Wild Rift patch 3.3 notes: Samira, Sion, and Kassadin release, Legendary Queue, more
Riot GamesWild Rift patch 3.3 is on the way. With three new champions, the introduction of Legendary Queue, and a brand new Wild Pass — the long wait for new content comes to an end. Here are the patch notes.
Due to the Icons international tournament, the typical update schedule for Wild Rift was delayed substantially. Though there’s some time before the full patch goes through, the abundant amount of content headed your way is sure to make the wait worthwhile.
From new champions Samira, Sion, and Kassadin releasing throughout the patch, Elemental Drake finally making its debut, and Legendary Queue hopefully fixing ranked — there’s a lot to go over.
Be sure to check out the most recent Wild Rift Patch Notes and our updated Wild Rift Tier List
What’s changing in Wild Rift Patch 3.3?
Samira, Sion, and Kassadin officially revealed
New champions help develop the meta, effectively adding more variables to the ever-growing roster. Of course, the new additions come directly from League PC. But for those unfamiliar with these champions, here’s a brief summary of their kits.
Samira plays as a marksman in the duo lane who has a steam rolling ultimate capabilities. She plays kind of like an ADC Katarina — she spins to win with her ultimate, and gains dash resets off of kills. However, she must stack her passive from E to S by chaining non-repeating abilities (and basic attacks) to activate her ult.
- Read More: How does Riot’s Xbox Game Pass content work?
Sion is an absolute unit. He’s a split pushing menace, primarily playing in the Baron lane as a tank. He has a unique mechanic, coming back alive momentarily after death. During this zombie-like mode, Sion can only auto attack, but don’t underestimate his damage in this form.
Finally there’s Kassadin. As the only AP champion among the three, he plays as a scaling mid lane carry. His infamous ultimate grants him a blink which deals damage upon landing. What makes the move even more terrifying is its incredibly low cooldown — 2 seconds at max upgrade.
While there’s no confirmed release dates for the three champions, expect Kassadin first either late July or early August before the other two in August or September.
Wukong and Ahri reworks incoming
The popularized and well received Ahri and Wukong reworks are debuting in Wild Rift. In essence, Wukong’s second ability now allows him to go through walls, and Ahri gains extra stats on her ultimate for takedowns.
These are very similar to changes for both champions made on League of Legends PC earlier in the year.
New enchantment items were added and previous ones were rebalanced. In addition, the developers rescaled practically every ultimate cooldown in the game to better match Wild Rift’s pacing. For the most part, they pretty much shortened the cooldown timers.
Wild Rift Star Guardian event
Joining the mobile game for the first time ever is the Wild Rift Star Guardian Event, celebrating the release of exclusive skins that not even PC players get. Play to earn Star Candies and collect unique rewards.
You’ll also see the Redeemed Star Guardian event pass, with missions to complete for event tokens. Pick up extra tokens directly from the store. Trade them in for different rewards, including Redeemed Xayah and Rakan.
Elemental Rift finally goes live
After numerous testing phases, the developers finally felt it was time to officially implement the Elemental Rift — this is easily the biggest gameplay change.
Every game, the map terrain changes to match one of the elemental drakes. Therefore, game environments shift according to the randomly generated elemental dragon typing.
“This version of Elemental Rift satisfies a lot of the team’s goals around player agency and reduced stress around the early game, but there’s still plenty to explore and players can expect additional tune-ups and changes in future releases,” Riot stated.
New Ranked Season and mode: Legendary queue
Patch 3.3 marks the beginning of Legendary Ranked. This is a solo queue only ranked mode, where only high elo players may qualify to enter — ranks diamond and above.
The system works quite differently from the typical Ranked Mode in Wild Rift, and provides unique rewards as well.
The new season of ranked comes along with the typical season rewards. In essence, a brand new exclusive skin, weapon augments, and other cosmetics.
You can find the full Wild Rift patch 3.3 notes below, courtesy of Riot.
