Wild Rift patch 2.4 notes: Akshan release, ranked rework, more

Wild Rift patch 2.4 notesRiot Games

Wild Rift patch 2.4 is here, introducing plenty of new content, including three new champions, new items, changes to how ranked games work, champion bans, and more.

Wild Rift is on its way to becoming the number one MOBA on mobile, and the developers have been hard at work trying to introduce new features and fine-tune the experience to make it even better than it already is.

Not only will Wild Rift patch 2.4 introduce some exciting new champions and items, but it also includes a rework to the ranked system and a handful of new features, including champion bans.

Here’s what you need to know.

Three new champions: Akshan, Brand, Nunu & Willump

Akshan, the Rogue Sentinel

Akshan is the 157th champion added to League of Legends since early 2009.

Akshan recently joined the League of Legends roster, and now he’s pirouetting his way into Wild Rift as well.

Described as a marksman, he fits the mid-lane role perfectly with a good amount of damage, stealth, a grappling hook to close the distance on opponents, and the ability to earn bonus gold and shorten an ally’s respawn timer by avenging their death.

Brand, the Burning Vengeance

Default Brand skin in League of Legends

Brand is an absolute menace in League of Legends, and now he’ll be creating chaos and scorching opponents in Wild Rift, too.

As a fire mage, he can do everything from Blaze, Sear, and Conflagrate enemies to engulfing them with Piller of Flame and Pyroclasm.

Nunu & Willump

Nunu and Willump in League of Legends

The iconic jungling duo, Nunu & Willump, will also be rolling their way into Wild Rift. Players with an affinity for tanky champions will love seeing them added to the game’s ever-growing roster.

Their abilities, Consume, Snowball Barrage, Absolute Zero, and of course, Biggest Snowball Ever!, can be devasting in the hands of skilled players. It will be interesting to see how quickly they can master them in the mobile version.

Akshan will launch on Wild Rift patch 2.4’s release, while Brand and Nunu will come in later 2.4 updates.

Outside of the new champion releases, some of Wild Rift’s current meta picks have been tuned slightly. Lucian is getting hit with the biggest nerfs, while Graves and Fizz are getting some love to help them scale.

Riot GamesRiot Games
Riot have toned down Lucian’s base stats to weaken his early game dominance.

New items: Solari Chargeblade, Crystalline Reflector, Essence Reaver

Wild Rift patch 2.4 adds three new items, two of which have no comparative item in League of Legends; the Solari Chargeblade and the Crystalline Reflector. Here’s a breakdown of what they do, along with the Essence Reaver.

Solari Chargeblade

The Solari Chargeblade is a fantastic item for players who like the idea of dishing out critical strikes. Essentially, it gives players a receive to earn a temporary bonus to their critical strike every time they cast an ability.

Crystalline Reflector

The Crystalline Reflector is a simple but effective item. Not only does it mitigates physical damage, but it also reflects that damage back onto enemies.

Essence Reaver

League of Legends players will already be familiar with the Essence Reaver. But for those who aren’t aware, it has two effects: it increases the damage of your abilities and restores a portion of mana each time you attack.

Ranked rework removes promotion series, adds champion bans

Wild Rift patch 2.4 notesRiot Games
Champion bans are finally getting added to Wild Rift in patch 2.4.

The developers also confirmed that the patch would introduce some changes to how the ranked system works. First of all, the promotion series will be removed, and ranked games will now have three bans per team.

Additionally, players will need to own six extra champions to play ranked, and a free-to-play champion rotation has been added.

You can find the full Wild Rift patch 2.4 notes below.

Wild Rift patch 2.4 notes

New champions

  • Akshan, the Rogue Sentinel

New features


Bans are coming to Ranked! The last three players on both teams simultaneously ban one champion each. We hope starting with three bans will offer more meaningful, competitive, and healthy drafting experiences for players without negatively impacting champion diversity in the game. Our long-term goal is to increase the ban slots to five per team.

We will monitor the performance of three bans closely as we plan for five bans in a future patch.

Bans will be available in Ranked on July 29.

Promotion matches removed

As mentioned in our 2.4 Ranked Updates, we will be removing Promotion Matches from Ranked play. We believe the interruption to Wild Rift’s ranking experience caused by Promotion Matches currently outweighs the benefits they were meant to provide.

