[September 15] Closed Beta Balance Patch Notes

Translate
 Riot Games Official Website
As Wild Rift moves into its first Regional Closed Beta, here are all the changes the official made since the Regional Alpha back in June! 
Key:
AD = ATTACK DAMAGE
AS = ATTACK SPEED
AP = ABILITY POWER
CDR = COOLDOWN REDUCTION
HP = HIT POINTS
MR = MAGIC RESISTANCE
MS = MOVEMENT SPEED
TAD = TOTAL ATTACK DAMAGE (BASE + BONUS)
CHAMPIONS
The official took a look at the current alpha roster and tuned up a bunch of champs across the board! 
ALISTAR [BUFF]
Alistar looked pretty weak in Alpha. The official are giving the cow some major cooldown buffs so he can make more plays and have more impact in extended fights.
(1) Pulverize 
Cooldown :: 16/16/16/16s >>> 15/13.5/12/10.5s
(2) Headbutt 
Cooldown :: 13/13/13/13s  >>> 13/12/11/10s
(3) Trample
Cooldown :: 11.5/11.5/11.5/11.5s >>> 11.5/11/10.5/10s
Damage :: 100/130/160/190 >>> 100/150/200/250
Empowered Attack Damage :: 40 + 15 per level >>> 40 + 20 per level
ANNIE [BUFF]
As a general design philosophy for Wild Rift, the official do not want to mana gate champions so hard. Annie feels like she’s one of the few champions that had big mana issues, so they’re reducing her costs.
(1) Disintegrate
AP Ratio :: Increased from 65% >>> 80%
(2) Incinerate
Mana :: 70/80/90/100 >>> 60/70/80/90
(3) Molten Shield
Mana :: 60/70/80/90 >>> 60/60/60/60
(Ult) Summon: Tibbers 
Cooldown :: 80/75/70 >>> 80/70/60
[b]BLITZCRANK [NERF]
[/b]Received a lot of feedback on Blitzcrank during Alpha, especially regarding his hook being very hard to dodge. His Rocket Grab should be a bit less punishing in lane now. 
(1) Rocket Grab 
Damage :: 80/150/220/290 >>> 80/140/200/260
Missile Speed :: 1600 >>> 1475
(2) Overdrive
MS Decay :: Decays more quickly and then stops decaying at 10% MS at 2 seconds remaining
(Ult) Static Field 
Passive Damage :: 60/120/180 >>> 40/80/120
FIORA [BUFF]
As a duelist, Fiora actually didn’t measure up to some of the other solo lane champions in Wild Rift, so the official gave her a big boost to everything. En garde!
(P) Duelist’s Dance
Base Vital Healing :: 35hp +5 per level >>> 40hp +5 per level
(1) Lunge 
Dash Range :: 350 >>> 400Damage :: 70/85/100/115 >>> 85/95/105/115Bonus AD Ratio :: 95/100/105/110% >>> 100/105/110/115%
(2) Riposte 
Damage :: 90/140/190/240 >>> 120/170/220/270
(3) Bladework 
AS Bonus :: 50/50/50/50% >>> 60/70/80/90%
(Ult) Grand Challenge
Cooldown :: 90/70/50 >>> 80/65/50
GAREN [BUFF]
Despite his massive suit of armor, Garen was pretty squishy. The official is boosting his defensive stats so he can do his thing without getting his health bar blown up so quickly.
Base Stats
Armor :: 40 >>> 45
Armor per Level :: 5.1 >>> 6.4Level 15 Armor :: 112 >>> 135
MR per Level :: 1.6 >>> 2.6Level 15 MR :: 61 >>> 75HP per Level :: 125 >>> 135Level 15
HP :: 2400 >>> 2540 
(3) Judgement
Crit Damage :: 120/120/120/120% >>> 125/130/135/140%Damage to Minions :: 100/100/100% >>> 60/80/100% at levels 1/5/9
[b]GRAVES [NERF]
[/b]It didn’t take much for jungle Graves to clear camps very quickly, and take no damage while he’s at it. Overall he had a lot of damage. The official are tuning him down so he doesn’t always end up on top.
Base Stats
Level 1 AS :: 0.88 >>> 0.8AS per Level :: 2.2% >>> 1.2% 
(1) End of the Line
Cast AD Ratio :: 100% >>> 40%Detonation AD Ratio :: 40% >>> 100%
[b]JAX [NERF]
[/b]Jax was overwhelmingly strong with way too much damage. The official are nerfing him so that he’s still a powerhouse late game, but won’t be able to 1v9 every fight.
Base Stats
AD :: 64 >>> 58
(1) Leap Strike
Damage :: 75/130/185/240 >>> 55/110/165/220
(Ult) Grandmaster’s Might 
Cooldown :: 55s >>> 60sPassive On-hit Damage :: 100/160/220 >>> 100/140/180
JHIN [BUFF]
Jhin’s ult felt less like a Curtain Call and more like an intermission. Hopefully, now it actually delivers on his dramatic long-range fantasy.