Wild Rift Patch 3.3 Notes
Champions
Ahri
Passive: Essence Theft
- At 3 stacks, her next ability consumes all stacks to heal her for 40/60/80/100 (based on level) +20% Ability Power upon hitting an enemy.
- [NEW] Whenever Ahri scores a champion takedown within 3 seconds of damaging them, she consumes their essence to heal herself for 80/120/160/200 + 40% Ability Power.
Charm
- [REMOVED] Enemies hit by Charm take 20% more damage from Ahri’s abilities for 5 seconds.
Spirit Rush
- [NEW] During Spirit Rush, if Ahri devours a champion’s essence with Essence Theft, Ahri will extend Spirit Rush’s recast duration up to 10 seconds, and she gains an extra charge of Spirit Rush. Can store up to 3 charges.
- Initial Duration: 12 seconds
Annie
Base stats
- Movement speed: 335 → 330
- Armor per level: 4.7 → 3.9
- Armor at level 15: 96 → 85
Disintegrate
- Projectile speed: Increased by 20% Increased: 15 → 18
- Explosion radius: Increased by .25 Increased: .75 → 1
Diana
Lunar Rush
- Base Damage: 50/85/120/155 → 40/75/110/145
Dr. Mundo
Maximum Dosage
- Initial heal: Heals 20% of his missing health → Increases his base health by 15/20/25% of missing health.
Galio
Base stats
- Health per level: 125 → 135
- Health at level 15: 2320 → 2460
Shield of Durand
- Movement Speed reduction when charged : 25% → 15%
Jax
Base stats
- Attack Damage: 58 → 64
Passive: Relentless Assault
- No longer effective on monsters
- Now max 5 stacks, 1 stack per hit, no doubling on minions/champs
- Per stack: 2.5/4.5/6.5/8.5% → 5~19%
Leap Strike
- Base damage: 60/115/170/225 → 70/125/180/235
Empower
- Base damage: 45/90/135/180 → 55/100/145/190
Counter Strike
- Cooldown: 14/12/10/8 seconds → 12.5/11/9.5/8 seconds
Jhin
Dancing Grenade
- Damage Amp from bouncing: 35% → 44%
Deadly Flourish
- Root duration: 1.25/1.5/1.75/2 seconds → 1.5/1.75/2/2.25 seconds
Karma
Inner Flame
- Mana cost: 50 → 60
Inspire
- Base shield: 60/100/140/180 → 60/90/120/150
- Mantra base Enhanced Shield: 150/210/270/330 → 120/180/240/300
Leona
Zenith Blade
- Range: 8 → 8.5
Solar Flare
- Range: 9.5 → 10.5
Lux
Prismatic Barrier
- Second shield value: 75/105/135/165 + 30% Ability Power → 100/140/180/220 + 40% Ability Power
Nautilus
Dredge Line
- Width against units: 1→ 1.3
- Width against wall: 0.4 → 0.2
Titan’s Wrath
- Monster damage ratio: 150%→ 200%
Nasus
Siphoning Strike
- Cooldown: 5.5/5/4.5/4 seconds →7/6/5/4 seconds
Pyke
Base stats
- Attack Damage per level: 1.7 → 2.65
Bone Skewer
- Base damage: 100/165/230/295 → 110/175/240/305
Phantom Undertow
- Base damage: 105/145/185/225 → 110/160/210/260
- Armor penetration ratio for stun duration: 1% → 1.5%
Riven
Base stats
- Base health: 610 → 650
- Health regeneration: 9 → 10.5
Valor
- Shield: 105/145/185/225 → 75/110/145/180
Sett
Haymaker
- Bonus AD ratio: 10% per 100 AD → 15% per 100 AD
Facebreaker
- Cooldown: 14/12.5/11/9.5 seconds → 13/11.5/10/8.5 seconds
Shyvana
Passive: Fury of the Dragonborn
- Large Monster kills, Champion takedowns, and Epic Monster kills grant stacks of Draconic Bloodline. For every 100 stacks of Draconic Bloodline, Shyvana evolves one of her abilities in order from first to last.
