Wild Rift Patch 2.5 Full Notes and Updates
The much-awaited League of Legends: Wild Rift patch 2.5 full notes and updates have finally been revealed by Riot Games. This new patch cycle delivers a ton of new features and content in the game such as new champions, a matchmaking update, and upcoming major events for players to look forward to. The Guild system has also been added in this patch update. This new social featurette allows players to create their own small community and compete against other Guilds in the game for generous rewards. A new set of Wild Pass rewards have also arrived featuring Hexplorer Tristana as the exclusive skin reward. More information about the Wild Rift patch 2.5 full notes and updates can be found below.
Wild Rift Patch 2.5:New Content
New Champion - Veigar, the Tiny Master of Evil
An enthusiastic yordle sorcerer, Veigar has embraced powers that few others dare even approach. This new mage champion grows in power for each enemy takedown, making him a force to be reckoned with during the late game.
Veigar will be released on 15th October at 00:01 UTC.
New Wild Pass Season 3
The third season of the Wild Pass will feature even more rewards than its previous versions.
Upgraded the Wild Pass UI to make it easier to see which rewards you’ll earn next.
With the free version of the Wild Pass, players will earn a reward at every level up to 50.
Purchasing a Basic or Elite Pass gives you access to seasonal missions to help power up your progress, and more content beyond level 50. These seasonal missions were previously only accessible to Elite Pass players, so Elite Pass players will now gain the Wild Pass Boost, which grants more XP for each mission and sets you on the fast track to maxing out your rewards.
Added profile borders as a brand new reward type.
Earn Hexplorer Tristana for reaching Level 50 on the Premium or Elite Pass.
New Feature - Guild System
The new social feature, Guilds have been added to the game.
How to create or join Guild in Wild Rift
Guilds are available from account level 9 onwards
Creating a Guild costs 200 Wild Cores or 400 Poro Coins. They are adding a small cost here because they want to encourage players to create and join Guilds for the long term
Use the Guild Finder to search for a Guild based on shared interests, skill level, or language
As a Guild Leader, select a name, icon, tag, labels, and description to show off what your Guild is all about
When part of a Guild, you’ll obtain a Guild Plate: your Guild’s name and icon appears in several places in Wild Rift, including your profile banner, lobby, leaderboards, and more
Guild leveling and rewards
Playing with your Guild awards Guild Points, leveling up the entire Guild with more customization options, an increased member cap, and more benefits
Playing with Guildmates awards the Poro Blessing: a small bonus to Blue Motes and account XP (the more Guildmates you play with, the higher the bonus)
Guild vs Guild (GvG)
The new system will also feature a seasonal competitive mode.
A weekly competition between two Guilds selected to go head to head
Earn Supplies for your Guild by completing community missions—some attainable solo, many missions will require you to team up with Guildmates
The highest Supplies total at the end wins that week of GvG
Each week, all Guilds are assigned one of two champions in that week’s matchup
Guilds will take the side of one of Runeterra’s champs to fight for their cause, with unique dialog in-game
The first GvG season is set in Piltover and Zaun!
A Guild’s first matchup will be a Battle Exercise against a bot Guild as a practice run
Missions are completed cumulatively throughout the week by the entire Guild
Each mission has multiple milestones; the more milestones completed, the more Supplies the Guild earns
Completing missions also reward Guild Points to level up your Guild
Armed and Unarmed
At the start of each week, all Guild members will be assigned one of two states: Armed or Unarmed
The more Armed players in the Guild at the end of the week, the higher your Champion Favor, which multiplies your Supplies total
Only the Guild with the higher Champion Favor avails of the boost
To max out your final score, aim to have as many of your Guild members Armed if possible
Unarmed players do not receive Trophy Points from missions, but “bank” their Trophy Points for when they become Armed
Unarmed players can become Armed by playing with another Armed Guildmate
Armed players receive bonus rewards for playing with Unarmed players
Late in the week of GvG, the currently-losing team will be offered a chance to Sabotage their opponents
Sabotaging is a last-ditch effort to reduce your opponents’ final Supplies total
Only premade groups of five Guildmates can contribute to a Sabotage, which requires winning games as five-person groups in a 24-hour period
The winning team is then able to defend the Sabotage with their own premade-as-five wins over the following 24 hours
The final Supplies total takes into account the Guild’s completed missions (including individual contributions), Champion Favor (the Guild with the higher Armed rate), and Sabotage totals (reducing opponents’ Supplies)
The Guild with the highest total Supplies wins that week of GvG!