Instead of transitioning to a Promotion Match after winning the last match of their current rank, players will immediately move up into the next rank. We will continue to monitor Ranked after their removal to confirm.

Wild Pass S2

The Wild Pass returns for its second outing! We’ve made a few upgrades from the previous version:

  • Overall, we’re increasing the amount of Blue Motes, Poro Coins and Poro Energy you get from purchasing the pass. For example, this time around, you can earn enough Blue Motes for a full champion.
  • We’re increasing the amount of free rewards you’ll get while leveling up.
  • We’re enabling you to gift the pass to other players on your friends list.
  • And despite these buffs, the price isn’t changing.

From now on, the Wild Pass will be a permanent feature in the game, with no more downtime between each new pass. So get out there and Hexplore the Rift with Teemo!

Wild Pass S2 will be available on July 30.


Highlights are coming in Patch 2.4! If you turn on Highlights recording in your settings, we’ll record your best moments—from multi-kills to dragon steals. These will record your screen as you play, so it will capture your inputs in the high moments as well. You can review and save them to your phone on the end-of-game stats screen.

Turning on Highlights Recording may impact your battery usage and performance.

Spectator and Replay

We’ve added some new ways to spectate matches or replay your own! You can now toggle between Fog of War for the red and/or blue side to understand both teams’ vision on the map.

In addition, we’ve created a new HUD that allows for better viewing of teamfights as they are happening. There is now a teamfight HUD, as well as a minimalistic “no HUD” point of view that can be accessed in spectator mode.

End-of-game screen

We’re adding progression systems to the end-of-game screen so players can have a better understanding of their progress after each game, and know when they have rewards to claim!

For 2.4, we’ll be featuring progress towards Wild Pass, daily, and challenge missions. We’re planning on adding more systems to this page over time, like event progression.

Share screen

We’ve added the ability to share your Wild Rift achievements to your phone’s OS share drawer for easier access to all your favorite apps and social networks. Tapping the icon will open up the OS share drawer from which you can select any app that you want to post to!

Champion changes


(3) Tantrum

  • [BUGFIX]: Passive now correctly works against abilities that deal multiple instances of physical damage instead of just once per such ability


(3) Hawkshot

  • Enemy reveal duration: 3s → 5s

(Ult) Enchanted Crystal Arrow

  • Manual turn speed: 38°/s → 45°/s


(2) Rending Wave

  • [NEW] Now applies its initial bonus magic damage from the first attack in a 175 radius splash area around the target hit and applies Seastone Trident (P) to targets hit by this splash

(3) Playful / Trickster

  • [NEW] Protobelt now buffers during Playful instead of cancelling it
  • [NEW] Protobelt no longer cancels Trickster’s fall down splash if Fizz did not re-cast Trickster


Base Stats

  • Base HP: 650 → 610
  • Base AD: 70 → 64
  • AD / Level: 3.6 → 4.55

(1) End of the Line

  • Cooldown: 12/11/10/9s → 11/10/9/8s
  • Powder Shell Bonus AD ratio: 40% → 70%
  • Powder Explosion Base Damage: 85/125/165/205 → 80/130/180/230
  • Power Explosion Bonus AD Ratio: 100% at all ranks → 70/100/130/160% based on rank

(3) Quickdraw

  • Armor per stack of True Grit: 4/8/12/16 → 6/10/14/18


(Ult) Death Lotus

  • Applies 50% Grievous Wounds → Applies 60% Grievous Wounds


Base Stats

  • Base HP: 610 → 570
  • Base Armor: 40 → 35
  • Base MR: 34 → 30
  • MR per level: 1.2 → 0.8
  • Base mana regen: 18 → 15
  • Movement Speed: 340 → 335


(Passive) Unseen Predator

  • [BUGFIX] Attacking an enemy in melee range while in brush with 0 Ferocity now grants 1 Ferocity

(2) Battle Roar

  • [BUGFIX] Casting Battle Roar after Empowered Battle Roar will correctly heal Rengar


(3) Hail of Arrows

  • Applies 50% Grievous Wounds → Applies 40% Grievous Wounds


(3) Satchel Charge

  • Tower execution threshold: 20/25/30/35% → 15/20/25/30%

New items

Crystalline Reflector

  • Total Cost: 2900g
    • Builds from Seeker’s Armguard (1200g) + Fiendish Codex (1000g) + 700g
  • 60 AP
  • 45 Armor
  • 15 Ability Haste
  • PASSIVE – Mirrored Force: Ability casts grant a mirror shard (up to 3) that each block 10 +5% AP physical Damage from an enemy champion and deal 20 + 10% AP magic damage to them.

