Riot Games Announce WILD RIFT PATCH NOTES 3.1




KARMA THE ENLIGHTENED ONE: KARMA, THE ENLIGHTENED ONENo mortal exemplifies the spiritual traditions of Ionia more than Karma.

She is the living embodiment of an ancient soul reincarnated countless times, carrying all her accumulated memories into each new life, and blessed with power that few can comprehend.

She has done her best to guide her people in recent times of crisis, though she knows that peace and harmony may come only at a considerable cost both to her and to the land she holds most dear.



SHEN, THE EYE OF TWILIGHT: Among the secretive, Ionian warriors known as the Kinkou, Shen serves as their leader, the Eye of Twilight.

He longs to remain free from the confusion of emotion, prejudice, and ego and walks the unseen path of dispassionate judgment between the spirit realm and the physical world.

Tasked with enforcing the equilibrium between them, Shen wields blades of steel and arcane energy against any who would threaten it.



The News Tab is here! You can now easily read articles, patch notes (just like this one), game news, community events, esports, and videos in the app!


New Ranked Season. New Glorious skin. Ranked S5 will begin March 26, 2022, at 7 AM GMT+8 and you’ll be able to earn Glorious Crimson Evelynn, just what you need to slay your way to the top in style.


We’re adding some new goodies in the Ranked Store to spend your hard-earned Ranked Coins on! Starting with Glorious Crimson Evelynn, you’ll be able to purchase a new reward, the Weapon Augment in the Ranked Store. It’s the perfect way to show off your commitment to the climb.

Get excited! Glorious Jinx will also be making her return in the Ranked Store, so if you weren’t playing when she was available or Wild Rift wasn’t available in your region, now’s your chance to pick her up!


Our private help is here and just in time. Things have been…strange. Earn Psychic Detective Senna and other rewards in this mind-bending Wild Pass!



Wild Rift is going Elemental! You’ll be able to test and play our first version of Elemental Rift in this limited game mode! There will be three Dragons: Mountain, Infernal, and Ocean, which will change the terrain of the map and grant powerful buffs. You may notice one element is missing, Cloud Dragon. During our playtests, Cloud Dragon offered hidden power that made it less enticing for teams to play around and we wanted to give the other elements room to shine. This is just our first version of Elemental Rift and what you play in this game mode might be very different from what comes in Patch 3.2 and we look forward to hearing your feedback. Now let’s dive into a quick summary of what you can expect during Elemental Rift.

On the death of the second dragon, the map will change and open new and unique gameplay opportunities for your team:

ELEMENTAL RIFT new mode | etagege

Mountain Rift

  • Forges new terrain in the jungle, along with a defensive wall in front of the Dragon pit.

Infernal Rift

  • Burns away brush and opens new pathways to red and blue buff.

Ocean Rift

  • Spawns more brushes across the map along with some extra Honeyfruit!

Slaying each Dragon grants your team some bonuses, but once you slay three Dragons, you get a powerful soul:

Mountain Dragon:

  • Increases your armor and magic resist

Mountain Soul:

  • Grants a shield after not taking damage for a short while

Infernal Dragon:

  • Grants your team bonus Attack Damage and Ability Power

Infernal Soul:

  • Creates explosions around your abilities and attacks, dealing bonus adaptive damage in a circle around your target

Ocean Dragon:

  • Restores health over time

Ocean Soul:

  • Restores more health when dealing damage to enemies


Releasing March 24 @ 00:01 UTC:

  • Blood Moon Shen
  • Warden Karma
  • Psychic Detective Senna

Releasing March 31 @ 00:01 UTC:

  • Furyhorn Cosplay Veigar
  • Pretty Kitty Rengar
  • Renektoy


Baubles: Novelty Glasses; Time’s Up; Look Closely; Classified!; A World of Hurt; Infla-Shen; Some Sweet For Your Salt; X Marks the Respawn

Icons: The Psychic Detective; Sentinel of Flashlight; Fizz’s Big Mystery; Fluff and Steam; Ghoulish Yet Fluffy; Snaxshot; Whoopie!!; Ionian Spirit; Peaceful Balance

Emotes: I Am Amused!; Reaching Enlightenment; Jeez, Really; Much Disappoint; I’m Panicking!; Hmmmm.; See Ya, Stranger; Disappearing Act; Munch Munch; I’m Out, Folks; Back Off!; Ohoho! (Iron – Challenger); Perfection; You’re So Dead

Rift Emblems: Investigation; Dream Realm; Emptiness; Shadow Isles

Icon Borders: Mysterious Passage; Ionian Balance

Profile Borders: Evidence Locker; Glorious Lieutenant

Custom Recalls: Rainbows And Stars, Oh My!; Reviewing the Evidence; Leaf’s Journey

All accessories will be released throughout the patch.



