Wild Rift Patch 7.2
Wild Rift Patch 7.2 was released on Jul 8, 2026. This update included changes to 15 champions, with 7 buffs, 4 nerfs, 3 adjustments.
New (1)
Nerfs (4)
Items
New (23)
Buffs (17)
Nerfs (10)
Removed (9)
Changes (28)
Champions
Summon: Tibbers
- •[New] Attacks of Tibbers now inherit Annie’s Magic Penetration and Magic Penetration percentage.
This axe-wielding general has long faced an awkward lane pattern: if he doesn't use abilities to clear waves, he gets pushed in; if he does, he struggles to stack his passive quickly. We're changing that so his laning experience feels smoother.
Crippling Strike
- •Killing the target refunds 50% of the cooldown and 100% of the Mana cost of (2).
Kai'Sa's ultimate is meant to be a versatile tool for both offense and defense, but it's often used primarily for its shield. We're increasing its landing area, giving Kai'Sa more freedom to reposition, kite, and outplay enemies after dashing to a target.
Killer Instinct
- •Maximum selectable landing range around the target: 4 → 5.5
Umbral Trespass is getting a quality-of-life update to improve its flexibility, making it a more reliable tool for both engaging and escaping.
Umbral Trespass
- •Reduced the recovery lockout after exiting a target, allowing Kayn/Rhaast to respond to player inputs more quickly.
- •Maximum exit distance: Kayn, Darkin: 4 → 4.5
- •Shadow Assassin: 6 → 6.5
Orianna's ultimate has struggled to keep up with more mobile opponents, making it feel less reliable than intended. We're increasing its range to improve consistency and better match its intended power.
Command: Shockwave
- •Range: 3 → 3.25
Syndra's third ability had a pre-empowered cast range that didn't properly match the range of her second ability, causing combos to fail unexpectedly. We've adjusted its range to make her combos more consistent.
Scatter the Weak
- •Knockback range for Dark Spheres: 7.2 → 7.5
Varus' ultimate is getting a quality-of-life update. Blight stacks will now build up at a rate that better matches the root duration, making the effect clearer and more consistent for both Varus and his opponents.
Chain of Corruption
- •Time required to fully stack Blight on the target: 3s → 1.5s
Fiddlesticks' Fear has been less consistent than intended. We've shortened the grace period on his first ability after he becomes visible and fixed an issue that could cause enemies to be Feared unexpectedly, making the effect more predictable for both Fiddlesticks and his opponents.
Terrify
- •Slightly narrowed the window during which Fiddlesticks can still Fear enemies after entering their vision.
- •Fixed an issue where Fiddlesticks could occasionally still apply Fear while revealed or in combat.
All Out
- •Bonus: 50% Armor Penetration percentage → 50% Bonus Armor Penetration percentage
Norra's second ability has been frustrating to play against, leaving opponents with little room to react after she returns from another dimension. We're adding limits to the ability to create more opportunities to dodge her follow-up attacks.
Journey to Nowhere
- •Banish Duration: 2.25s → 1.5s
- •After banishment ends, the target is slowed by 80% for 0.75s.
With Stasis Enchant no longer universally available, Zed has much more freedom to find picks. To keep that in check, we're making it riskier for him to engage by reducing how safely he can return with his ultimate.
Death Mark
- •After the ultimate lands, there is now a 0.5s window during which the return cast cannot be used.
- •Cooldown: 85/65/45 → 85/70/55
Lee Sin's assassin builds have been too effective against squishier targets. We're shifting his power away from burst damage and toward a more fighter-oriented playstyle, while keeping a close eye on his overall performance.
