WRGameplay & MechanicsPatch History
League of Legends: Wild RiftAlso in: Gameplay & Mechanics in League of Legends
Gameplay & Mechanics Current Status
Mixed direction - Gameplay & Mechanics's last 3 changes include both buffs and nerfs. Gameplay & Mechanics has been changed in 20 Wild Rift patches. 7 buffs, 2 nerfs, 11 adjustments. Most recently nerfed in Patch 6.3 ().
Gameplay & Mechanics Changes
Patch 6.3
nerfCrowd Control
- Removed: Slows no longer stack at 30% effectiveness.
Patch 6.2a
buffBack-to-back tower pushes through inner and inhibitor turrets can feel frustrating. We've adjusted the shield mechanic to give teams more breathing room and slow down the pace of Battles.
Anti-Snowball Shield Mechanic
- (Old) Before 11:30, if the first inner turret on a lane is destroyed, the inhibitor turret in that lane gains a 1600 HP shield. → (New) Before 11:30, for every inner turret destroyed on a lane, the corresponding inhibitor turret gains a 1600 HP shield.
Patch 6.2
changeSurrender
- Bugfix: Remake can now be voted nay. It will also mention your team's gold lead.
Patch 6.1b
buffHomeguard
- Homeguard effect disappears by: 3min → 5min
Patch 5.1a
changeDeath
- While dead, you can tap the ally focus icon again to see a tooltip displaying their KDA, medals, and an add friend button.
Patch 5.1
nerfSlow resist
- Removed: Crowd control with an additional slow component (ex: Fear, Charm) will no longer be affected by slow resist.
- When slow is applied multiple times, slow resist will be calculated individually for each instance of slow first. The final slow effect will then be calculated based on the total number of slow stacks the champion has.
Patch 4.2
changeAfter recalling to base, you’ll now recover and return to the battlefield faster.
Critical strike
- Base critical strike damage reduced from 200% to 175%.
Death timer
- Champion respawn times increased.
- 0:00 - 3:00 elapse: from 0~12 seconds to 4~15.
- 3:00 - 5:00 elapse: from 12~17 seconds to 15~20.
- 5:00 - 7:00 elapse: from 17~22 seconds to 20~24.
- 7:00 - 9:00 elapse: from 22~27 seconds to 24~28.
- 9:00 - 11:00 elapse: from 27~32 seconds to 28~33.
- 11:00 - 13:00 elapse: from 32~39 seconds to 33~40.
- 13:00 - 15:00 elapse: from 39~45 seconds to 40~46.
- 15:00 - 17:00 elapse: from 45~55 seconds to 46~52.
BASE RECALL
- Within 5 seconds after recalling to base, the speed of health recovery/mana recovery/energy recovery is doubled. Walking back to base will not grant this effect.
Patch 4.0b
changeDuel
- Duel is available February 23 - March 16 (00:01 UTC).
Patch 3.5
buffRemake
- New effect: Remake vote will now trigger automatically instead of manual activation.
Patch 3.4a
changeThe vamps provided by following items & abilities will be replaced by equivalent Omnivamp
PHYSICAL AND MAGIC VAMP REPLACED BY OMNIVAMP
- Gluttonous Greaves
- Maw of Malmortius
- Lee Sin (2) Safeguard
Patch 3.4
changeDuel
- All champions are unlocked on the Howling Abyss.
- In order to claim the victory you must either:
- Kill enemy champion 2 times before the shrinking circle appears.
- Kill the enemy champion 1 time after the shrinking circle appears.
- Destroy the first enemy turret.
- There will be a shrinking circle that spawns at 8:00 minutes elapsed.
- The initial radius of the shrinking circle will cover the whole map. It will wait 30 seconds, then will begin shrinking.
- The circle will complete shrinking at 9:30 minutes elapsed to a size of 5 meters.
- There will be continuous damage if you're outside of the circle.
- Once the shrinking circle appears, the next death by a champion will end the game for the killer's victory.
- Omnivamp is reduced by 50% against minions.
- Recalling to the fountain will allow you to purchase items.
- Each player will start with 500 gold.
- Gold and experience generation are increased.
Omnivamp
- Now works on true damage.
Patch 3.2
changeRemake
- When a player is AFK at the start of a game, you'll have the opportunity to vote to remake the match. If the vote is successful, the game will end with neither team receiving a win or a loss and all consumables will be refunded. It'll be like it never even happened. However, the player who was AFK will receive a loss.
- If you're in a premade that involves players who are Masters and above, the premade members will also be given losses to prevent abuse.
- To start, Remake will only be available in Normal PvP games to ensure its working as intended, then we'll enable it in all game modes.
Tenacity
- Tenacity now stacks multiplicatively instead of additively.
Patch 3.1a
buffWe’re making some adjustments to respawns and changing how much a champion can be penalized or favored on their death timers. If you have a lead and are ahead in your game, you’ll be penalized less, but if you find yourself behind in your games you’ll be favored less.
Homeguard
- New Effect: At 1:00 elapse, gain 40% bonus movement speed for 10 seconds.
