Riot Games is on a roll releasing updates to their games this week, with the patch notes for update 3.0b coming to Wild Rift being the third game to get a significant update in the last two days. Developers are adding several changes to the multiplayer game today, including new skins, accessories, events, and changes to the strength of various champions. Fans of the League of Legends spin-off should look out for the update today, March 3.
For all the coming changes, check out the full patch notes for update 3.0b coming to Wild Rift below.
Wild Rift Update 3.0b Patch Notes for March 3
- Obsidian Malphite
- Zombie Slayer Pantheon
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: In Bloom
Icons: Wild Rift Season 5
All accessories will be released throughout the patch.
JOIN THE FLUFT (IONIA)
Join the poros on another flufftastic adventure, this time in Ionia!
The Join the Fluft (Ionia) event begins March 10 at 08:01 GMT+8
- PLAYFUL / TRICKSTER
Damage: 85/150/215/280 → 75/140/205/270
- CHUM THE WATERSMaximum base damage: 350/450/550 → 300/400/500
- RELENTLESS ASSAULT
Attack Speed gained per stack: 3/5.5/8/10.5% → 2.5/4.5/6.5/8.5%
Cooldown: 16/15/14/13s → 17/16/15/14s
- HELP, PIX!
Shield value: 70/115/160/205 → 75/110/145/180
- BASE STATS
Mana regeneration growth: 0.9 → 1.3
- BOP ‘N’ BLOCK
Cooldown: 12/10/8/6s → 10/8.5/7/5.5s
- PROWLING PROJECTILE
Mana cost: 90 → 70
Current percent health damage: 2/3.5/5/6.5/8% → 2/4/6/8/10%
Base damage: 40/80/120/160/200 → 60/100/140/180/220
Empowered base damage: 60/110/160/210/260 → 80/130/180/230/280
- YOU AND ME!
Attached adaptive force ratio (AD:AP): 1:1.67 → 1:2
- FINAL CHAPTER
Base damage per wave: 60/80/100 → 80/100/120
MAW OF MALMORTIUS
Maw of Malmortius is a niche item that should be the premiere pick when facing multiple magic damage threats, but right now it’s not. We hope by reducing Maw’s cost, it will help it become that premiere item of choice when facing multiple enemies dealing magic damage.
- Combine cost: 600g → 400g
- Total cost: 3000g → 2800g
Electrocute is meant to be the keystone for burst and quick trades, but for many champions, Conqueror has just been a better choice. We’re giving it a couple small buffs to help it compete with the other options, particularly for assassins and mages.
- Base damage: 30-184 → 35-189
- Cooldown: 25s → 20s
Triumph is a rune that can allow champions who do high damage, kill multiple enemies in a teamfight and stay healthy while doing it. However; it’s lately been struggling to find its place in this meta, so we’re increasing the damage it provides when attacking lower health champions so that it can better compete with the other Domination runes.
- Bonus damage to enemies below 35% health: 3% → 5%
INSPIRATION: HUNTER- GENIUS
Hunter – Genius isn’t performing as well as we’d like. We’re increasing its starting ability haste and the ability haste that it provides per stack in order to make it a more competitive minor rune pick.
- Starting ability haste: 2.5 → 3
- Ability haste per stack: 15 → 18 at max stacks
KEYSTONE: PHASE RUSH
We know that Phase Rush has the potential to invalidate counterplay for some champions, which is why we’ve been careful when making adjustments to it. However; it’s clear this keystone is weak compared to others. This buff should help champions that value the extra mobility over the course of longer fights, while also maintaining its current power level for champions that just want to use Phase Rush to execute a specific combo every once in a while.
- Cooldown: 15s → 12s
INSPIRATION: SWEET TOOTH
Sweet Tooth has been a dominant pick compared to the other minor Inspiration runes. We’re reducing the bonus healing and gold gained from Honeyfruit to hopefully allow for some other minor runes to shine.
- Bonus Honeyfruit healing: 25% → 20%
- Bonus gold per Honeyfruit: 20g → 15g
RESOLVE: BONE PLATING
Compared to the other Resolve runes, Bone Plating has been underperforming. We’re reducing its cooldown to better fit the faster gameplay in Wild Rift.
- Cooldown: 45s → 35s
Despite it being a competitive pick, we believe that Conditioning could also better fit the faster gameplay of Wild Rift. We’re reducing how long its bonus armor and magic resist stats take to come online, while also reducing its starting resistances to keep it in line with its fellow minor runes.
- Initial wait time to gain bonus resistances: 5m → 3m
- Starting bonus armor and magic resistances: 8 → 5
RESOLVE: HUNTER – TITAN
Hunter – Titan provides survivability and strong resistance against crowd control, because of this it has felt like a must-pick rune lately. To make room for some of the other Resolve runes to shine, we’re reducing the tenacity gained per unique champion takedown.
- Tenacity gained per unique champion takedown: 4% → 3%
- Max stacks: 20% → 15%
RESOLVE: SECOND WIND
Second Wind hasn’t been living up to its promise of mitigating lane poke and harass, so we’re cutting the amount of time needed to recover health to make it a stronger pick against consistent poke damage.
- Regeneration time after taking champion damage: 10s → 5s