By participating, winning, and completing objectives, earn unique rewards exclusive to Guilds
Trophy Points are awarded to level up seasonal GvG progress
Earning Supplies and/or winning in Guild vs Guild improves a Guild’s rank on the leaderboards, and upgrades the Guild Plate
Releasing 15th October at 00:01 UTC:
Superb Villain Veigar
Releasing 20th October at 00:01 UTC:
Eternal Dragon Brand
Fae Dragon Ashe
Lagoon Dragon Kai’Sa
Storm Dragon Aurelion Sol
Zephyr Dragon Master Yi
Baubles: Third Place, Not Your Best Work, Drink’s On You, Goodbye My Sweet (Strawberry), Goodbye My Sweet (Vanilla), Goodbye My Sweet (Fudge), Goodbye My Sweet (Mint), Shiny Scaled Egg, Remnant of the Dragon
Icons: Protection of the Fae; Courage of the Lagoon, Will of the Eternal, Poise of the Zephyr, Tenacity of the Storm, Troves of the Dragon's Treasure, Malicious but Mini, Drawn to Greatness, Poro-splosion!, Lazy Times and Good Vibes, Jumping For Joy, Target Locked
Emotes: O Hai!, Evil Genius, Unmatched; Heads Up!, No Monkey Business; World Championship Poro, Poro, Comin’ On Up!, I’m Watching You, Flamin’ Taunts, Yes to Success, Focused and Prepared, Away, Worm!, Think, Fam… Think!, Behold, My Grand Finale, Another Day, Another Explosion
Icon Borders: The Dragon’s Eye, Right On Target
Recalls: Path Upon The Clouds, BOOM
Player Emblems: Valor In Arms (Cobalt), Valor In Arms (Plum), Valor In Arms (Malachite), Valor In Arms (Viridian)
Rift Emblems: Rooted Victory, Smouldering Ashes, We Got This (Navy), We Got This (Indigo), We Got This (Bold), We Got This (Scarlet)
Spawn Tags: The Fae, The Eternal, The Storm, The Zephyr, The Lagoon
Profile Borders: Tristana Display Case
To address some key matchmaking issues, several upgrades will roll out over the coming weeks of Patch 2.5:
A new matchmaking algorithm which causes the system to focus more on MMR (matchmaking rating: a number behind the scenes that determines how well we think you will play in your next game) than rank. This change will make matches much fairer overall, but you may see wider rank discrepancies in game. This will be rolled out gradually throughout Patch 2.5.
To address the rank discrepancies above, we’ve added a Rank Competence Tag to the loading screen—when a player’s MMR is significantly higher than their rank, you’ll see this in the loading screen to have more confidence you’re being put into the same game as similarly-skilled players.
We’re introducing a backend system that adjusts the way we create matches in real-time. It’s a bit complex, so bear with us:
In patch 2.4 and before, the matchmaker only let players match if their MMR and rank were within a certain distance of each other. That distance started small, and then grew a set amount every second, which happened over a 2 minute period. After that, the allowed Rank and MMR gap had fully expanded, and the system stayed in this “expanded” state for the next 18 minutes for a total of 20 possible searching minutes. At that point the search timed out and needed to be restarted. Note: this meant it was always faster to keep waiting than it was to restart your search within that 20 minutes, because every time you restarted your search, you’d have to re-expand over 2 minutes.
In patch 2.5, the matchmaker starts out with the expansion set to be as big or small as needed using real time data on the players in the matchmaking pool. This new system aims to guarantee every player finds a match within a reasonable amount of time, and well within the 20-minute timeout period. We are hoping to get it closer to 3-5 minutes at maximum. Overall, this means you’ll find fairer matches at a faster rate.
Ranked gains, particularly in high-rank games, should now be more consistent. This change also fixes an issue where players could “catapult” from Master to Challenger by manipulating VP gains.
Added a new feature to make it easier to stream directly to Twitch. Use the button in the “Settings > Other” menu to head directly to the Twitch app and start broadcasting with the in-game overlay.
Before you get into a match, order your preferred positions (solo, jungle, mid, duo, support) from most to least preferred. From there, matchmaking will prioritize one of your top positions most of the time. It’s still possible to get any position, but you’ll have more control over your preferences, even if you don’t get your top choice.