Sonic Wave / Resonating Strike
- •Base damage: 55/90/125/160 + 100% bonus Attack Damage → 60/100/140/180 + 90% bonus Attack Damage
Tempest
- •Damage: 90/140/190/240 + 125% bonus Attack Damage → 35/70/105/140 + 90% Attack Damage
Dragon's Rage
- •Damage: 100/250/400 + 180% bonus Attack Damage + 10/13/16% Target's Max Health → 125/350/575 + 190% bonus Attack Damage + 12/15/18% Target's bonus Health
Way of the Wanderer
- •Shield: 115 ~ 600 (Based on Critical Rate and level) → 125 - 680 (Based on level)
- •Shield generation is slower in the early game and faster in the late game. (roughly +-10%)
Wind Wall
- •Cooldown: 18/18/18/18s → 22/20/18/16s
Sweeping Blade
- •Number of repeat-thrust damage amplification stacks: 2 → 3 (Maximum damage amplification remains 75%)
Last Breath
- •Bonus: 40% Armor Penetration percentage → 55% Bonus Armor Penetration percentage
Garden of Thorns
- •Plant’s damage’s Ability Power ratio: 15% → 10%
- •[New] Plants now inherit Zyra’s Magic Penetration and Magic Penetration percentage when dealing damage.
Items
General
- •Price: 2200
- •Build Path: Boots of Dynamism(1200) + 1000
- •Attack Damage: 25
- •Armor Penetration: 12
- •Armor Penetration percentage: 6%
Cloudwalker
- •Gain 20 out-of-combat Movement Speed.
General
- •Price: 2200
- •Build Path: Plated Steelcaps(1200) + 1000
- •Max Health: 150
- •Armor: 35
Block
- •Basic attacks from champions deal 10% reduced damage to you.
Noxian Endurance
- •Taking physical damage from champions grants a physical shield equal to 20 - 140 (based on level) + 5% of your max Health. (12-second cooldown)
We've folded Crown of the Shattered Queen's effect into Banshee's Veil to simplify the item system and better define each item's role. Banshee's Veil is now the go-to defensive option against burst mages, combining a spell shield with Magic Resist for greater survivability in teamfights.
General
- •Price: 3000
- •Build Path: Verdant Barrier(1600) + Blasting Wand(800) + 600
- •Ability Power: 105
- •Magic Resist: 40
Annul
- •Grants a spell shield that blocks the next enemy ability. (30-second cooldown)
We're positioning Blackfire Torch as a premier first item for champions who rely on frequent spellcasting. It offers high Ability Haste while scaling its Ability Power over the course of a fight, making it an excellent choice for burn-focused champions like Brand and Lillia.
General
- •Price: 2800
- •Build Path: Lost Chapter(1200) + Fated Ashes(900) + 700
- •Ability Power: 80
- •Max Mana: 500
- •Ability Haste: 20
Baleful Blaze
- •Damaging abilities deal an additional 20 + 2% Ability Power magic damage per second for 3 seconds. Against monsters, they deal 40 + 2% Ability Power magic damage per second.
Blackfire
- •Each enemy champion, epic monster, and large monster affected by your Black Flame grants you 4% Ability Power.
Bloodletter's Curse is the premier Magic Penetration item for burn-focused champions. Its Magic Resist shred stacks quickly through burn effects, amplifying both your damage and your team's.
General
- •Price: 2900
- •Build Path: Haunting Guise (1300) + Fiendish Codex (900) + 700
- •Ability Power: 65
- •Max Health: 350
- •Ability Haste: 15
Vile Decay
- •When abilities or passives deal magic damage to champions, reduce their Magic Resist by 7.5% for 6 seconds, stacking up to 30%.
General
- •Price: 2200
- •Build Path: Mercury's Treads(1200) + 1000
- •Max Health: 150
- •Magic Resist: 35
- •Tenacity: 30%
Noxian Persistence
- •Taking magic damage from champions grants a magic shield equal to 20 - 140 (based on level) + 5% of your max Health (12-second cooldown).
General
- •Price: 2000
- •Build Path: Ionian Boots of Lucidity(1000) + 1000
- •Mana Regen: 75%
- •Ability Haste: 25
Summoned
- •Gain 20% Summoner Spell Haste.
Noxian Haste
- •After damaging an enemy champion with an ability, shielding or healing an allied champion, or casting a Summoner Spell, gain 10% (melee) / 8% (ranged) Movement Speed for 4 seconds. The same ability can only trigger this once every 4 seconds.
Cryptbloom offers percent Magic Penetration alongside Ability Haste, making it a strong choice when enemies aren't heavily stacking Magic Resist. Its supportive passive also adds extra value for teamfights.