- Large Monster kill stacks: 8
- Champion takedown stacks: 12
- Rift Herald/Baron Nashor kill stacks: 12
- Dragon kill stacks: 35
Singed
Base stats
- Base health: 650 → 610
Insanity Potion
- Duration: 25s → 18s
Teemo
Blinding Dart
- Range: 5 → 5.5
Guerilla Warfare
- Channel Time: 1 second → 0.5 seconds
- Cooldown: 22 seconds→ 25 seconds
- Mana Cost: 40 → 60
Noxious Trap
- Explosion Radius: 2.7 → 2.5
- [NEW] Teemo now places a mushroom trap that detonates when an enemy steps on it, dealing 100/175/250 + 30% AP magic damage over time and slowing the target hit by 30%/40%/50% for 3 seconds.
- This ability no longer creates a Poisonous Puddle and the damage over time effect persists on the enemy champion that triggered the mushroom trap, disregarding their position.
Twisted Fate
Base stats
- Attack Damage per level: 3.6 → 2.65
- Attack Damage at level 18: 103 → 90
Wild Cards
- AP ratio: 65% → 70%
Stacked Deck
- Active Attack Speed: 40/50/60/70% → 40/45/50/55%
Varus
Piercing Arrow
- Cooldown: 16/14/12/10 seconds → 15/14/13/12 seconds
Blighted Quiver
- Passive on-hit damage: 8/12/16/20 → 12/16/20/24
- Passive on-hit damage for 6 seconds after using Blighted Quiver: 16/24/32/40 → 24/32/40/48
Veigar
Base stats
- Health per level: 115 → 105
- Health at level 15: 2180 → 2040
- Armor per level: 3.9 → 3.5
- Health at level 15: 90 → 84
Wukong
Warrior Trickster
- Can now move Wukong over walls
Xin Zhao
Three Talon Strike
- Cooldown: 8/7/6/5 seconds → 9/8/7/6 seconds
Champion Ultimate Cooldown Adjustments
Ahri
- Cooldown: 90/75/60 seconds → 75/65/55 seconds
Akali
- Cooldown: 90/70/50 seconds → 85/65/45 seconds
Akshan
- Cooldown: 75/65/55 seconds → 65/60/55 seconds
Alistar
- Cooldown: 90/75/60 seconds → 75/65/55 seconds
Amumu
- Cooldown: 110/95/80 seconds → 95/85/75 seconds
Annie
- Cooldown: 80/70/60 seconds → 70/65/60 seconds
Ashe
- Cooldown: 65/60/55 seconds → 60/55/50 seconds
Aurelion Sol
- Cooldown: 80/65/50 seconds → 70/60/50 seconds
Blitzcrank
- Cooldown: 60/40/20 seconds → 55/35/15 seconds
Brand
- Cooldown: 80/70/60 seconds → 70/65/60 seconds
Braum
- Cooldown: 90/80/70 seconds → 75/70/65 seconds
Caitlyn
- Cooldown: 70/60/50 seconds → 65/55/45 seconds
Camille
- Cooldown: 100/85/70 seconds → 80/70/60 seconds
Darius
- Cooldown: 80/70/60 seconds → 70/65/60 seconds
Diana
- Cooldown: 80/70/60 seconds → 70/65/60 seconds
Dr. Mundo
- Cooldown: 80/70/60 seconds → 70/65/60 seconds
Draven
- Cooldown: 80/70/60 seconds → 70/65/60 seconds
Evelynn
- Cooldown: 120/95/70 seconds → 105/85/65 seconds
Ezreal
- Cooldown: 80/80/80 seconds → 70/70/70 seconds
Fiora
- Cooldown: 80/65/50 seconds → 70/60/50 seconds
Fizz
- Cooldown: 90/75/60 seconds → 85/70/55 seconds
Galio
- Cooldown: 130/115/100 seconds → 110/100/90 seconds
Garen
- Cooldown: 80/70/60 seconds → 70/65/60 seconds
Gragas
- Cooldown: 90/75/60 seconds → 85/70/55 seconds
Graves
- Cooldown: 90/70/50 seconds → 75/60/45 seconds
Irelia