- Old Effect: At 12:00 elapse, gain 30% bonus movement speed for 4 seconds.
Respawn timers
- 9:00 - 11:00 timer increased from 32 seconds to 33.
- 11:00 - 13:00 timer increased from 38 seconds to 40.
- 13:00 - 15:00 timer increased from 45 seconds to 47.
- Maximum respawn modifier reduced from 25% to 15%.
RESPAWN TIMER - Base respawn timer
- 9 mins - 11 mins: 32s → 33s
- 11 mins - 13 mins: 38s → 40s
- 13 mins - 15 mins: 45s → 47s
RESPAWN TIMER - Respawn modifier
- Maximum modifier: 25% → 15%
Patch 2.5
buffSpawn time
- Small and large monster respawn time increased from 90 seconds to 105.
Patch 2.4
changeSurrender
- An early surrender period at 5:00 requiring all 5 players to vote "yes" has been added.
Patch 2.2c
changeNemesis Duel
- Nasus and Renekton enter Wild Rift's second Nemesis Duel. As a reminder, these can trigger when:
- Both are at or above level 13.
- Neither have dealt or taken champion damage within 5 seconds.
- Both are alive.
- Both are at least 16 units apart.
- A Nemesis Duel won't happen every game these conditions are met, but when it does, everyone in the game will know through an in-game announcement. A champion wins the ingame event when the opposing champion dies within 3 seconds of taking damage from the winning champion.
- Nasus and Renekton Nemesis Duel is Bad Blood:
- If Nasus wins, Siphoning Strike strikes all enemies in an area.
- If Renekton wins, he will remain at maximum Fury during Dominus.
Patch 2.2b
changeNemesis Duel
- These two ferocious champions are bringing their vendetta to Wild Rift with a new high-stakes mechanic: Nemesis Duel! This feature is a permanent part of the game that will continue even once the event ends. A Nemesis Duel event can trigger when the respective champions meet all the following conditions:
- Both are at or above level 13.
- Neither have dealt or taken champion damage within 5 seconds.
- Both are alive.
- Both are at least 16 units apart.
- A Nemesis Duel won't happen every game these conditions are met, but when it does, everyone in the game will know through an in-game announcement. A champion wins the Nemesis Duel event when the opposing champion dies within 3 seconds of taking damage from the winning champion.
- The first Nemesis Duel in Wild Rift is The Hunt is On!
- If Rengar wins, he automatically gains Ferocity during Thrill of the Hunt.
- If Kha'Zix wins, he gains an extra Void Assault point.
Patch 2.2
buffWe’re changing the way champions play with higher attack speed. Previously, champs who stack a bunch of attack speed items have less attack frame reduction, which makes kiting and chasing a bit too reliable. We expect marksmen to feel the highest impact here, so we’ll be monitoring this adjustment closely.
ATTACK SPEED
- Attack Speed's effect ratio on attacks' windup time: 100% → 50%
- Windup time = base windup time / (1 + attack speed) → base windup time / (1 + attack speed × 50%)
Patch 2.1b
buffWe’re seeing an overwhelming amount of lane swaps to force 2v1 lanes in competitive play. We don’t think this is the most intuitive or healthy playstyle, so want to address it sooner rather than later. To maintain clear phases of the game, we think laning should last at least a few minutes in the early game, so we’re giving turrets more defensive power if a full team tries to take ‘em down.
LANE SWAPS - Before patch 2.1b
- During the first 3 minutes, all outer turrets gain 50 bonus Armor/Magic Resist
- During the first 3 minutes, turrets gain additional defensive bonuses when multiple enemies are nearby:
- 3 champions in total: 40 Armor/Magic Resist
- 4 champions in total: 80 Armor/Magic Resist
- 5 champions in total: 120 Armor/Magic Resist
LANE SWAPS - Patch 2.1b changes
- During the first 3 minutes:
- Solo (Baron) lane outer turret gains 90 bonus Armor/Magic Resist
- Mid lane outer turret gains 90 bonus Armor/Magic Resist
- Duo (Dragon) lane outer turret gains 40 bonus Armor/Magic Resist
- During the first 3 minutes, turrets gain additional defensive bonuses when multiple enemies are nearby:
- 2 champions in total: 10 Armor/Magic Resist
- 3 champions in total: 100 Armor/Magic Resist
- 4 champions in total: 200 Armor/Magic Resist
- 5 champions in total: 300 Armor/Magic Resist
Patch 0.5
changeAttack speed slows pale in comparison to attack speed increases. We’re changing the attack speed reduction formula so that champions like Malphite, and items like Randuin’s Omen, have a more significant impact.
Pings
- Improved in-game ping visuals to make them more noticeable. You can now also drag "on my way" pings to specific targets.
ATTACK SPEED
- Old formula: Base Attack Speed × (1 + (Bonus Attack Speed - Attack Speed Slows))
- New formula: Base Attack Speed × (1 + Bonus Attack Speed) * (1 - Attack Speed Slows)