General
- •Price: 3000
- •Build Path: Void Amethyst (1000) + Fiendish Codex (900) + Amplifying Tome (500) + 600
- •Magic Penetration Rate: 30%
- •Ability Haste: 20
Life from Death
- •Whenever an enemy champion dies within 3 seconds of taking damage from you, create a nova at their location that heals allied champions for 100 + 20% Ability Power Health. (60-second cooldown)
Dusk and Dawn gives AP fighters an item that better supports their intended playstyle. With double-trigger on-hit damage and stats tailored for extended fights, it rewards weaving basic attacks between abilities while providing the sustained combat power this subclass has been missing.
General
- •Price: 3100
- •Build Path: Sheen (800) + Blasting Wand (800) + Kindlegem (1000) + 500
- •Ability Power: 70
- •Max Health: 350
- •Ability Haste: 20
- •Attack Speed: 25%
Spellblade
- •After casting an ability, your next attack deals an additional on-hit effect equal to 75% base Attack Damage + 10% Ability Power as magic damage and applies one extra on-hit effect to the target. (1.5-second cooldown)
General
- •Price: 900
- •Build Path: Amplifying Tome (500) + 400
- •Ability Power: 40
Inflame
- •Damaging abilities deal an additional 15 magic damage over 3 seconds.
- •Deals an additional 45 magic damage to monsters.
Provides tanks with explosive defensive power.
General
- •Price: 2900
- •Build Path: Chain Vest(900) + Negatron Cloak(900) + Ruby Crystal(500) + 600
- •Armor: 45
- •Magic Resist: 45
- •Max Health: 200
- •Ability Haste: 10
Stoneplate (Active)
- •Gain a shield equal to 100 + 90% bonus Health that rapidly decays over 2.5s. (60s cooldown)
General
- •Price: 2200
- •Build Path: Berserker's Greaves(1200) + 1000
- •Attack Speed: 50%
- •Physical Vamp: 5%
Blessed blade
- •Basic attacks restore 12 Health on hit.
Noxian Gait
- •When your basic attacks hit champions, gain 15% (melee) / 10% (ranged) burst Movement Speed for 2 seconds.
Hextech Rocketbelt fits mages that want to play aggressively and force forward.
General
- •Price: 2700
- •Build Path: Hextech Alternator (1100) + Amplifying Tome (500) + Kindlegem (1000) + 100
- •Ability Power: 70
- •Max Health: 250
- •Ability Haste: 20
Protobelt (Active)
- •Dash toward the target direction and unleash 7 magic bolts, dealing 100 + 10% Ability Power magic damage to enemies hit. (30s cooldown)
- •If a champion or monster is hit by more than one missile, each additional missile only deals 10% damage.
General
- •Price: 2000
- •Build Path: Gluttonous Greaves(1000) + 1000
Balanced of Power
- •Gain 12 Attack Damage or 20 Ability Power.
Convertion
- •Gain 5% Omnivamp + 0.5% Omnivamp for each takedown participation, up to an additional 5% and a maximum of 10% Omnivamp.
Now and Forever
- •While above 50% Health, deal 5% bonus damage. While below 50% Health, gain 12% increased Healing and Shielding.
Locket of the Iron Solari provides a burst AoE shield for the team and leans toward tank-oriented stats.
General
- •Price: 2600
- •Build Path: Kindlegem(1000) + Cloth Armor(500) + Null-Magic Mantle(500) + 600
- •Max Health: 200
- •Armor: 30
- •Magic Resist: 30
- •Ability Haste: 10
Locket (Active)
- •Grant yourself and nearby allies a shield that absorbs 250-370 damage for 2.5s. (60s cooldown)
- •If that target has received this effect within the last 20s, the shield value is halved.
General
- •Price: 3100
- •Build Path: Quicksilver Enchant (1100) + Vampiric Scepter (1200) + Long Sword (500) + 300
- •Attack Damage: 45
- •Magic Resist: 40
- •Physical Vamp: 10%
Quicksilver (Active)
- •Remove all crowd control effects from your champion and become immune to all crowd control for 0.25s. Afterwards, gain 30% Tenacity and 30% slow resist for 1.5s. (60s cooldown)
Mikael's Blessing gives supports a way to protect allies from crowd control.