PROTECTORS OF IONIAEnjoy the tranquility as you watch the leaves fall and find your inner balance.The Protectors of Ionia event begins March 24 at 00:01 UTC


Um, I’m sorry we’re just in a silly goofy mood.
The Season of Silly event begins March 31 at 00:01 UTC



Ashe has been quietly outperforming her fellow marksmen in the Dragon Lane for some time. While we like seeing her as a premier crowd control marksman, this Frost Queen has a bit too much poke, so we’re toning it down some.

AD ratio: 110% → 100%


Blitzcrank’s Overdrive has been feeling a bit flat in Wild Rift, so we’re looking to tune up this robot with a second activation. This ability is now more in line with the sharper risk vs reward gameplay we want to see from Blitzcrank, where looking for those riskier hooks pays off more, but you still have the option to play it safe.

    • Armor: 50 → 45
    • Armor per level: 5.1 → 4.7
      • Total armor at level 15: 122 → 11


  • First cast: Gains 50/55/60/65% movement speed, decaying to 10% over 1.5 seconds, the total duration of the cast is 2.5 seconds.
    • There is a 1 second cooldown before you can cast this ability again
  • Second cast: Gains 140/150/160/170% movement speed, decaying to 25% over 1.5 seconds. Decaying starts after 0.5 seconds.
    • When overdrive ends, Blitzcrank is slowed by 33% for 1.5 seconds. If this was pressed a second time, Blitzcrank is instead slowed by 99% for 2 seconds.
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Fiora has been dominating in both the Baron Lane and the jungle in higher level play, and has been frustrating for players of all skill levels to play against. Laning against the queen of duelists is where a lot of this frustration stems from so we are weakening Lunge’s damage, which should allow her to still shine in her duels later on, but give her lane opponents some more openings.


  • Base damage: 85/95/105/115 → 75/85/95/105


Recently Galio has been excelling in the Support role, especially when he focuses his build around tank items.We want to see him fly into the Mid Lane more often, so we’re giving him some more Ability Power on his Hero’s Entrance. This will reward Galio players who build more Ability Power with more impactful ultimates.


  • Base damage: 150/250/350 → 100/175/250
  • AP ratio: 70% → 100%


Garen’s been able to spin his way to victory, even when he’s not building a lot of damage. We’re putting some more power into his ratios, so that Garen will have to choose between spinning and one-shotting his enemies to win or spinning and being an annoying tank to win.


  • Base damage: 11/14/17/20 → 9/12/15/18
  • Total base damage for all ticks: 88/112/136/160 → 72/96/120/144


  • Base damage: 150/275/400 → 150/250/350
  • Non-primary target damage: 75/137.5/200 → 75/125/175
  • Bonus AD ratio: 0.08% of target’s missing health → .12% of target’s missing health
  • Non-primary target damage bonus AD ratio: .04% of their missing heath → .06% of their missing health


Graves has been struggling to make a meaningful impact in the Jungle, so we’re amping up his ability to clear camps and take out large monsters.

Now deals 150% damage against monsters


Mastering the art of being a Blade Dancer is no easy task. And recently we’ve seen that Irelia has been dominating games in higher levels, while struggling to find her footing in lower level games. We are reducing the cooldown on her Bladesurge to make missing a reset less punishing, and granting her better scaling to make mastering her kit more accessible. To balance this change out, we’re taking away some of her early game power to make it more difficult for skilled players to dominate their lanes.

Base Attack Speed: 8~15% → 5~20%
Cooldown: 11/10/9/8s → 9/8/7/6s


Players have been asking for scaling on Whisper’s execute damage, so everyone get Jhin here. In Wild Rift, Jhin thrives in the earlier to mid stages of the game, so reducing some of his base defensive stats to make his early lane slightly less powerful and giving him some more level-based damage scaling should allow Jhin to perform in the later parts of the game.

Base health: 610 → 570
Missing health physical damage: 15% → 15% + 1% per level (capped at 25% at lvl 11)


We’re looking for ways to improve satisfaction and mastery for Master Yi, and our plan here is to increase some of the interesting optimizations around Alpha Strike and raise satisfaction without causing this Wuji Bladesman to be overly dominant.


