laning phase.
Unique passive - Offering
- •Gold generated increased from 55 gold to 65 gold.
- •Heal increased from 15 to 65 (based on missing health) to 20 to 80 (based on missing health).
The effect Berserker’s Greaves grants is now a little too weak, so we’re buffing it to make it a better pick up for champs that are looking for more attack speed in their builds.
General
- •Attack damage increased from 15 to 18.
General
- •Total cost reduced from 1500 gold to 1400 gold.
- •Combine cost reduced from 600 gold to 500 gold.
Unique passive - Strike
- •Armor penetration increased from 8 to 10.
- •Editor's Note: Patch notes error writes "Pounce" instead of "Strike".
Unique passive - Razor
- •Armor penetration increased from 15 to 18.
Unique passive - Nightstalker
- •Bonus physical damage increased from 20 to 125 (based on level) to 60 to 160 (based on level).
- •Slow duration increased from 0.25 to 0.35.
While Harmonic Echo provides a healing effect, we feel it’s not enough. So we’re increasing the amount of healing it grants and lowering its costs, so that support players can pick it up earlier and benefit from its healing effects sooner.
General
- •Total cost reduced from 2900 gold to 2700 gold.
- •Combine cost reduced from 950 gold to 750 gold.
Unique passive - Harmonic Echo
- •Base heal increased from 70 to 130.
While Magnetron Enchant can provide champions in the jungle with some strong movement, it’s still not performing well. We’re making some adjustments so that we can strengthen Magnetron Enchant’s unique power, and now its maximum movement distance can cover most areas in the jungle. We’re also adjusting its cooldown time so you can not only move farther around the map, but also faster.
Unique passive - Magnetron
- •Dash distance increased from 500 to 550.
- •Cooldown reduced from 60 seconds to 50.
With its broad use case, Plated Steelcaps has an amazing defensive ability. Our goal with these adjustments is to give players more options in the boots category, so that Plated Steelcaps isn’t always the best in slot pick up.
Unique passive - Block
- •Incoming physical damage reduction reduced from 12% to 10%.
Relic Shield’s ability gives players a lot of lane control since it helps you execute minions and give you and your carry gold, which has made it a popular pick up for supports. Since it provides the holder with bonus health, and is already outperforming the other support items we’re adjusting its healing effect. This should make it so it's not an insta pick for every support, and more situational depending on the champion you pick game to game.
Unique passive - Spoils of War
- •Heal reduced from 20 to 80 (based on missing health) to 15 to 65 (based on missing health).
When you’re up against someone who has Mercury’s Treads, sometimes the game just feels lost and that you can’t do much damage against your opponents. We want defensive strategies to be an option, but we also want to make sure that your foes building defensive items don’t make the game feel impossible. So, we’re adjusting the damage reduction to make sure attackers don’t feel overly frustrated, while also providing some extra health so that the holder still has enough room to survive bursts of magic damage from their foes.
General
- •Health increased from 150 to 200.
Unique passive - Dissolve
- •Incoming magic damage reduction reduced from 15% to 12%.
- •Editor's Note: Patch notes error writes "Resolve" instead of "Dissolve".

Kayn
Renekton
Wukong
Xin Zhao
Hecarim
Katarina
Janna
Ancient Coin
Berserker's Greaves
Boots Of Dynamism
Duskblade Of Draktharr
Harmonic Echo
Magnetron Enchant
Plated Steelcaps
Relic Shield
Mercury's Treads