Wild Rift

Wild Rift Patch Notes 3.3b

Aug 17, 2022

Rise from the dead and kill your opponents, this time with some style—Sion and Samira join the Rift! We also have your regularly scheduled balance updates across the map, welcome to Patch 3.3b!

Rise from the dead and kill your opponents, this time with some style—Sion and Samira join the Rift! Samira is also the first champion to have a taunt, we already know when we make a sick play or 1v5 the enemy team, we’re going to be one of the firsts to toss a coin at our foes to show off a little extra style.* We also have your regularly scheduled balance updates across the map, welcome to Patch 3.3b!

*Author's note: This patch notes writer has never made a “sick play” or “1v5’d the enemy team” in their entire Wild Rift career. The more accurate statement here is that they’re going to toss a coin at their opponent in lane and instantly die.

Reminder: content will be released throughout the patch.




Samira stares death in the eye with unyielding confidence, seeking thrill wherever she goes. After her Shuriman home was destroyed as a child, Samira found her true calling in Noxus, where she built a reputation as a stylish daredevil taking on dangerous missions of the highest caliber. Wielding black-powder pistols and a custom-engineered blade, Samira thrives in life-or-death circumstances, eliminating any who stand in her way with flash and flair.

Samira will be released on August 26 at 00:01 UTC.


Abrutal warlord from a bygone era, Sion was revered in Noxus for choking the life out of a Demacian king with his bare hands—but, denied the peace of death, he was resurrected to serve his empire once more. His indiscriminate slaughter claims all who stand in his way, regardless of allegiance, proving he has retained little of his former humanity. With crude armor bolted onto his rotten flesh, Sion continues to charge into battle with reckless abandon, struggling to remember his true self between the swings of his mighty axe.

Sion will be released on August 26 at 00:01 UTC.



Arm your weapons and get ready to fight those who oppose Noxus!

The Weapons of Noxus event begins August 26 at 00:01 UTC



Despite previous buffs this robot is still feeling a bit rusty, especially when compared to other tank supports. So, we’re giving him a tune up and lowering Rocket Grab’s cooldown to allow skilled Blitzcrank players to get a little more hands-on with their enemies.

  • Rocket Grab

    • Cooldown: 20/19/18/17s → 18/17/16/15s


Gragas has been feeling a bit under the weather, so we’re boosting up his sustain and his payout for getting close to enemies if he’s building damage.

  • Base Stats

    • Heal: 6% maximum health → 7% maximum health
  • Drunken Rage

    • Damage AP ratio: 65% → 75%
  • Body Slam

    • Damage AP ratio: 60% → 70%


Since emerging onto the Rift, Kassadin has been doing better than expected so we’re reducing his durability to better fit his ultra high mobility assassin gameplay.

  • Base Stats

    • Health: 610 → 570
    • Health per level: 115 → 105


Kha’Zix is a dominant force in the jungle, particularly with how strong he is at fighting isolated targets. We don’t want to squash this bug and still want that to be his primary strength, but we’re cutting down on the isolation multiplier on Taste Their Fear to bring his power to a more reasonable level.


    • Isolated target damage: 110% → 100%


The systemic changes we’ve made in recent patches have favored Lucian, so much so that he’s become an extremely dominating force especially in early lanes. Our solucian to this, is to give his opponents a little more breathing room by increasing the cooldown on Piercing Light.


    • Cooldown: 8/7/6/5s → 9.5/8/6.5/5s


Since his release, The Titan of the Depths has been performing naut too hot, so we’re giving Nautilus an array of buffs that will allow him to make impactful plays more consistently throughout the course of a game.

  • Base Stats

    • Movement Speed: 325 → 330

    • Cooldown: 13/12/11/10s → 12/11/10/9s
    • Projectile speed:  16 → 18

    • Acceleration start time: 2.5s → 1s 
    • Cooldown: 70/60/50s → 60/50/40s


We’ve been keeping a close eye on Shyvana’s performance since her mini rework in 3.3, and have seen that her ability to reliably access her enhanced abilities has made her too powerful. We’re lowering her damage and late game survivability slightly in accordance with her late game scaling being much more reliable since her access to enhancements is much more consistent.

  • Base Stats

    • Health per level: 115  → 105
  • Burnout

    • Damage: 30/45/60/75 → 25/40/55/70


This yordle gunner isn’t as good at dealing consistent DPS as we’d like, so we’re increasing the uptime of her Rapid Fire and giving her a feels good buff to Explosive Charge’s cast time so she plays a bit more smoothly.


    • Cooldown: 18/17/16/15s → 16/15/14/13s

    1. Cast time: 0.27s → 0.13s


The previous changes to Varus didn’t enable his attack-based builds and caster builds are still the variation of choice for the most part. We’re taking another swing at buffing up his attack centric builds, particularly for those that might want to prioritize putting skill points into Blighted Quiver.

  • Base Stats

    • Duration: 5s → 5/6/7/8s (based on champion level)
  • Blighted Quiver

    • Cooldown: 25s → 22/20/18/16s
  • Hail of Arrows

    • Cooldown: 16/14/12/10s → 13/12/11/10s


We previously allowed Wukong to use Warrior Trickster to dash over walls, because the range of this dash in comparison to the size of the walls in Wild Rift made it difficult to use at most angles and walls. We’re making this dash over walls more forgiving to enable more use of this mechanic.


    • Increased range at which this dash can make it over walls.


Yuumi has shown to be a fur-midable and frustrating foe, especially for highly optimized players. For now, we’re bringing down her defensive outputs while we continue to work on a long term solution.