General
- •Price: 2500
- •Build Path: Forbidden Idol(900) + Kindlegem(1000) + 600
- •Max Health: 300
- •Ability Haste: 15
- •Heal and Shield Power: 6%
- •Base Mana Regen: 50%
Cleanse (Active)
- •Remove all crowd control effects from the target champion and make them immune to all crowd control except suppression and airborne effects for 0.2s. Also heals the target for 150-250 Health. (90s cooldown)
Quicksilver Sash and Mercurial Scimitar give marksmen and some fighters access to crowd control cleansing.
General
- •Price: 1100
- •Build Path: Null-Magic Mantle (500) + 600
- •Magic Resist: 30
Quicksilver (Active)
- •Remove all crowd control effects from your champion and become immune to all crowd control for 0.25s. Afterwards, gain 30% Tenacity and 30% slow resist for 1.5s. (60s cooldown)
Shurelya's Battlesong gives the team a burst of AoE Movement Speed.
General
- •Price: 2600
- •Build Path: Aether Wisp(950) + Amplifying Tome(500) + Ring of Revelation(300) + 850
- •Ability Power: 35
- •Ability Haste: 20
- •Base Mana Regen: 50%
- •Movement Speed: 5%
Inspiring Speech (Active)
- •Grant nearby allies 30% Movement Speed for 4s. (60s cooldown)
General
- •Price: 2200
- •Build Path: Boots of Mana(1200) + 1000
- •Ability Power: 40
- •Mana Regen: 100%
- •Magic Penetration: 18
- •Magic Penetration Rate: 8%
Big Bully
- •Basic attacks and active abilities deal an additional 22 true damage to minions.
As a component of Banshee's Veil, we want you to access the benefit of a spell shield earlier.
General
- •Price: 1600
- •Build Path: Amplifying Tome(500) + Null-Magic Mantle(500) + 600
- •Ability Power: 40
- •Magic Resist: 25
Annul
- •Grants a spell shield that blocks the next enemy ability. (30-second cooldown)
Void Staff remains the premier late-game Magic Penetration item for mages. It's the go-to choice for breaking through high Magic Resist and maximizing your damage against tankier targets.
General
- •Price: 3000
- •Build Path: Void Amethyst (1000) + Needlessly Large Rod (1400) + 600
- •Ability Power: 95
- •Magic Penetration percentage: 40%
General
- •Price: 3300
- •Build Path: Seeker's Armguard(1400) + Needlessly Large Rod(1400) + 500
- •Ability Power: 110
- •Armor: 40
Stasis (Active)
- •Become immune to damage and untargetable for 2.5s, but you cannot move, attack, cast abilities, or use items again during this time. (120s cooldown)
General
- •Price: 3150 → 3000
With defensive Enchantments removed for many classes, we're expanding defensive item options. Guardian Angel has long been too expensive and inefficient to justify its cost, so we're giving it a broad buff to make it a more appealing choice for fighters and marksmen.
General
- •Price: 3400 → 3200
- •Attack Damage: 40 → 45
Resurrect
- •Mana restored on revive: 30% → 100%
- •Cooldown: 210s → 180s
General
- •Price: 2900 → 2700
- •Build Path: Fiendish Codex (1000) + Blasting Wand (800) + Ring of Revelation (400) + 700 → Fiendish Codex (900) + Fiendish Codex (900) + Amplifying Tome (500) + 400
- •Ability Haste: 20 → 25
Hypershot
- •Bonus Damage: 9% → 10%
General
- •Ability Power: 40 →50
We've updated Liandry's Torment to be a stronger option throughout the game instead of a purely late-game purchase. Its passive has been adjusted to provide more consistent value, making it a solid early pickup for sustained damage.
General
- •Build Path: Haunting Guise (900) + Blasting Wand (800) + Ruby Crystal (500) + 800 → Haunting Guise (1300) + Fated Ashes (900) + 800
- •Ability Power: 75 →70
- •Max Health: 250 → 300
Torment
- •Max Health Damage: 0.6% - 3%(based on level) → 2%
[New] Madness
- •While fighting enemy champions, deal 2% additional damage each second, up to 6%.
General
- •Price: 900 → 1200
- •Build Path: Amplifying Tome (500) + 400 → Amplifying Tome (500) + Ring of Revelation (300) + 400
- •Ability Power: 30 → 35
- •Ability Haste: 0 → 10
[New] Enlighten
- •Upon leveling up, restore a total of 20% max Mana over 3 seconds.