Unranked PvP matches will remain simultaneous blind pick, and will not feature champion bans.
This event will kick off on 15th October at 00:01 UTC and will allow players to unlock the new champion Veigar for free.
Way of the Dragonmancers
This event will kick off on 20th October at 00:01 UTC and is themed around the Dragonmancers skin line. More details will be revealed at a later date.
Wild Rift Patch 2.5: Champion Changes
A slight nerf to keep her from overperforming in matches.
Base Health: 570 HP → 530 HP
Mana per level: 57 → 49
Orb of Deception
Base Damage (Both Magic and True): 40/75/110/145 → 35/70/105/140
A slight improvement to his swing angle and a quality-of-life changes to make him feel much easier to maneuver.
Akshan will now slide along the wall if he hits it at an obtuse (<90°) angle mid-swing.
Now has an indicator that displays enemies within the kill threshold
[BUGFIX] Tooltip now accurately states that shots execute minions
A slight nerf to her early game power in exchange for stronger late-game capabilities.
Cooldown: 12/12/12/12s → 14/13/12/11s
Shield amount: 60/110/160/210 + 60% AP → 50/110/170/230 + 40% AP
Effect radius: 275 → 225
Base damage: Reduced from 150/275/400 → 140/250/360
Tibbers flame aura effect radius: 200 → 300
Tibbers flame aura damage: 20/30/40 + 10% AP every 1 second → 24/40/56 + 12% AP every 1 second
Frequency: Increased from 1 tick per second → 4 ticks per second
Tibbers' Enrage Attack Speed: Decays over 3 seconds → No longer decays
A slight boost to Ashe’s passive to help her keep up with the meta.
Slow amount: 15 to 25% by level → 20 to 30% by level
Critical slow amount: 30 to 50% by level → 40 to 60% by level
A slight nerf to his base armor to open up more chances of counterplay.
Base Armor: 35 → 30
Bonus movement speed: 40% → 30%
A slight adjustment to her Hookshot ability to make her jungle roaming riskier.
Grants Attack Speed and stops on hitting an enemy champion or large monster → Grants Attack Speed and stops on hitting an enemy champion
A slight adjustment to Diana to make her a reliable jungler.
[NEW] Now deals 110% damage to monsters
His ultimate skill’s hitbox received a slight adjustment.
Chum the Waters
Hitbox adjusted to better match visual
A slight nerf to his capabilities of being a flexible tank-mage champion.
Shield of Durand
Base Damage: 40/80/120/160 → 40/70/100/130
Similar to Galio, Gragas has been quite too powerful and flexible. A slight nerf to his ultimate skill should keep him from overperforming.
Cooldown: 80/70/60s → 90/75/60s
Base damage: 200/300/400 → 150/275/400
A slight adjustment to his ability to dash with his flag.
[NEW] Sped up dash startup time when using (1) Dragon Strike to dash to (3) Demacian Standard
A slight improvement to his capability to root opponents and prevent them from escaping has been implemented.
Root duration: 1/1.25/1.5/1.75s → 1.25/1.5/1.75/2s
A slight buff should improve his laning phase for both competitive and casual matches.
Base Attack Damage: 52 → 58
Bonus movement speed: 100% → 110%
A slight nerf to prevent Lee Sin from overperforming in matches.
Iron Will: Empowers next attack to deal an additional 50/75/100/125 + 80% AP magic damage and gain 35/50/65/80% physical and magic vamp
→ Empowers next two attacks to deal an additional 26/39/52/65 + 40% AP magic damage and gain 16/24/32/40% physical and magic vamp
Her ultimate skill’s scaling will be buffed to help her keep up with other mages in the game.
AP ratio: 0.75 → 0.85
Nunu and Willump
A slight nerf to his survivability and jungle clearing speed.
Armor per level: 3.9 → 3.5
Base healing: 60/100/140/180 → 60/95/130/165
Heal Bonus HP ratio: 9% → 8%
A slight buff to his ultimate skill to help his map presence remain consistent.
Cooldown: 120/105/90s → 110/95/80s
Her early game dominance proves too overwhelming. A slight nerf to her defensive capabilities and early game power has been implemented.
Base damage: 20/45/70/95 → 15/40/65/90
Cooldown: 9/8/7/6s → 10/9/8/7s
A slight quality-of-life improvement has been added for her.