(Ult) Curtain Call 
Damage Increase per 1% Missing HP :: 2.5% >>> 3%
Base Damage :: 50/120/200 >>> 50/125/200
Per Shot TAD
TAD Ratio :: 0.2 >>> 0.25
Max TAD Ratio :: 0.8 >>> 1.0
MALPHITE [BUFF]
Gonna be real with y’all: AP Malphite is legit in Wild Rift. The official gave his abilities some damage boosts so that if you catch an out-of-position squishy with your ult, they won’t know what hit’em.
(1) Seismic Shard
Cast Range :: 7 >>> 6.25
Damage :: 60/120/180/240 >>> 70/130/190/250
AP Ratio :: 0.4 >>> 0.5
Cooldown :: 10s >>> 8s
(2) Thunderclap 
Bonus Armor :: 10/15/20/25% >>> 15/20/25/30%
First Attack Damage :: 15/35/55/75 >>> 30/50/70/90
(Ult) Unstoppable Force
Damage :: 180/270/360 >>> 200/300/400
AP Ratio :: 0.8 >>> 0.9MISS
FORTUNE [NERF]
Miss Fortune was beating down lane opponents with her Double Up, so the official are making it less spammable and less punishing.
Base Stats
Mana Regen :: 18 >>> 12
(1) Double Up
Mana :: 40/45/50/55 >>> 50/55/60/65
Bounce Crit Damage :: 200% of total attack damage >>> 150% of total attack damage60/120/180/240 + 2.2 TAD >>> 45/90/135/180 + 1.65 TAD
Can still be enhanced by Infinity Edge to 180%.
Bounce Missile Speed :: 10 >>> 9.65
NASUS [NERF]
On Wild Rift, Nasus was hitting his raid boss status a bit too early, so the team is scaling back his Siphoning Strike stacks.
(1) Siphoning Strike
Base damage :: 30/60/90/120 >>> 25/50/75/100Stacks per minion kill :: 5 >>> 4
Stacks per champion/monster/large minion kill :: 10 >>> 8
(Ult) Fury of the Sands
Cooldown :: 80/70/60s >>> 90/80/70s
[b]ORIANNA [BUFF]
[/b]As many players mentioned, Ori’s ult felt clunky. The team is making it a lot faster so your opponents can’t dodge it as easily.
(Ult) Command: Shockwave
Cast Time :: 0.75s >>> 0.5s
[b]SHYVANA [NERF]
[/b]Shyvana has it all: chase potential, a lot of damage, and she’s a huge fire-breathing dragon. The team nerfed her move speed boost bonus and scaled back some of her fiery fury.
(2) Burnout
Cooldown :: 12/12/12/12 >>> 15/14/13/12
MS Boost :: 35/40/45/50% >>> 30/35/40/45%
(3) Flame Breath 
AP Ratio :: 0.5 >>> 0.4Dragon Form AP Ratio :: 0.8 >>> 0.7
YASUO [BUFF]
The official is buffing Yasuo as he was too easy to bully in lane. He should be more durable now.
Base Stats
Armor :: 35 >>> 40Health :: 610 >>> 650ZED [BUGFIX](Ult) Death Mark 
Bugfix :: Now uses pre-mitigation damage dealt to calculate mark explosion damage as opposed to post mitigation damage.TAD Ratio :: 125% >>> 100%
[b]ZIGGS [BUFF]
[/b]For a champion who uses nothing but skill shots, Ziggs wasn't getting rewarded enough for landing abilities. The team is making it a little easier to punch the enemy's ticket to boom town.
Base Stats
MS :: 325 >>> 330
(2) Satchel Charge 
AP Ratio :: 35% >>> 50%
(3) Hexplosive Minefield 
Slow Strength :: 20/30/40/50 >>> 35/40/45/50AP Ratio :: 30% >>> 35%Magic Damage per Mine :: 40/95/140/185 >>> 50/105/160/215 45 per Level >>> 55 per Level
(Ult) Mega Inferno Bomb 
Cooldown :: 80/70/60 >>> 80/65/50 
ITEMS
Many players noted that marksmen were dominating Wild Rift. The team nerfed a lot of their core items so they don’t just take over every game.
Players also gave feedback that towers were too squishy, and the team also saw that split pushers like Jax, Camille, and Nasus were taking towers within seconds, so they’re going hard on nerfing Sheen items. This change should give opposing teams enough time to react to side lane pushes.