General
- •Price: 2800 → 2700
- •Build Path: Lost Chapter(900) + Fiendish Codex(900) + Ring of Revelation(400) + 600 → Lost Chapter(1200) + Blasting Wand(800) + 700
- •Ability Power: 80 → 90
- •Max Mana: 400 → 500
- •Ability Haste: 20 → 15
Lifeline
- •Cooldown: 90s → 75s
Lifeline
- •Cooldown: 90s → 75s
General
- •Price: 1500 →1400
- •Build Path: Amplifying Tome(500) + Amplifying Tome(500) + 500 → Amplifying Tome(500) + 900
- •Ability Power: 60 → 65
General
- •Build Path: Haunting Guise(1300) + Blasting Wand(800) + 900 → Fiendish Codex(900) + Blasting Wand(800) + Ruby Crystal(500) + 400
- •Ability Power: 75 → 80
- •Ability Haste: 0 → 10
As part of the mage item update, we've adjusted Rabadon's Deathcap's Ability Power and changed its amplification to a fixed value, making its late-game power more consistent and easier to balance.
General
- •Ability Power: 100 → 130
Overkill
- •Ability Power ratio: 20%-45% (based on level) → 30%
Redemption has struggled to find a clear home and often lacked satisfying feedback, so we're bringing back the older version. It provides teams with a burst AoE heal and leans toward enchanter-style stats.
General
- •Price: 2600
- •Build Path: Fiendish Codex (900) + Forbidden Idol (900) + 800
- •Max Health: 150
- •Ability Power: 50
- •Ability Haste: 15
- •Heal and Shield Power: 5%
- •Base Mana Regen: 50%
Salvation (Active)
- •Select a large area. After 2.5s, call down a beam of light that heals allied champions for 150-350 Health (scaling with ally level) and burns enemy champions for true damage equal to 10% of their max Health. (60s cooldown)
- •This item can be activated while dead.
General
- •Has been moved into the active item Redemption.
General
- •Build Path: Giant's Belt(1000) + Blasting Wand(800) + 900 → Giant's Belt(1000) + Blasting Wand(800) + Amplifying Tome(500) + 400
- •Max Health: 300 → 350
General
- •Ability Power: 35 → 60
- •Ability Haste: 20 → 25
Awe
- •Ability Power conversion from max Mana: 3% → 2%
Lifeline
- •Shield conversion from max Mana: 15% → 20%
- •Cooldown: 90s → 70s
General
- •Price: 2600 → 2500
- •Ability Power: 45 → 50
- •Ability Haste: 20 → 15
Rapids
- •Now also triggers when healing a target at full Health.
- •Ability Haste gained: 10 →15
- •Ability Power gained: 20-40 (based on level) →30-50 (based on level)
Lifeline items are receiving a broad round of adjustments so their cooldowns better match the pace of combat.
Lifeline
- •Cooldown: 90s → 75s
General
- •Ability Power: 25 → 20
We're updating Cosmic Drive to better support a wider range of mages. While it will still offer the highest Movement Speed among mage items, we're trading some raw speed for longer-lasting mobility and added Health, making it a stronger option for kiting and sustained-damage playstyles.
General
- •Price: 2800 → 3000
- •Build Path: Aether Wisp(950) + Fiendish Codex(1000) + 850 → Aether Wisp(950) + Fiendish Codex(900) + Kindlegem(1000) + 150
- •Ability Power: 75→70
- •Max Health: 0 → 300
- •Ability Haste: 30 → 25
Spellweaving
- •Dealing magic damage or true damage to champions grants 30 bonus Movement Speed for 4 seconds.