[NEW] Seraphine starts the game with max Echo stacks
A slight buff to keep her from falling behind when struggling.
Fury of the Dragonborn
Bonus damage against Elemental Drakes and Elder Dragons: 20% → 25%
Base Magic Damage: 25/40/55/70 per second → 30/45/60/75 per second
A slight upgrade for her crowd control capability as a utility type support.
Root duration: 1/1.25/1.5/1.75s → 1.25/1.5/1.75/2s
To prevent her from underperforming in matches, Tristana receives a buff on her offensive capabilities.
Cooldown: 19/18/17/16s → 18/17/16/15s
Cooldown: 16/15/14/13s → 15/14/13/12s
As a champion that never seems to fit in the meta, Tryndamere will get a massive balance update on his abilities to hopefully make him viable in both casual and competitive play.
Base Attack Damage: 64 → 52
AD per level: 4.55 → 5.5
Starting bonus attack speed: 20% → 10%
Crit Rate gained from Fury: 1.6% to 3% (based on level) and doubled at 100 Fury → 3.2% to 5% per point of Fury (based on level—caps out at Level 10)
Fury gained from unit kills with attacks: 10 → 15
[NEW] Attacking a champion grants 50/55/65/75% (scaling with ultimate rank) attack speed for 5 seconds (6-second cooldown after attack speed runs out)
Heal amount per point of Fury: Increased from 0.5/1.1/1.7/2.3 HP → 0.7/1.3/1.9/2.5 HP
Slow amount: 30/40/50/60% → 20/30/40/50%
[NEW] Passive: Increases Battle Fury’s bonus Attack Speed to 55/65/75% based on Ability Rank
A slight nerf to his jungle clearing capabilities.
Stacks on enemy champions or large monsters → Stacks on enemy champions or epic monsters
A slight adjustment to his early to mid-game power has been implemented to keep him from overperforming.
Base damage: 20/30/40/50/60/70/80/90/100/110/120/130/140/150/160 → 20/25/30/35/43/51/59/67/79/91/103/115/130/145/160
Wild Rift Patch 2.5: ARAM Changes
Scryer’s Blooms now appear on the Howling Abyss to scout enemies and units in the lane bushes!
Due to the above change, cannon minions no longer grant true sight of invisible units and traps. For Wild Rift, we felt cannon minion vision was suboptimal overall, so the new vision system means you can use the Scryer’s Blooms to scout out traps, instead of escorting a cannon minion all the way up the lane.
Wild Rift Patch 2.5: Gameplay Changes
To prevent miscasts, abilities that buff allies can no longer target clones. These include:
Annie: (3) Molten Shield
Soraka: (2) Astral Infusion
Janna: (3) Eye of the Storm
Lulu: (3) Help, Pix!
Support Role Passive Buff: Graceful Charity
Bonus passive gold starting time: 5:00 → 4:00
Bonus gold per second: 1G → 2G
Summoner Spell: Flash
We’re making Flash interact more consistently with non-ultimate ‘skillshot’ dash abilities (dashes that don’t home in on a target). In Patch 2.5, Flash will cancel many dash abilities but still activate or bring their effects to the flashed location (e.g. Flashing during Riven’s third cast of Broken Wings will apply the knockup at the new location).
Some dash abilities do not allow Flash to be cast in the middle of their animation and these will remain unchanged.
Flashing during a ‘skillshot’ dash completely cancels the ability and its effects → Flashing during a ‘skillshot’ dash applies the dash’s damage or effects at the flashed location
Tier 3 Items
We’re removing the ability for players to purchase multiple copies of the same Tier 3 item. To be clear, this is not a common way for most players to play the game, but it can be a trap that new players can fall into since item passives with the same name do not stack.
Players can purchase multiple copies of the same Tier 3 item → They cannot do that
We’re updating the Energized items to better reward players for investing in it by allowing Energized damage to stack.
Kircheis Shard, Rapid Firecannon, Stormrazor
Energized Attack’s bonus magic damage now stacks with other Energized item passives
Energized Attack’s bonus magic damage now stacks with other Energized item passives
Clarified that Statikk Shiv’s individual portion of an Energized attack’s bonus magic damage can critically strike
Generally when players use the Protobelt active effect in the middle of a dash ability, the objective is to extend their engage or disengage range. In previous patches, Protobelt’s active interrupts the current dash, so we’re adjusting it to buffer until the end of the dash animation. This change will make it easier to combine Protobelt’s active with other abilities for combos without requiring pixel-perfect timing on each button press.