Essence Reaver

  • Total Cost: 3100g
    • Builds from Caudfield’s Warhammer (1200g) + Cloak of Agility (1000g) + 900g
  • 40 AD
  • 25% Critical Rate
  • 25 Ability Haste
  • UNIQUE – Essence Flare: Damaging active abilities and empowered attacks deal 10 bonus physical damage +70% Critical Rate. The same ability can only trigger this effect once per unique target per cast.
  • UNIQUE – Mana Siphon: Attacks restore 2% missing mana on-hit.

Navori Quickblades

  • Total Cost: 3100g
    • Builds from Caulfield’s Warhammer (1200g) + Cloak of Agility (1000g) + 900g
  • 45 AD
  • 25% Critical Rate
  • 15 Ability Haste
  • PASSIVE – Deft Strikes: Your critical strikes with basic attacks reduce your non-ultimate ability cooldowns by 15% of their remaining cooldown.

Prophet’s Pendant

  • Total Cost: 1250g
    • Builds from Amplifying Tome (500g) + 750g
  • 125 Health
  • 25 Ability Power
  • PASSIVE – Doomsayer: +15 Magic Penetration

Seeker’s Armguard

  • Total Cost: 1200g
    • Builds from Cloth Armor (500g) + 700g
  • 30 Armor
  • 25 AP

Serylda’s Grudge

  • Total Cost: 3000g
    • Builds from + Caulfield’s Warhammer (1200g) + Last Whisper (1300g) + 500g
  • 40 AD
  • 15 Ability Haste
  • 30% Armor Penetration
  • UNIQUE – Bitter Cold: Dealing ability damage slows affected units by 30% for 1 second.

Staff of Flowing Water

  • Total Cost: 2500g
    • Builds from Fiendish Codex (1000g) + Lost Chapter (1050g) + 450g
  • 350 Mana
  • 65 AP
  • 20 Ability Haste
  • PASSIVE – Rapids: Healing or shielding an ally grants you and them 20 Ability Haste speed and 20 − 40 (based on target’s level) ability power for 4 seconds.


  • Total Cost: 2900g
    • Builds from Cloak of Agility (1000g) + Kircheis Shard (900g) + 1000g
  • 25 AD
  • 25% Critical Rate
  • 20% Attack Speed
  • PASSIVE – Energized: Moving and Attacking will generate an Energized Attack.
  • PASSIVE – Paralyze: Your Energized Attack gains 50-120 bonus magic damage. In addition, Energized Attacks slow enemies by 75% for 0.5 seconds

Solari Chargeblade

  • Total Cost: 3000g
    • Builds from Stinger (1200g) + Cloak of Agility (1000g) + 800g
  • 30% Attack Speed
  • 25% Critical Rate
  • 25 Ability Haste
  • UNIQUE – Sunburst: Using an ability gathers Radiance (max 3 charges) which grants 25% Critical Rate for up to 10 seconds. Attacks that critically strike expend a charge of Radiance to deal 26-40 bonus True Damage on-hit, increasing up to 150% on low health targets. Each unique ability may only store a charge once every 2s.
    • Max True Damage: 65-100 when target is <= 35% Health

Wit’s End

  • Total Cost: 2700g
  • Builds from Recurve Bow (900g) + Negatron Cloak (900g) + 900g
  • 50 Magic Resist
  • 45% Attack Speed
  • PASSIVE – At Wit’s End: Basic attacks deal 15 − 80 (based on level) bonus magic damage on-hit. While below 50% health, dealing damage to an enemy champion heals you for (Melee: 100% / Ranged: 33%) of this effect’s post-mitigation damage.