General
- •Ability Haste: 10 → 5
Absorb
- •Damage reduction at max stack: 25% → 20%
General
- •Price: 2600 → 2800
- •Ability Haste: 10 → 15
- •Heal and Shield Power: 8% → 5%
Harmonic Echo
- •Healing and Shield Power: 150% → 130%
- •Base healing: 120-180 (based on level) → 100-160 (based on level)
General
- •Price: 900 → 1000
- •Build Path: Boots of Speed(400) + 500 → Boots of Speed(400) + Ring of Revelation(300) + 300
- •Max Health: 100 → 0
Frostbite
- •Damage: 10 + 2-30 (based on level) + 40% bonus Attack Damage → 5 + 1-15 (based on level) + 15% bonus Attack Damage
We believe Tear of the Goddess should be available as a starting item. For champions that need to stack it, starting the game with Sapphire Crystal may not provide the stats they need, while a 900-gold Tear of the Goddess may not be directly purchasable on the first recall. We are therefore lowering its price and slightly reducing its stacking speed.
General
- •Price: 900 → 500
- •Mana: 300 → 200
- •Ability Haste: 10 → 5
Mana Charge
- •Max Mana gained per stack: 7 → 6
- •Tear of the Goddess is now a basic item.
Thorns
- •Damage ratio based on Bonus Health: 2% → 1%
The gold provided by the trap was simply too high. Tank supports with a lead could snowball far too quickly and become nearly unkillable, so this is also part of our broader effort to pull back item power.
General
- •Price: 2500 → 2600
Catcher
- •Self Movement Speed bonus: 30% → 10%
- •Gold gained: 200-240→100-140
We're removing Awakened Soulstealer as part of the mage item update. Its combination of Magic Penetration, Ability Haste, and a high-impact passive gave burst mages too many strengths in a single item, making it a poor fit for the new mage item ecosystem.
General
- •Removed from the game.
Bandle Fantasy does not have a clear role. Its effect overlaps with Luden's Echo, it has low usage, and it does not occupy a defined niche in the new mage item ecosystem, so we decided to remove it.
General
- •Removed from the game.
We're removing Crown of the Shattered Queen and folding its effect into Banshee's Veil. This simplifies the mage item system while giving Banshee's Veil a clearer defensive identity.
General
- •Removed from the game.
General
- •Removed from the game.
General
- •Removed from the game.
We believe flat penetration is too valuable in the early game to be available on a mid-tier item, so we are removing it. In its place, Hextech Alternator can serve as the burst-oriented mid-tier option.
General
- •Removed from the game.
We're removing Psychic Projector as part of the mage item update. It provided too much durability by combining high Armor and Magic Resist in a single item. Mage fighters can now turn to Riftmaker for sustained combat, while Zhonya's Hourglass and Banshee's Veil serve as the dedicated Armor and Magic Resist defensive options.
General
- •Removed from the game.
General
- •Removed from the game.
General
- •Removed from the game.
We're smoothing out Archangel's Staff's power curve. It now offers stronger baseline stats as a Legendary item while reducing some of its fully stacked power, with slightly slower stacking to create more consistent scaling throughout the game.
General
- •Price: 2950→3000
- •Build Path: Tear of the Goddess(900) + Lost Chapter(900) + Ring of Revelation(400) + 750 → Tear of the Goddess(500) + Lost Chapter(1200) + Fiendish Codex(900) + 400
- •Ability Power: 35 → 60
- •Ability Haste: 20 → 25
Mana Charge
- •Bonus Max Mana: 18 → 14
General
- •Ability Power: 35 → 45
- •Ability Haste: 20 → 10
Censer
- •Now also triggers when healing a target at full Health.
- •Bonus Attack Speed: 15%-40% (based on level) →15%-34% (based on level)
- •Bonus damage: 16-30 (based on level) → 16-22 (based on level)
General
- •Price: 900 → 1200
- •Build Path: Boots of Speed(400) + 500 → Boots of Speed(400) + Dagger(500) + 300
- •Attack Speed: 25% → 30%
General
- •Attack Damage: 25 → 40
Ruined Strikes
- •Current Health damage for ranged champions: 8.5% → 7%
General
- •Price: 900 →1200
- •Build Path: Boots of Speed (400) + 500 → Boots of Speed (400) + Long Sword (500) + 300
- •Attack Damage: 10 → 15
- •Armor Penetration: 8 → 10
General
- •Price: 900 → 1200
- •Build Path: Boots of Speed(400) + 500 → Boots of Speed(400) + Amplifying Tome(500) + 300
- •Ability Power: 15 → 25
- •Mana Regen: 100% → 75%
General
- •Attack Damage: 35 → 40
Spellblade
- •Damage: 90% base Attack Damage → 70% base Attack Damage
- •Maximum stored stacks: 3 → 2
General
- •Price: 1000 → 900
- •Ability Power: 35 → 25
General
- •Price: 2700 → 2650
- •Mana: 200 → 250
- •Ability Haste: 25 → 20
Galeforce gives crit-based marksmen both offensive and defensive flexibility.
