In this update15
Full notes
Full Wild Rift update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Store
- Events
- Gameplay
- Fixes
- UI and audio
Welcome to Patch 7.2b! This patch is focused on follow-up balance adjustments across champions, items, runes, and systems. We're addressing a few standout performers, lifting up underperforming picks and items, and continuing to fine-tune recent gameplay changes based on how they've landed with players.
Reminder: content will be released throughout the patch.
GAMEPLAY CHANGES
ITEMS
Iceborn Gauntlet
Iceborn Gauntlet has been underperforming, even on the champions it's designed for. To make it a more appealing first major purchase in lane, we're increasing its stat efficiency and improving the value it provides early in the game.
Base stats
Price: 3100 → 3000
Max Health: 250 → 300
Luden's Echo
We're happy with the overall state of high-tier mage items, but Luden's Echo has fallen behind the rest. Despite its solid stat efficiency, it's underperforming across the board, so we're strengthening its passive to better reinforce the item's burst mage identity.
Echo:
Damage: 110 + 10% Ability Power → 140 + 15% Ability Power
Cooldown: 10 → 9
Magnetic Blaster
Critical strike marksmen have been struggling to keep up. We're increasing their Attack Damage to improve their scaling, while avoiding additional Attack Speed or on-hit power that could benefit other builds disproportionately.
Base Stats
Attack Damage: 25 → 30 Lord Dominik's Regards
Critical strike marksmen are a little too weak in the current meta, especially when it comes to cutting through front-line tanks. To better support their mid- and late-game scaling, we're increasing the Attack Damage on Lord Dominik's Regards.
Base Stats
Attack Damage: 25 → 30
Navori Quickblades
Navori Quickblades has been underperforming on the champions it's intended for. To help it come online earlier and better compete with other item choices, we're lowering its cost.
Base Stats
Price: 2800 → 2700
RUNES
Botanist
Botanist was designed to reward players for making the most of plants around the Rift. Over time, however, it has become more of a universal scaling rune thanks to the amount of gold it provides. We're reducing its gold generation to bring the rune back toward its intended role and put greater emphasis on plant-focused gameplay.
Gold gained from destroying plants: 30 → 10
OTHER ADJUSTMENTS
Champion Bounty System Adjustments
Since the new Champion Bounty System launched, we've seen a significant drop in one-sided stomps while only slightly increasing the rate of comeback victories. That's a healthy outcome overall, but bounty generation from farming and kills has been a little too aggressive, making teams with a lead feel overly punished for playing well. We're reducing bounty accumulation so leading teams can press their advantage with more confidence.
Positive Bounty / Neutral: Gold from minions, monsters, support items, Smite, and similar sources required for each 1 bounty: 20 → 25
All States: Gold required from champion kills and assists to earn 1 Bounty: 3 → 3.5
GAME MODE CHANGES
AAA ARAM
Champion adjustments
Bard
Healing provided: 100% → 120%
Rakan
Damage dealt: 100% → 105%
Damage taken: 95% → 90%
This change also applies to ARAM
Irelia
Damage dealt: 110% → 115%
This change also applies to ARAM
Nocturne
Damage taken: 85% → 75%
This change also applies to ARAM
Diana
Damage dealt: 110% → 115%
Damage taken: 110% → 115%
Riven
Damage dealt: 110% → 115%
Vex
Damage dealt: 100% → 110%
Kennen
Damage taken: 100% → 85%
This change also applies to ARAM
Zilean
ARAM:
Damage taken: 100% → 110%
Damage dealt: 100%→ 85%
AAA ARAM:
Damage taken: 100% → 85%
Xin Zhao
Damage taken: 105% →115%
Jarvan IV
Damage dealt: 100% → 85%
This change also applies to ARAM
Ahri
Damage taken: 100% → 90%
Galio
Damage taken: 100% → 90%
Lissandra
Damage dealt: 100% → 105%
ARAM:
Damage taken:100% → 90%
Pyke
Damage taken: 110% → 120%
Nasus
(1) Ability stacks gained for killing a minion: 8 → 18
(1) Ability stacks gained for killing a cannon minion or champion: 32 → 24
This change also applies to ARAM.