- Cooldown: 80/70/60 seconds → 70/65/60 seconds
Janna
- Cooldown: 100/90/80 seconds → 80/75/70 seconds
Jarvan IV
- Cooldown: 90/80/70 seconds → 75/70/65 seconds
Jax
- Cooldown: 60 seconds → 55 seconds
Jhin
- Cooldown: 95/80/65 seconds → 80/70/60 seconds
Jinx
- Cooldown: 60/50/40 seconds → 50/45/40 seconds
Kai’Sa
- Cooldown: 100/80/60 seconds → 80/70/60 seconds
Karma
- Cooldown: 80/70/60 seconds → 70/65/60 seconds
Katarina
- Cooldown: 65/55/45 seconds → 60/50/40 seconds
Kayle
- Cooldown: 120/100/80 seconds → 95/80/65 seconds
Kennen
- Cooldown: 100/90/80 seconds → 80/75/70 seconds
Kha’Zix
- Cooldown: 80/65/50 seconds → 70/60/50 seconds
Lee Sin
- Cooldown: 80/65/50 seconds → 70/60/50 seconds
Leona
- Cooldown: 60/50/40 seconds → 55/45/35 seconds
Lucian
- Cooldown: 80/70/60 seconds → 70/65/60 seconds
Lulu
- Cooldown: 80/70/55 seconds → 70/65/45 seconds
Lux
- Cooldown: 60/50/40 seconds → 55/45/40 seconds
Malphite
- Cooldown: 85/75/65 seconds → 75/70/65 seconds
Master Yi
- Cooldown: 80/70/60 seconds → 70/65/60 seconds
Miss Fortune
- Cooldown: 80/70/60 seconds → 70/65/60 seconds
Morgana
- Cooldown: 90/75/60 seconds → 75/65/55 seconds
Nami
- Cooldown: 90/80/70 seconds → 75/70/65 seconds
Nasus
- Cooldown: 90/80/70 seconds → 75/70/65 seconds
Nautilus
- Cooldown: 80/65/50 seconds → 70/60/50 seconds
Nunu & Willump
- Cooldown: 90/80/70 seconds → 75/70/65 seconds
Olaf
- Cooldown: 65/60/55 seconds → 60/55/50 seconds
Orianna
- Cooldown: 85/70/55 seconds → 75/65/55 seconds
Pantheon
- Cooldown: 110/95/80 seconds → 95/85/75 seconds
Pyke
- Cooldown: 100/80/60 seconds → 80/70/60 seconds
Rakan
- Cooldown: 85/75/65 seconds → 80/70/60 seconds
Rammus
- Cooldown: 110/90/70 seconds → 95/80/65 seconds
Renekton
- Cooldown: 90/90/90 seconds → 75/75/75 seconds
Rengar
- Cooldown: 100/80/60 seconds → 90/75/60 seconds
Riven
- Cooldown: 90/70/50 seconds → 75/60/45 seconds
Senna
- Cooldown: 105/95/85 seconds → 85/80/75 seconds
Seraphine
- Cooldown: 120/100/80 seconds → 105/90/75 seconds
Sett
- Cooldown: 80/70/60 seconds → 70/65/60 seconds
Shen
- Cooldown: 130/115/100 seconds → 110/100/90 seconds
Singed
- Cooldown: 80/70/60 seconds → 70/65/60 seconds
Sion
- Cooldown: 110/85/60 seconds → 90/70/50 seconds
Sona
- Cooldown: 100/80/60 seconds → 80/70/60 seconds
Soraka
- Cooldown: 100/90/80 seconds → 85/80/75 seconds
Thresh
- Cooldown: 110/95/80 seconds → 85/80/75 seconds
Tristana
- Cooldown: 80/70/60 seconds → 70/65/60 seconds
Tryndamere
- Cooldown: 100/85/70 seconds → 90/80/70 seconds
Twisted Fate
- Cooldown: 130/110/90 seconds → 110/95/80 seconds
Varus
- Cooldown: 70/60/50 seconds → 65/55/45 seconds
Vayne
- Cooldown: 75/65/55 seconds → 65/60/55 seconds
Veigar
- Cooldown: 80/70/60 seconds → 70/65/60 seconds
Vi
- Cooldown: 95/75/55 seconds → 80/65/50 seconds
Wukong
- Cooldown: 100/85/70 seconds → 80/70/60 seconds
Xayah
- Cooldown: 95/85/75 seconds → 80/70/60 seconds
Xin Zhao
- Cooldown: 100/85/70 seconds→ 80/70/60 seconds