General
- •Price: 3100
- •Build Path: B. F. Sword(1500) + Zeal(1400) + 200
- •Attack Damage: 50
- •Attack Speed: 15%
- •Critical Rate: 25%
- •Movement Speed: 5%
Cloudburst (Active)
- •Dash in the target direction and fire 3 projectiles at the lowest-Health enemy near the destination, dealing a total of 40-125 (based on level) + 35% bonus Attack Damage physical damage. (60s cooldown)
General
- •Price: 900 →1000
- •Build Path: Boots of Speed(400) + 500 → Boots of Speed(400) + 600
- •Attack Damage: 10→ 0
[New] Balanced of Power
- •Gain 12 Attack Damage or 20 Ability Power.
[New] Convertion
- •Gain 5% Omnivamp + 0.5% Omnivamp for each takedown participation, up to an additional 5% and a maximum of 10% Omnivamp.
Goredrinker will give fighters stronger sustain while making it harder for tanks to abuse.
General
- •Price: 3100
- •Build Path: Jaurim's Fist(1200) + Phage(1000) + Ring of Revelation(300) + 500
- •Attack Damage: 40
- •Max Health: 350
- •Ability Haste: 15
- •Omnivamp: 8%
Thirsting Slash (Active)
- •Deal physical damage equal to 175% Attack Damage to nearby enemies. Restore Health equal to 20% Attack Damage + 10% missing Health for each enemy hit. (12s cooldown)
General
- •Price: 900 → 1300
- •Build Path: Amplifying Tome (500) + 400 →Amplifying Tome (500) + Ruby Crystal (500) + 300
- •Max Health: 100 → 200
[New] Madness
- •While fighting enemy champions, deal 2% additional damage each second, up to 6%.
General
- •Price: 1400 → 1100
- •Build Path: Amplifying Tome(500) + Ruby Crystal(500) + 400 → Amplifying Tome(500) + 600
- •Ability Power: 25 → 45
- •Max Health: 150 → 0
Infinity Orb is doubling down on its role as a burst item. We're making its execute effect even more rewarding for burst mages and assassins, while removing its Movement Speed and takedown area damage to reduce its overall utility.
General
- •Price: 2900 → 3100
- •Build Path: Aether Wisp(950) + Prophet's Pendant(1000) + 950 → Hextech Alternator(1100) + Needlessly Large Rod(1400) + 600
- •Ability Power: 80 → 110
- •5% Movement Speed → removed
Thunderfall
- •Removed
General
- •Ability Power: 80 → 100
Spellblade
- •Ability Power ratio of magic damage: 50% → 45%
We want Luden's Echo to offer more early-game strength for burst mages, and we have also reworked its complex charge mechanic.
General
- •Price: 2900 →2800
- •Build Path: Lost Chapter (900) + Blasting Wand (800) + Ring of Revelation (400) + 800 →Lost Chapter (1200) + Hextech Alternator (1100) + 500
- •Ability Power: 85→ 100
- •Max Mana: 300 → 500
- •Ability Haste: 20 → 10
Discordic Echo
- •Cooldown mechanic: Charge-based (generated by movement and casting) → Fixed 10 seconds
General
- •Price: 900 → 1200
- •Build Path: Boots of Speed (400) + 500 → Boots of Speed (400) + Ruby Crystal (500) + 300
- •Max Health: 200 → 150
- •Health Regen: 50% → 0
- •Magic Resist: 20 → 25
- •Tenacity: 0 → 15%
General
- •Price: 2600 → 2650
- •Build Path: Oblivion Orb(900) + Fiendish Codex(900) + 800→ Kindlegem(1000) + Oblivion Orb(900) + Amplifying Tome(500) + 250
- •Max Health: 150 → 300
- •Ability Haste: 20→ 15
General
- •Price: 900 → 1200
- •Build Path: Boots of Speed (400) + 500 → Boots of Speed (400) + Ruby Crystal (500) + 300
- •Health Regen: 50% →0
- •Armor: 20 → 25
[New] Block
- •Basic attacks from champions deal 6% reduced damage to you.