Be Magical
Conversion ratio: 240% → 270%
Cycle of Life
Shield duration: 6s → 10s
Covenant Pact
Charge speed increased by 40%
Bloodborne Valor
Effect per stack: Doubled. Maximum stacks halved.
Duration: 12s → 20s
Arrowstorm: Mist
The windup before the first stun is reduced, but the stun duration is shortened.
Samadhi Wind
Now pulls enemies toward the center, allowing it to trigger Shifting Debris/
Thunderbolt
Enhanced effect duration after casting the ultimate: 12s → 20s
Quickcool
Cooldown reduction each time: 1.5s → 2s
Strength Through Steel
Ability Haste per point of Armor and Magic Resist: 0.2 → 0.3
Size gained per 20 Armor and Magic Resist: 1% → 2%
Maximum Ability Haste: 100 → 150
Maximum Size: 50% →100%
Empowered Crowd Control
Permanent Heal and Shield Power: 0.4% → 1%
Permanent maximum Health: 4 + 1000% Heal and Shield Power → 10 + 2000% Heal and Shield Power
Cooldown: 0.5s → 1s
Slow Detonation
Damage: 15 + 5/level → 20 + 8/level
Calamitous Combo
Permanent Adaptive Force: 0.2 → 0.4
Mana Surge
Healing: 150% of Mana spent → 200% of Mana spent
Blood Pact: Armor
Item Haste per 1% missing Health: 0.8 →1.2
Blood Pact: Scorched
Maximum Bonus Attack Damage: 60 → 80
Maximum Bonus Ability power: 120 → 180
Bug fixes
Fixed an issue where some exclusive items' component stats were slightly stronger than the completed item. As a result, the affected items' stats or build paths have been adjusted.
Fixed an issue where Ghostblade could not be activated after using a Legion Elixir.
Further fixed an issue where some melee champions could randomly roll Show Me Your Blade.
Unbound Frenzy
Doomsday T-Hex
Wild Trample
Base Damage: 45/80/115/150→50/75/100/125
Ability Power Ratio: 0.2 → 0.1
Maximum Health Ratio: 3% → 2%
(2) T-Hex Tailsweep
Bonus Armor and Magic Resistance: 2/3/4/5% → 1.5/2/2.5/3%
Shield ratio based on maximum Health: 2% → 1.5%
(3) T-Hex Strike
Cooldown: 18/17/16/15s → 20/19/18/17s
(4) Doomsday Program/Impending Doom
Initial shield base value: 200/400/600 → 150/300/450
Initial shield Ability Power ratio: 0.4 → 0.2
Initial shield maximum Health ratio: 10/15/20% → 10/12.5/15%
SYSTEM CHANGES
Legendary Ranked Weekend Challenge Adjustments
The bonus Champion Score, Legendary Ranked Factor, and other related values players can earn in the Legendary Ranked Weekend Challenge will now be adjusted based on their current Legendary Ranked tier. The higher the tier, the higher the cap on those values.
At the same time, we've slightly increased the conversion efficiency for lower-tier players gaining Legendary Ranked Factor, helping summoners join the challenge more smoothly and continue progressing.
Ranked and Legendary Ranked Activity Rule Adjustments
We will remove the old activity decay rule that applied to Master and above, meaning players will no longer lose marks or have their points decay for going seven consecutive days without playing Ranked or Legendary Ranked.
After this adjustment, summoners can arrange their match time more flexibly based on their own schedule without being constrained by the activity decay rule.
Thank you all for your continued attention and support. We wish everyone a great time in game and a smooth journey through the Rift!
BUG FIXES
Fixed an issue where the screen would not rotate automatically after entering the game on some devices.
Added a poster option to lobby character settings under out-of-match personalization.
Optimized main interface support for iPhone 17 Pro Max.
Added detailed champion stats to the Champions and Lane tabs in Profile.
Source
Changelog.gg summarizes and formats this update. How we read updates.