Yasuo
- Cooldown: 60/45/30 seconds → 50/40/30 seconds
Yuumi
- Cooldown: 90/75/60 seconds → 75/65/55 seconds
Zed
- Cooldown: 90/70/50 seconds → 85/65/45 seconds
Ziggs
- Cooldown: 95/80/65 seconds → 85/75/65 seconds
Ultimate Duration Adjustments
Nasus
Fury of the Sands
- Duration: 15 seconds → 12 seconds
Renekton
Dominus
- Duration: 15 seconds → 12 seconds
Rengar
Thrill of the Hunt
- Duration: 12/16/20 seconds → 12/14/16 seconds
Riven
Blade of the Exile
- Duration: 15 seconds → 12 seconds
Items
New Enchantment: Magnetron Enchant
- Target a nearby ally champion within 5 range to dash to them, then taunt the closest enemy champion within 2 range for 1 second. (90 second cooldown)
- This effect can only taunt one enemy per activation.
- This taunt only affects champions.
- The taunt duration is reduced to .5s if the affected enemy champion has been taunted by the Magnetron Enchant in the last 10 seconds.
- Total cost: 800g
New Enchantment: Repulsor Enchant
- Knock back enemies within 3.5 range to 3.5 range away from the caster. (60 second cooldown)
- Yasuo is not allowed to use his ultimate off of Repulsor.
- Total cost: 500g
New Enchantment: Veil Enchant
- Grant a nearby targeted ally a spell shield for 3 seconds that blocks the next enemy ability. (45 second cooldown)
- Cannot be cast on yourself.
- Total Cost: 500g
Boots of Swiftness → Boots of Furor
- Footwear movement speed :: Reduced from 50 → 40
- [REMOVED] Sleek: Movement speed slows are reduced by 30%
- [NEW] Rage: When you attack a target, you gain 30 movement speed for 2 seconds.
- Does not stack with the Rage passive from Phage or its various upgrades.
Fimbulwinter
- Shield ranged modifier: Reduced from 70% → 50%
Gargoyle Enchant
- [REMOVED] All current functionality
- [NEW] Gain a shield that absorbs 30% of your maximum health that decays over 4 seconds. The shield value increases by 100% if there are three or more nearby enemies. Deal 40% less damage for 3 seconds. (60 second cooldown)
Hextech Protobelt Enchantment
- Cost: 500g → 800g
Hullbreaker
- Bonus Armor and Magic Resistance gained by the item owner: 10 − 50 (based on level) → 10 − 50 (5-25 if ranged)
- Bonus Armor and Magic Resistance gained by allied minions: 50 − 170 (based on level) → 50 − 170 (25-85 if ranged)
Quicksilver Enchant
- [REMOVED] All current functionality
- [NEW] Grants immunity to crowd control effects for 0.5s.
- [NEW] Grants 30% Tenacity and 30% Slow Resistance for 1.5s.
- [NOTE] This enchant can still be used while under the effects of non-knockup crowd control
Shadows Enchant
- Removed
Statis Enchant
- Total Cost: 800g → 1000g
Runes
Keystone: Conqueror
- Total Stacks: Increased from 5 → 6
- Maximum attack damage (Adaptive): Increased from 10-30 →12-36
- Maximum magic damage (Adaptive): Increased from 15-45 → 18-54
- [REMOVED] When fully stacked, deal 10% (melee) | 7% (ranged) bonus Adaptive Damage to champions.