We're sharpening Riftmaker's identity as an AP fighter item. It now offers stronger sustained-fight power through extended combat, with Omnivamp and damage amplification that also synergize well with true damage champions like Gwen.
General
- •Price: 3200 →3100
- •Build Path: Hextech Alternator (1400) + Fiendish Codex (1000) + 800 → Haunting Guise (1300) + Fiendish Codex (900) + 900
- •Ability Power: 80 → 70
- •Max Health: 150 → 350
Void Corruption
- •While fighting enemy champions, deal 2% additional damage each second, up to 8%. At maximum strength, gain Omnivamp equal to 10% (melee) / 6% (ranged).
Void Infusion
- •Gain Ability Power equal to 2% of your bonus Health.
General
- •Price: 400 → 300
- •Ability Haste: 10 → 5
We've updated Rod of Ages to better fulfill its role as a scaling Mana item. It now provides more Mana while trading some Ability Power and Health, making it a stronger choice for traditional mages and Mana-hungry champions like Ryze and Kassadin.
General
- •Price: 2800 →2700
- •Ability Power: 60 → 50
- •Max Health: 250 → 350
- •Mana: 300 → 400
Veteran
- •Stats granted per stack:
- •Max Health: 25 → 15 (500→ 300)
- •Mana: 10 → 30 (400 → 700)
- •Ability Power: 6 → 4 (120 → 100)
Seeker's Armguard and Zhonya's Hourglass give mages tools to withstand burst damage.
General
- •Price: 1400
- •Build Path: Blasting Wand (800) + Cloth Armor (500) + 100
- •Ability Power: 35
- •Armor: 20
Stasis (Active)
- •Become immune to damage and untargetable for 2.5s, but you cannot move, attack, cast abilities, or use items again during this time. (120s cooldown)
Stormsurge is now a stronger early-to-mid-game option for burst mages. It provides flat Magic Penetration while enhancing roaming potential and rewarding quick eliminations through its Squall passive.
General
- •Price: 2900
- •Build Path: Hextech Alternator (1100) + Aether Wisp (950) + 850
- •Ability Power: 90
- •Magic Penetration: 15
- •Movement Speed: 6%
Stormraider
- •When you deal damage equal to 25% of a champion's max Health within 2.5 seconds, inflict Squall on them and gain 25% Movement Speed for 2.5 seconds. (25-second cooldown)
Squall
- •After 2 seconds, deal 125 + 10% Ability Power magic damage. If the target dies before Squall triggers, it instead deals the same amount of damage to nearby enemies and grants 25 gold.
We want Stridebreaker to serve as a close-range engage tool built specifically for juggernauts.
General
- •Price: 3100
- •Build Path: Jaurim's Fist(1200) + Phage(1000) + Dagger (500) + 400
- •Attack Damage: 40
- •Max Health: 400
- •Attack Speed: 15%
Breaking Shockwave (Active)
- •Dash a short distance forward and deal physical damage equal to 100% Attack Damage to nearby enemies. Enemies hit are slowed by 40% for 3s. (25s cooldown)
Stride
- •Dealing physical damage grants 20 Movement Speed for 2s.
General
- •Damage per stack: 11% → 5%
- •Max stacks: 4 → 6
General
- •Price: 1000
- •Build Path: Amplifying Tome(500) + 500
- •Ability Power: 20
- •Magic Penetration percentage: 10%
Wild Rift Patch 7.2 FAQ
Frequently Asked Questions
- When did Wild Rift Patch 7.2 release?
- Wild Rift Patch 7.2 was released on Jul 8, 2026.
- What changed in Wild Rift Patch 7.2?
- Patch 7.2 included changes to 15 champions (7 buffs, 4 nerfs, 3 adjustments), plus 87 item updates. See the full breakdown above.
- What was the previous Wild Rift patch before 7.2?
- The previous Wild Rift patch was 7.1h.
- What is the next Wild Rift patch after 7.2?
- The next Wild Rift patch is 7.2a.