  • Master Yi becomes untargetable and strikes up to 4 enemies near his target, dealing 25/70/115/160 + 100% AD Physical Damage to all enemies hit by 4 strikes.
  • [NEW EFFECT]: If there are no other targets, this ability can strike the same enemy unit repeatedly, dealing 25% damage with each subsequent strike
  • Attacks reduce the cooldown of Alpha Strike by 1 second
  • Deals 90/125/160/195 bonus damage to minions and monsters
  • This ability can Crit, dealing 60% bonus damage


In our last patch, we made some nerfs to everyone’s favorite resident yordle, Lulu. Since then, Nami has swam her way to the top of the Support role. We are cutting back on her passive so that Nami’s ability to grant her allies supreme kiting and chasing power is just a bit weaker.

Bonus movement speed: 60 → 50

Riven still struggles in all but the highest levels of play. We are increasing her shield duration to make her Valor timing more forgiving.

Shield duration: 1.5s → 2s


Xin Zhao’s damage output falls off harder than we’d like to see as the game progresses, so we’re increasing the damage scaling on Three Talon Strike and Wind Becomes Lightning to keep him thriving in team fights.

Base damage: 20/25/30/35 → 20/28/36/44
Cooldown: 9/8/7/6s → 8/7/6/5s
Thrust damage: 40/80/120/160 → 40/85/130/175


We’ve noticed that the Whirlwind spawned by Yasuo’s Steel Tempest ability has been unreliable for harassing in lane or setting up key combos. In order to improve the feel and reliability of the spell, we’re increasing both its range and travel speed.

Whirlwind speed: 10 → 11.5
Whirlwind range: 8.3 → 9.3


Zed can deal massive amounts of damage by stacking his Shadow Slash with his shadows. We are adding falloff damage so this burst is more reasonable

Damage dealt by subsequent slashes after the first: 100% → 60%


Ziggs continues to bring hexplosive power in the Mid and Dragon Lane as a carry. We want him to keep that explosive damage. But his ability to control zones and choke points with his minefield has been too strong, so we’re cutting down on the duration to make him less powerful at controlling space around the Rift.

Mine duration: 10s → 7s



  • Damage dealt: 0% → 5%


  • Damage dealt: 0% → 5%
  • Damage received: 0% → -5%


  • Damage dealt: 0% → 5%


  • Damage received: 0% → -5%


  • Damage received: 0% → -5%


  • Damage dealt: 5% → 10%


  • Damage received: -5% → -10%


  • Damage dealt: 5% → 10%


  • Damage dealt: 8% → 15%


  • Damage received: 15% → 10%


  • Damage received: 0% → 5%




Black Cleaver has become a dominant first and second choice item for most fighters and even some assassins and marksmen as well. We’re cutting back on the amount of haste it grants to make the item focus more on raw combat power and less about being able to use your abilities more frequently.


  • Ability haste: 25 → 20


Currently, items for fighters in Wild Rift focus on a lot of basic Health and Attack Damage items that are powerful in every game regardless of who you are facing. We want players to have more options and choices on how they build, so we’re making Death’s Dance an item that is more powerful against physical damage, rather than being a good purchase every game no matter who you are up against.

  • Total Cost: 3000g
    • Builds from Kindlegem (1000g) + Vampiric Scepter (1200g) + 800g = 3000g → Builds from Chain Vest (900 g) + Caulfield’s Warhammer (1200g) + 900g = 3000g
  • 300 health → 40 armor
  • 35 Attack Damage
  • 15 Ability Haste


  • UNIQUE – DANCE: +10% Physical Vamp → REMOVED
  • UNIQUE – CAUTERIZE: 30% of damage taken is instead dealt as a bleed effect over 3s → REMOVED
    • Stores (35% melee / 15% ranged) of all post-mitigation physical damage received, which is successively taken as a true damage over 3 seconds instead, dealing a third of the stored damage each second.
    • Champion takedowns remove Ignore Pain’s remaining stored damage, and heal you for 15% of your maximum health over 2 seconds.


Deadman’s Plate has been a staple item in fighter and tank builds for a long time. Even with changes to other items over time, the map mobility and chasing power Dead Man’s offers is just too strong. We’re cutting back on some of the mobility this item offers so that it’s not a must pick item every game.


  • Move speed at 100 Momentum stacks: 50 → 40


Divine Sunderer is a new alternative to Trinity Force that should be an attractive option to many champions. While Trinity Force offers more Attack Speed and Movement Speed, Divine Sunderer will grant you some more defensive stats, additional healing, and is a cheaper item. For players that want to have Sheen effects in their build, this should give you another viable alternative to Trinity Force that will have you hit your power spike faster and provide more durability.