- [NEW] While fully stacked, gain 8% (melee) | 5% (ranged) Physical Vamp and Magic Vamp
Keystone: Fleet Footwork
- Healing mod against minions → Healing mod against minions and monsters
- 60% for melee, 20% for ranged (same)
Keystone: Grasp of the Undying
- Damage: 3% Maximum health → 3% Maximum health + 20% Attack Damage +10% Ability Power
- Range mod: 50% efficiency → 40% efficiency
Keystone: Kraken Slayer
- On-attack effect → On-hit effect
- This means that skills that apply the effects of attacks, such as Ezreal’s Mystic Shot or Fiora’s Lunge, can now stack and apply Kraken Slayer.
- Base damage: 28-70 → 28-84
Domination: Brutal
- [REMOVED] Gain 7 bonus Attack Damage or 14 Ability Power (Adaptive).
- [NEW] Basic attacks deal 7-14 bonus physical/magic damage on-hit against champions (Adaptive).
Jungle changes
Smite & Jungle Camp adjustments
Smite
- Burn damage: 30 per 5 seconds → 50 per 5 seconds
Gromp
- Base health: 2200 → 2000
- Health per level: 80 → 100
Red Brambleback
- Base health: 2700 → 2500
- Health per level: 120 → 140
Blue Sentinel
- Base health: 2700 → 2500
- Health per level: 120 → 140
Systems
Turret Plating System
Early Game Stats Bonus
- From 0 to 4 min, Mid and Baron Lane Turrets gain 90 Armor and Magic resist → from 0 to 3 min, Mid and Baron Lane Turrets gain 50 Armor and Magic resist
- From 0 to 4 min, Dragon Lane Turret gain 40 Armor and Magic resist for 4 minutes after game start → Removed
Turret Plating
- All turrets have plating → Only outer turrets have plating
- Turret Plating Duration: Permanent → From 0 to 6:30 min
- Plating number: 3 plating equally distributed per turret → 5 plating equally distributed per turret
- Plating Gold (Local):
- Outer Turret: 150 per plating → 150 per plating
- Inner Turret: 125 per plating → 0
- Inhibit Turret: 150 per plating → 0
- Turret Destruction Gold:
- Global Gold: 75 (Unchanged)
- Local Gold:
- Outer Turret: 175 → 200
- Inner Turret: 150 → 350
- Inhibitor Turret: 175 → 200
- Plating Defense:
- The outer turrets gain bonus armor/magic resist based on health status. When the health is no more than 100/80/60/40/20%, respectively the turret will gain 40/80/160/240 Armor/Magic resist
Early Game Siege Protection
- Turrets gain additional bonuses for multiple enemy champions near it within 3 minutes of game start → within 6:30 minutes of game start
- 2 champions: 10 Armor and Magic resist → 10 Armor and Magic resist
- 3 champions: 250 Armor and Magic resist → 50 Armor and Magic resist
- 4 champions: 300 Armor and Magic resist → 150 Armor and Magic resist
- 5 champions: 350 Armor and Magic resist → 250 Armor and Magic resist
Trinket and Wards
- Using a trinket will cause all different wards placed by the trinkets to despawn
- Example: using yellow or red despawns pink, using pink or red despawns yellow
Enchantment Switch System
While you have a boot enchant, you may purchase another enchant directly from the shop rather than needing to sell your entire boots slot.
- Example: If you have Mercury’s Stoneplate, you can directly swap this for Mercury’s Glory by purchasing the Glorious Enchant in the shop.
- Gold Cost: The cost of “swapping” = (the cost to buy the same new boot and new enchantment) – (the gain of selling your current boots + enchantment)
- The shop will calculate this value for the player, and display the cost of swapping.
- Cooldown when Swapping Enchantment
- After swapping, the new Enchantment will be placed in a cooldown state, where cooldown = 20% of the enchantment’s max cooldown vs. 100% of the enchantment’s current cooldown (if player has used it before and still on cooldown), taking the greater value of the 2