Patch 3.4 will update the gameplay experience by changing and introducing new items and enchants to Wild Rift. Here's a look at everything you can expect to see in the new patch.
Patch 3.4, otherwise known as Power Spike '22, is a massive update that will introduce several new features and changes to Wild Rift. We've already seen the likes of Gwen, Yone, Warwick, and Vex revealed as new champions that will be joining the currently 40-strong roster. Additionally, we've seen Riot scrap certain tiers in the Wild Pass to introduce a new item shop - the Wild Pass Emporium.
But besides all that, Riot will also be reworking certain items and enchants to level the playing field and ensure a more balanced gameplay experience for all Wild Rift players. They will also improve both the offensive and defensive capabilities offered to players by introducing new items and enchants.
Wild Rift Patch 3.4 - New Carry Items
Four new items will be introduced to Wild Rift in patch 3.4: Riftmaker, Imperial Mandate, Cosmic Drive, and Serpent's Fang. They'll be especially useful for champions who want an extra kick to their AP output.
Here's a look at all four of them:
Riftmaker
Riot felt that Hextech Gunblade is a rather situational item, so they've decided to introduce another AP boost item. In comes Riftmaker, a new item that will introduce a new way for AP fighters and AP mages to access vamp and bonuses for sustained battles.
These are the details about the Riftmaker:
- Total combination cost: 3,200 gold (combination of Haunting Guise, Fiendish Codex, and 1,100 gold)
- Ability Power: 70
- Health: 150
- Ability Haste: 15
- Omnivamp: 15%
- Unique passive - Void Corruption: For each second in combat with champions, deal 3% bonus damage, stacking up to three times for a maximum of 9%. While this effect is fully stacked, convert 100% of the bonus damage into true damage
Imperial Mandate
Imperial Mandate is a brand new Wild Rift mechanic that will reward mages and enchanters for interacting with their opponents. Riot will be looking to enable more aggressive play out of both mages and enchanters in the support position with this item.
These are the details about the Imperial Mandate:
- Total combination cost: 2,500 gold (combination of Kindlegem, Fiendish Codex, and 500 gold)
- Ability Power: 40
- Ability Haste: 20
- Health: 200
- Unique passive - Coordinated Fire: Abilities that slow or immobilize a champion deal 47 - 75 (based on level) bonus magic damage and marks them for 4 seconds (6s cooldown per champion). Ally champion damage detonates the mark, dealing an additional 94 - 150 (based on ally level) magic damage and granting you both 20% Move speed for 2 seconds
Cosmic Drive
Cosmic Drive is an Ability Haste AP item that has the potential to compete with AP damage items like Rabedon's Deathcap. Riot argues that Wild Rift's AP system has been lacking a strong option for picking up Ability Haste outside of early mana itemization, so the addition of Cosmic Drive will hopefully resolve this.
These are details about the Cosmic Drive:
- Total combination cost: 2,900 gold (combination of Aether Wisp, Fiendish Codex, and 950 gold)
- Ability Power: 70
- Haste: 30
- Movement speed: 5%
- Unique passive - Spellweaver: Damaging active abilities and empowered attacks on an enemy champion grant (30 + 70% Haste) movement speed decaying over two seconds. Subsequent triggers of Spellweaver from different sources refresh the buff duration and reset the movement speed value to the maximum. Each source has a one-second cooldown. Only Haste from items contributes to Spellweaver’s movement speed
Serpent's Fang
Serpent's Fang has been an item that the Wild Rift community has long requested. It can counter shields by providing AD assassins with armor penetration.
These are the details about Serpent's Fang:
- Total combination cost: 3,000 gold (combination of Serrated Dirk, Caulfield's Warhammer, and 800 gold)
- Attack damage: 50
- Armor penetration: 12
- Haste: 10
- Unique passive - Shield Reaver: Dealing damage to an enemy champion injects them with venom for 3 seconds, reducing any shields they gain within the duration by (Melee: 50% | Ranged: 35%), and if the target was not already afflicted by the venom, reducing all of their active shields by the same amount
Wild Rift Patch 3.4 - New Supporting Items
Wild Rift will introduce two new starting support items in patch 3.4: Spectral Sickle and Relic Shield. Both items will grant you up to three charges that you can use to apply lane pressure and earn extra Gold if you have an ally nearby.
When you reach 500 Gold, both items will automatically upgrade when you are out of combat. There are up to three different versions of each of these items that they can be upgraded to.
Here's a deeper look at both of the items' abilities:
Spectral Sickle
Spectral Sickle is an adaptive damage quest item that will suit both AD and AP champions. If an ally is nearby, attacking enemy champions and powers with damaging abilities and attacks will consume a charge of up to one per attacker cast. On top of that, you will be granted Gold when you consume a charge.
These are all the details about the Spectral Sickle:
- Cost: 500 gold
- Passive - Versatile: 6 Attack Damage or 12 Ability Power (Adaptive)
- Unique passive - Tribute: While near an allied champion, damaging abilities and attacks against champions or structures grant 30 gold. These effects recharge every 10 seconds (up to 3 charges). Earn 50% less gold from killing minions and monsters, earn 100% bonus gold from nearby minions your allies don’t kill and earn 1 bonus gold per 3 seconds.
- Unique Passive - Quest: Earn 500 gold from this item to upgrade to Harrowing Crescent (this item only upgrades while out of combat).
Harrowing Crescent
Harrowing Crescent is the second version of the Spectral Sickle.