INFINITY EDGE
AD :: 60 >>> 55
PHANTOM DANCER
Build :: Now builds out of Zeal + Cloak of Agility
Cost :: 3100 >>> 2600
Combine Cost :: 900 >>> 500
AS :: 45% >>> 35%
HEXDRINKER
Now found in the Defensive portion of the store
Build :: Now builds out of Null-Magic Mantle 
Cost :: 1300 >>> 1200
AD :: 20 >>> 15
MR :: 35 >>> 30
MAW OF MALMORTIUS
Cost :: 3300 >>> 3200
SHEEN, LICH BANE, ICEBORN GAUNTLET, TRINITY FORCE
These items now have a 50% damage reduction modifier when hitting towers
RUNAAN’S HURRICANE
Extra bolts are treated as AoE damage and apply 33% vamp 
TRINKETS
WARDING TOTEM
Added a new brush aim assist mechanic that places wards when aimed within 100 units of a brush. This aim assist can be turned off in the settings menu. 
SUMMONER SPELLS
SMITE
Cast Range :: 6 >>> 5
Tooth and Nail Damage Increase :: No longer applies to its own burn effect
Tooth and Nail Burn Damage :: 30 >>> 100 when upgrading to Chilling or Challenging Smite 
OBJECTIVES AND TURRETS
RED BUFF
Red Buff slow effectiveness on ranged units :: 50% >>> 33%
BARON BUFF
Baron Buff now gives Armor and MR that scales with game time
TURRETS
First Turret HP :: 2500 >>> 3000
Second Turret HP :: 3000 >>> 3500
Armor/MR Bonus (First 3:00) :: 75 >>> 50 
JUNE 17 HOTFIX
Before the Regional Alpha ended, we applied a small balance patch for a few champions and turrets to address some of the outliers. For visibility, here are those changes!
EZREAL [BUFF]
Ezreal was underperforming because his “Blue Build” wasn’t giving him much damage, and he was getting outclassed by basic-attacking marksmen. The official updated his recommended items and runes, and buffed (1) Mystic Shot, his main damage output ability.
(1) Mystic Shot
Base Damage :: 15/50/85/120 >>> 30/65/100/135TAD Ratio :: 1.1 AD Ratio >>> 1.2 AD Ratio
Recommended items
Muramana / Trinity Force / Ionian Boots + Quicksilver Enchant / Blade of the Ruined King / Infinity Edge / Mortal Reminder
Recommended runes
Conqueror / Gathering Storm / Regeneration / Manaflow Band
GRAGAS [BUFF]
Gragas was running out of mana pretty quickly, and his full ability combo felt a little on the weak side, so we buffed his mana regen, (1) Barrel Roll and (2) Drunken Rage to get him back in the happy hour spirit.
Base Stats
Mana Regen :: 12 >>> 15Mana Regen per Level :: 0.7 >>> 0.9 
(1) Barrel Roll
AP Ratio :: 0.7 >>> 0.8Cooldown :: 11/10/9/8s >>> 9.5 / 8.5 / 7.5 / 6.5s
(2) Drunken Rage
AP Ratio :: 0.5 >>> 0.65
[b]JINX [NERF]
[/b]Jinx was getting a little TOO excited, so we’re scaling back her attack speed per level.
Base Stats 
AS per Level :: 0.022 >>> 0.007
(P) Get Excited
MS :: 180% >>> 150%
MASTER YI [NERF]
Yi truly mastered the power of Wuju and was an unstoppable tank-melting, split-pushing terror, so we took a chunk out of his attack damage per level, as well as the damage gained via (3) Wuju Style.
Base Stats
AD per Level :: 4.55 >>> 3.6 
(3) Wuju Style
True Damage AD Ratio :: 0.35 >>> 0.25
VAYNE [NERF]
Vayne’s mobility and kiting, as well as her late-game damage, were making her scarier than intended. The team still think Vayne’s identity as a late-game carry is important to her playstyle, but she should probably have to work harder to get there.
(2) Silver Bolts (active)
AS :: 45/60/75/90% >>> 40/45/50/55%
(Ult) Final Hour
CD :: 80/70/60s >>> 100/80/60s
TURRETS [BUFF]
The official saw feedback around turrets feeling weak, so they increased turret stats when they’re backdoored, or taken in quick succession. So far, they’re pretty happy with Wild Rift’s average game length (around 17 mins); they’ll be watching these changes closely.
Backdoor Bonus
Tower Damage :: 10% >>> 20% 
Tower Damage Reduction :: 66% >>> 75%
Domino Bonus (temporary damage reduction after previous tower destroyed) 
Damage Reduction :: 35% >>> 50%
Mentioned games
Comments
Latest
ilyas khan
ilyas khan
2
wow
09/16/2020
E V E R Minn
E V E R Minn
1
Plz releases date 🥺
09/16/2020
hoang nhan
hoang nhan
1
Where vỉtnam
09/16/2020
No more comments. Why not add one?
Say something...
55
0
3