  • Total Cost: 3300g
    • Builds from Sheen (900g) + Jaurim’s Fist (1200g) + Kindlegem (1000g) + 200g
  • 20 Attack Damage
  • 400 Health
  • 20 Ability Haste
    • After using an ability, your next basic attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage on-hit, with a minimum damage equal to 125% base AD and a maximum damage against monsters equal to 225% base AD.
    • If the target is a champion, heal for (7% melee / 3% ranged) of the target’s maximum health and a minimum heal equal to (90% melee / 50% ranged) base AD (1.5 second cooldown, begins after using the empowered attack)
  • Limitations: Limited to 1 sheen item


Winter’s Approach and its evolved form Fimbulwinter have a place in builds for a few champions, but we are looking to make the item viable for more champions. We’re changing the payoff for stacking mana to Health rather than Ability Haste and shifting the Fimbulwinter shield effect to have a lower-cooldown that can trigger from slows as well as immobilizes.

Base Stats

  • Ability Haste: 10 → 15


  • UNIQUE – AWE: Grants Ability Haste equal to 1% maximum mana. Refunds 15% of mana spent. → Grants bonus health equal to 8% of maximum mana and refunds 15% of all mana spent.
  • UNIQUE – FROZEN COLOSSUS: Immobilizing an enemy champion consumes mana and grants a shield for 3 seconds, absorbing 150 (+ 5% current mana) damage for every nearby enemy champion (15 second cooldown) → Immobilizing or slowing an enemy champion consumes 3% current mana and grants a shield for 3 seconds, absorbing 100-200 + 5% current mana, increased by 80% if there is more than 1 enemy champion nearby. (8s cooldown)


Champions with multi-target, long cooldown crowd control abilities had difficulty making use of Hextech Megadrive as the cooldown refund only occurred once. Now they will be able to enjoy a huge cooldown reduction when they immobilize multiple enemies.

  • Passive: Immobilizing an enemy champion reduces the current cooldown of your active item by 15% Immobilizing an enemy champion reduces the current cooldown of your active item by 15%, this effect will trigger multiple times if an effect hits multiple enemy champions at once.


Split-pushing hasn’t been the most viable option for players in Wild Rift, mainly due to our map being smaller than League PC’s. So we are bringing Hullbreaker to help with this and give fighters another way to play out their games. If you’re vibing in a lane with your minion friends, and mowing down towers left and right has been your dream, Hullbreaker is now here to help you fulfill it.

  • Total Cost: 3000g
    • Builds from B.F. Sword (1500g) + Jaurim’s Fist (1200g) + 500g
  • 55 Attack Damage
  • 300 Health
    • While no allied champions are within 1200 units, gain 10 – 15 (based on level) bonus armor and bonus magic resistance and deal 20% bonus damage against structures. Nearby allied siege minions and super minions gain 50 – 170 (based on level) bonus armor and bonus magic resistance, +10% bonus size and deal 200% damage against structures.
    • Bonus resistances provided by Hullbreaker are removed immediately while allied champions are nearby.


  • Using an ability gathers Radiance, up to 3 charges, which grants 25% bonus critical strike chance for up to 10 seconds → Using an ability gathers Radiance, up to 3 charges, no longer grants bonus critical strike change
  • Basic attacks that critically strike expend a charge of Radiance to deal 24 – 52 (22 + level × 2) bonus magic damage on-hit, increased by 0% – 150% (based on target’s missing health) → Deal 33 – 75 (30 + Level × 3) bonus magic damage (this damage can critically strike) (the missing health modifier is removed)
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  • Kirchei’s Shard + Cloak of Agility + 1000g = 2900g → BF Sword (1500g) + Kirchei’s Shard (900g) + 700g = 3100g


  • 25 Attack Damage + 25% Critical Rate + 20% attack speed → 40 Attack Damage + 25% Critical rate + 20% Attack speed



  • Move speed at 100 Momentum stacks: 50 → 40



Exhaust has been underperforming relative to other summoners, and it can be difficult to tell when an Exhaust cast was good or bad. We’re increasing the average power of Exhaust’s slow and making it more visible as wall as allow players a clear window to hit skillshots or escape from the Exhausted target.