These are the Harrowing Crescent's stats:
- Ability Haste: 5
- Passive - Versatile: 12 Attack Damage or 25 Ability Power (Adaptive)
- Unique passive - Tribute: While near an allied champion, damaging abilities and attacks against champions or structures grant 30 gold. These effects recharge every 10 seconds (max three charges). Earn 50% less gold from killing minions and monsters, earn 100% bonus gold from nearby minions your allies don’t kill and earn one bonus gold per three seconds.
- Unique passive - Quest: Earn 500 gold from this item to upgrade to Black Mist Scythe (this item only upgrades while out of combat).
Black Mist Scythe
The Black Mist Scythe is the third and final version of the Spectral Sickle.
These are the Black Mist Scythe's stats:
- Ability Haste: 10
- Passive - Versatile: 20 Attack Damage or 40 Ability Power (Adaptive)
- Unique passive - Tribute: Earn two gold per three seconds.
- Unique passive - Spellcraft: Kills and assists against enemy champions refresh the total cooldown of your enchantments by 40%.
Relic Shield
Relic Shield is an item that grants bonus health and consumes one of its three charges for every minion below half health that you execute. Executing minions will grant Gold to you and your nearby ally.
These are all the details about the Relic Shield:
- Cost: 500 gold
- Health: 100
- Unique passive - Spoils of War: While near an allied champion, attacks consume a charge to execute minions below 50% (30%, if ranged) of their max health. Killing minion grants you 125% of the kill gold, grants the nearest allied champion 100% of the kill gold, and heals you for anything between 15 - 65 health. 50% of the minion gold you earn this way is applied to your Quest. These effects recharge every 20 seconds (max 3 charges). Earn 50% less gold from killing minions and monsters, earn 100% bonus gold from nearby minions your allies don’t kill and earn 1 bonus gold per 3 seconds.
- Unique passive - Quest: Earn 500 gold from this item to upgrade to Targon’s Buckler (this item only upgrades while out of combat).
Targon's Buckler
Targon's Buckler is the second version of Relic Shield.
These are the Targon's Buckler's stats:
- Health: 150
- Ability Haste: 5
- Unique passive - Spoils of War: While near an allied champion, attacks consume a charge to execute minions below 50% (30% if ranged) of their max health. Killing a minion grants yourself 125% of the kill gold, grants the nearest allied champion 100% of the kill gold, and heals you for 15 - 65. 50% of the minion gold you earn this way is applied to your Quest. These effects recharge every 20 seconds (max 3 charges). Earn 50% less gold from killing minions and monsters, earn 100% bonus gold from nearby minions your allies don’t kill and earn 1 bonus gold per 3 seconds.
- Unique passive - Quest: Earn 500 gold from this item to upgrade to Bulwark of the Mountain (this item only upgrades while out of combat).
Bulwark Of The Mountain
Bulwark of the Mountain is the third and final version of Relic Shield.
These are the Bulwark of the Mountain's stats:
- Health: 200.
- Ability Haste: 10.
- Unique passive - Spoils of War: Earn 2 gold per 3 seconds.
- Unique passive - Spellcraft: Kills and assists against enemy champions refresh the total cooldown of your enchantments by 40%.
Wild Rift Patch 3.4 - Enchants
Four enchants will line up front and center for Wild Rift patch 3.4: Meteor Enchant, Protect Enchant, Redemption Enchant, and Locket Enchant. They will be reworked in a way to balance the current meta and improve the overall gameplay experience.
Here are the changes affecting all four of these enchants:
Meteor Enchant
Equipping the Meteor Enchant will grant you additional magic damage. It is the perfect enchant if you need an extra magic burst to your team composition or if you need extra help to set up your crowd control abilities and combos.
These are the details about the Meteor Enchant:
- Cost: 500 gold.
- Effect: Target a location within 30 range. After a 2.5-second delay, a meteor will fall at the targeted location and deal 25% of each enemy’s health as magic damage. Meteor Enchant will have a 90-second cooldown and can deal a maximum of 500 damage against monsters. This enchant cannot be cast while you're dead.
Protect Enchant
Protect Enchant is being added to Wild Rift to supplement enchanters' already existing protective options. It is designed to enhance champion abilities by increasing the next heal or shield ability you use.
These are the details about the Protect Enchant:
- Cost: 500 gold.
- Effect: Grant the next heal or shield ability you use within three seconds 25-100% increased heal and shield power. The Protect Enchant has a 90-second cooldown. The percentage of the heal or shield will depend on the spell's cooldowns. This is the breakdown:
- 0 - 20 seconds cooldown: 100% increased heal and shield power.
- 20 - 40 seconds cooldown: 50% increased heal and shield power.
- If more than 40 seconds cooldown: 25% increased heal and shield power.
Redemption Enchant
Riot will speed up the Redemption Enchant to make it "more immediately powerful". This is in light of Meteor Enchant now being the primary damage booster enchant and Riot wanting to increase its responsiveness and support capabilities. So, the delay time will be reduced from 2.5 seconds to 1.5 seconds.
With these reasons in mind, Redemption Enchant will no longer deal damage after patch 3.4 is implemented.
Locket Enchant
The Locket Enchant has always been a slightly overpowered mainstay in the Wild Rift meta. Patch 3.4 will seek to balance this by making it shield magic damage only.
Wild Rift Patch 3.4 - Minor Item/Enchant Changes
Several minor changes will be affecting items and enchants in patch 3.4.
These are:
Item/Enchant | Changes |
Frozen Heart |
|
Ixtali Seedjar |
|
Protector's Vow |
|
Repulsor Enchant |
|
Sunfire Cape |
|
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