  • Base Stats

    • Shield: 85~435 → 60~410

    • Heal: 80/120/160/200 → 60/100/140/180




Giant Slayer was made as an option to counter high health enemies, but it hasn’t been succeeding in that role. To make this a more impactful rune, we’re increasing the minimum damage that it provides and reducing how much health a foe needs in order to receive the maximum damage from this rune.

  • Bonus damage: 1% bonus damage per 100 bonus max health, up to 10% (1000 Bonus max health) →2% bonus damage per 100 bonus max health, up to 10% (500 Bonus max health)


Since its release, Demolish has been slightly underperforming. To help this rune out, we’re increasing how its damage scales with maximum health so that tanky users can more effectively plow through and takedown structures.

  • Damage: 200+25% Max Health →200+30% Max Health


Nimbus Cloak hasn’t been making the impact on the Rift that we would like to see. To make it a more enticing load out pick, we’re increasing both the minimum and maximum movement speed that it provides and also increasing its duration.

  • Duration: 2 seconds →3 seconds
  • Movement Speed: 5-35% →10-40%


Nullifying Orb has been one of the most dominant defensive rune options since its release. We’re toning it down so that it’s less powerful in the early game, but continues to stand out as the go to choice for scaling champions.

  • Shield power: 80 + 50% bonus AD + 30% AP → 60 + 50% bonus AD + 30% AP



Currently, early Dragons are more powerful than we’d like them to be and they’re impacting players' individual agencies. To combat this, we’re bringing down the power level so that early Dragons don’t decide games. We also want to touch on Mountain Dragon, since it performs extremely well, especially when compared to its peers, so we’re going to be hitting it harder. In addition to these changes, we also felt that Elder Dragon could use a boost to cement its spot as the premier late game objective.

Mountain Dragon

  • Armor and Magic resists: 6+3%/12+6%/18+9% →3+2%/6+4%/12+8%

Infernal Dragon

  • Ability Power and Attack Damage: 4%/8%/12% →3%/6%/12%

Ocean Dragon

  • Regenerate missing health per 5s: 3%/6%/9% →2%/4%/8%

Elder Dragon Buff

  • Burn damage per 1 second: 60 → 100



Exhaust has been the best spell to pick-up for defensive, offensive, and supportive uses especially since the last buffs we made to it. We want to ensure that it's still the best option for defense and peeling, but we’re reducing its range to make it less effective as a chasing tool.

  • Range: 7 →5


We’ve seen a lot of feedback about turret plating and have heard how much you’ve enjoyed it, but also that you’ve been wanting to have some more time to interact with the plates. We’ve also heard about some of the difficulties around using the first Rift Herald to secure plates due to the tight timings involved. We’re going to be pushing back the time that turret plating falls off, to address both of these concerns at once.

  • Turret Plating End Time:  6:30 →7:00


Now that early game turrets have become more durable as you damage them due to turret plating, we’re relaxing some of the previous restrictions we had around early turret takes.

  • Mid Lane and Baron Lane Turrets: +50 Armor resist and Magic resist for the first 3 minutes →+50 Armor resist and Magic resist for the first 2 minutes


Higher skilled players and players in coordinated play can execute 2v1 or 3v2 dives smoothly in the early game without significant risk. While we don’t mind these plays happening in some cases, we feel there isn’t quite enough risk when making these plays so we’re increasing the early damage of outer turrets to make dives in the first few minutes of the game more dangerous.

  • Outer Turrets Attack Damage: 182 ~ 332 →200~325 (0~17.5 minutes)


Rather than syncing this mechanic with turret plating itself, we’re instead linking it up to the spawn timer of the first neutral objectives. This mechanic is designed to discourage players from grouping up during the laning phase, but we encourage grouping up with your teammates so you can snag those early neutral objectives. So we want to make sure that we’re not explicitly discouraging it via turrets while it's encouraged for other objectives at the same time.

For the first 6:30 minutes →5 minutes, the turret will gain bonus resistances when there are multiple nearby enemy champions.

  • 2 Champs: 10 armor/magic resist
  • 3 Champs: 50 armor/magic resist
  • 4 Champs:150 armor/magic resist
  • 5 Champs: 250 armor/magic resist


Dragon Trainer Tristana

Releasing August 19 @ 00:01 UTC

PsyOps Samira

Releasing August 26 @ 00:01 UTC

PsyOps Kayle

Releasing August 26 @ 00:01 UTC

PsyOps Master Yi

Releasing August 26 @ 00:01 UTC

PsyOps Zed

Releasing August 26 @ 00:01 UTC

Warmonger Sion

Releasing August 26 @ 00:01 UTC


You can earn or purchase accessories from a bunch of different sources. Please check the relevant page in game for more information on how to get ‘em!

Baubles: Coin Toss, Butterfly Effect

Icons: Weapons of Noxus

Recalls: Beam Me Up

Emotes: Stare


  • Fixed a bug where Jayce's melee attacks have a 0.000006 chance to crit.
    • Yes, this was a real bug, and you will now no longer be able to have a .0006% chance to randomly crit your opponent and catch them off guard as Jayce.


Aug 18 - Aug 24: Brand, Evelynn, Jhin, Kennen, Lee Sin, Riven, Soraka, Thresh, Xayah, Zed

Aug 25 - Aug 31: Irelia, Kassadin, Kha’zix, Nami, Shen, Shyvana, Varus, Vayne, Veigar, Yuumi