Using Protobelt Enchant during a dash will now queue the effect to occur after the dash finishes
[NEW] Having Smite equipped grants 20% extra gold from monsters
Minion Gold/XP penalty: -20% → -25%
In conjunction with Smite’s changes, we’re tuning jungle monster gold to make sure junglers remain roughly equal in power to other positions. Respawn rates are also being tuned as we felt that the camps themselves were respawning too quickly, leading to too many conflicted situations where a jungler had to choose between power farming or ganking.
Small/Large monster respawn time: 90s → 105s
Greater Murk Wolf bounty: 100G → 90G
Ancient Krug bounty: 80G → 60G
Large Raptor bounty: 70G → 60G
Small Raptor bounty: 30G → 25G
Gromp bounty: 140G → 130G
Rift Herald bounty: 300G → 250G
Rift Scuttler bounty: 120G → 100G
Red Brambleback bounty: 140G → 130G
Evolved Red Brambleback bounty: 220G → 180G
Blue Sentinel bounty: 140G → 130G
Evolved Blue Sentinel bounty: 220G → 180G
Baron Buff has felt strong in its ability to completely choke out a game. At the same time, it was also spawning quite early into the game and often avoided since teams are often unwilling to take the risk. We see an opportunity here to match up its spawn time closer with the average game flow by pushing back the spawn and reducing its power to increase comeback potential.
Initial spawn time: 10 mins → 13 mins
Baron-empowered minions bonus damage: 40% → 20%
As Baron’s initial spawn time is increasing, we also saw a good opportunity to introduce more strategic interest in Rift Herald by allowing her to respawn if she’s taken early enough in the game—taking all suggestions for Shelly’s friend’s name.
[NEW] Rift Herald can now respawn once after 4 minutes
Rift Herald default despawn time: 9:00 → 12:00
Rift Herald charge damage to structures: 200% AD + 20% HP → 1500 + summoning champion’s level × 50
Rift Herald self damage on charge: 100% AD + 10% HP → 70% current HP
Communication and Social
Ping, chat, and emotes now all share the same spamming cooldown
Increased the activation area for the emote wheel
Revival effects and Zhonya’s Enchant now have a countdown bar only visible to allies
The in-game text chat has been slightly widened
Added the ability for players to share a unique URL to invite friends to join Wild Rift and add them as a friend in game
For melee champions, tapping the attack button has increased sensitivity to choosing enemy champions outside of your melee attack’s range. This change will mean that melee champions will need to rely on the minion button more often to farm in the lane. We’ll be keeping an eye on your feedback around this change and will offer a setting if enough players feel like it is hard to adapt, but we expect this tuning to resolve more issues than it creates as it will make it way less likely for a melee champion to randomly attack a passerby minion while chasing down an enemy.
While the ‘Dash in Move Direction’ setting is on, tap casting a dashing ability without a move stick input now dashes at targets instead of the direction that the player’s champion is facing.
We’ve done some general tuning to make accidental drags when furiously tapping the attack button less likely to occur.
We’ve increased the maximum size of an ability button to help players drag-aim on longer range abilities and have a wider range of tuning for drag sensitivity.
Added touch feedback for store and other areas for Android and iOS.
Added a yellow dot for the Store, which will now appear whenever new content is available
Players are now granted a one-time opportunity to select from 1 of 5 skins after they purchase Wild Cores (of any amount) for the first time after Patch 2.5
Upgraded the visuals of the social share screens
Thresh’s model and splash have been updated to more closely match his visuals in Thresh Unbound: A Night at the Inn
Optimised patches on Android to reduce the size of downloads after updating to a new version
Updated flow for new players, with specific new-player-related missions
Made adjustments to the second tutorial, adding Target Lock and info about jungling so new players learn more about Wild Rift earlier in their first few games
Free-to-Play champion rotation
Oct 14 - Oct 20: Ahri, Draven, Jarvan IV, Renekton, Rengar, Riven, Senna, Sona, Xayah, Yasuo
Oct 21 - Oct 27: Camille, Kha’Zix, Lee Sin, Lucian, Nami, Orianna, Singed, Thresh, Vayne, Ziggs
There is a ton of new content for Wild Rift Patch 2.5. Fans will be busy with this patch cycle thanks to all the exciting new content to explore in the game.