  • Movement speed slow: 20% flat → 60% decaying slow over the duration
  • Cooldown: 105s → 100s


Heal has been in an awkward spot where it’s not competing in the selfish defensive space with other summoners like Barrier or Exhaust. We’re moving more of the power into the effects on your allies, rather than the player that casts it. This should give supports more opportunities to make more clutch Heal plays.

  • [NEW] Effects are increased by 100% on the most wounded nearby ally champion
    • Ally heal: 120-484; ally movement speed: 40%
  • Base heal: 80-360 → 60-242 (60+20/level → 47+13/level)
  • Base movement speed: 30%→ 20%
  • Cooldown: 120s → 130s


Ignite has been slightly stronger compared to other Summoner Spells, while also being extremely powerful in later stages of the game. We’ve re-tuned Ignite to be slightly better early on and taken away a bit of its damage and cooldown later. This should keep it more in line with other Summoner Spells.

  • Base damage: 60-410 → 72 – 380 (35 + 25 per level → 50 + 22 per level)
  • Cooldown: 90s → 100s


Champions whose damage mostly comes from auto-attacks (specifically melees) have been dominating the jungle in Wild Rift. We’re taking away the bonus damage that Smite grants from auto-attacks in order to maintain the power of Smite for ability-based junglers, while reducing the speed at which champions like Jax and Trynadamere power clear through the jungle. The minion penalty for taking Smite is also being extended an extra minute in the game to reduce the effectiveness of strategies revolving around clearing the jungle quickly and then also taking lane farm to funnel large leads onto a single player.

  • Increases damage to monsters by 10% → Only increases ability damage
  • 25% less gold and XP for killing minions for 5 minutes → 25% less gold and XP for killing minions for 6 minutes


Elemental Dragon Slayer:

  • Mountain Dragon: Gain (6% of max health) shield after not taking damage from a champion or turret for 5s → Gain (5% of max health) shield after not taking damage from a champion or turret for 5s
  • Cloud Dragon: Increase movement speed by 6%, doubled out of combat → Increase movement speed by 5%, doubled out of combat
  • Ocean Dragon: Gain 8% physical and magic vamp → Gain 7% physical and magic vamp
  • Infernal Dragon: Increase all damage dealt by 6% → Increase all damage dealt by 5%

Elemental Elder Dragon Slayer:

  • The buff for slaying the Elder version will grant a stronger version of the elemental buff
  • 50% stronger effect → 100%
  • Effect is increased by 33% for every other dragon your team has taken → 25%
    • Elder Infernal: 9/12/15/18% damage amp → 10/12.5/15/17.5% damage amp
    • Elder Cloud: 9/12/15/18% Base movement speed buff → 10/12.5/15/17.5% base movement speed buff
    • Elder Mountain: 9/12/15/18% Health Shield → 10/12.5/15/17.5% Health Shield
    • Elder Ocean: 12/16/20/24% Physical and Magic Vamp → 14/17.5/21/24.5% Physical and Magic Vamp


Baron Nashor has two issues in the current game: it dies too quickly for the enemy team to respond properly against a coordinated Baron sneak or rush, and Acid Shot does incredibly high damage particularly to players that are hit by multiple shots from the same cast. We’re increasing Baron’s health to give the enemy team a bit more time to respond, reducing Acid Shot multi-hit damage, and increasing the damage of Baron’s other attacks to make them a bit more threatening.

Base stats:

  • Baron Nashor base health: 10000 → 10800
  • Acid Shot: Players that take more than 1 shot of acid, take 70% damage after the first shot
  • Acid Pool:
    • Magic damage: 100 + 20% Attack damage → 120 +25% Attack damage
  • Tentacle Knockup:
    • Magic damage: 150 + 20% Attack damage → 180 + 25% Attack damage



We’re reducing the amount of catchup experience in the game overall slightly to increase the ability to solo carry since it will be easier to generate larger level leads. This will also reduce the power of various strategies that revolve around falling behind significantly to get big bonuses from catch up experience.

Reduced the modifier on experience gained by players significantly ahead or behind the rest of the team. Players that are ahead will be penalized less, while players that are behind will be favored less.


We are redistributing turret gold rewards to favor the players actually taking the turret. This should reduce teams snowballing off events they did not participate in.

Turret Destruction

  • Local Gold:
    • Granted to the destroyer of the turret
      • Outer: 150 → 175
      • Inner: 125 → 150
      • Inhib: 150 → 175
  • Global Gold:
    • Granted to each member of the team
      • Outer: 100 → 75
      • Inner: 100 → 75
      • Inhib: 100 → 75

Those are some changes to WILD RIFT PATCH NOTES 3.1

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