Item adjustments


  • Total Cost: 3400g → 3200g
    • Builds from Cloak of Agility (1000g) + Vampiric Scepter (1200g) + 1000g
  • 65 AD → 40 AD
  • [NEW] 25% Critical Rate

Bramble Vest

  • Passive changed
    • Thorns: Upon being hit by a basic attack, reflects 3 (+8% bonus armor) magic damage, while also inflicting 40% Grievous Wounds on the attacker for 3 seconds.

Executioner’s Calling

  • Passive changed
    • Sepsis: Dealing physical damage applies 40% Grievous Wounds to enemy champions for 3 seconds.

Infinity Orb

  • Build path updated: Oblivion Orb replaced with Prophet’s Pendant
  • Total gold cost unchanged


  • Total Cost: 3000g
    • Builds from Oblivion Orb (1000g) + Prophet’s Pendant (1250g) + 750g
  • Passive changed
    • Cursed: Dealing magic damage applies 40% Grievous Wounds to enemy champions for 3 seconds. If the target is below 50% Health, this effect is increased to 60% Grievous Wounds.

Mortal Reminder

  • Passive changed
    • Sepsis: Dealing physical damage applies 40% Grievous Wounds to enemy champions for 3 seconds. Dealing 3 consecutive Attacks to an enemy champion enhances this effect to 60% Grievous Wounds against them until the effect is allowed to elapse.

Oblivion Orb

  • Total Cost: 1000g
    • Builds from Amplifying Tome (500g) + 500g
  • 40 AP
  • Cursed: Dealing magic damage inflicts 40% Grievous Wounds to champions for 3 seconds.
  • [REMOVED] Death Touch


  • Passive changed
    • Thorns: Upon being hit by a basic attack on-hit, reflects 25 (+10% bonus armor) magic damage, while also inflicting Grievous Wounds on the attacker for 3 seconds. Immobilizing an enemy champion inflicts them with 60% Grievous Wounds for 3 seconds.

Removed Items

  • Frozen Mallet


Resolve: Grasp of the Undying

  • Magic Damage: 4% → 3% of your maximum health

Systems changes


  • An early surrender period at 5 minutes requiring all 5 players to vote “yes” has been added
  • Cooldowns for ultimates, summoner spells, and items can now be pinged from the scoreboard
  • Death Recap will now show the source of damage that killed you
  • The time allowance between quadra and pentakills has been increased
  • We’ve updated the display for the minion gold penalty when Smite is equipped
  • Health bars now have an added effect that better displays when an ability consumes your health or heals you

Rift Herald

  • Initial spawn time: 360s → 240s


  • [NEW] Now applies 60% Grievous Wounds

Passive Gold

  • Gold gained per second: 4g to 3g after 8 minutes → 3.5g for the entire match
  • [NEW] Graceful Charity: Starting from 5 minutes, the teammate with the lowest gold amount will receive an additional 1g per second

Kills, Assists, and Bounties Gold

  • We are re-tuning how bounty gold is distributed. We are also adjusting its numbers to increase the chance of comebacks, but concentrating more gold from takedowns into a single player’s hands instead of assisters. We hope these changes improve players’ personal ability to affect the outcome of a game rather than having to rely as much on their team to use shared gold wisely.


  • [NEW] Targeting Priority – Closest
    • We’ve re-added this setting with a few tweaks so that it only applies to champions. Choosing this setting will make tapping an ability target the closest champion within range.
  • [NEW] Target Lock Filtering
    • This new setting makes target-lock selection ignore minions and towers. Players no longer have to worry about accidentally switching targets from enemy champions to minions or towers mid-fight.
  • Tap Targeting system Upgrade
    • When tapping an ability during a dash, the ability will now try to search for targets centering from the destination point of the dash as opposed to mid-dash.
  • Tuning Changes
    • We’ve decreased the likelihood that a lifting off of the screen will result in an extra input read and alter the original intent of the player.
  • Ultimates now only target champions when tap-casted. This is intended to reduce misfires where the player misjudges the range and the spell ends up firing towards a random minion.
    • Exceptions: Corki and Xayah. Corki because his ultimate is a low cooldown spell commonly used for farming, and Xayah because the reactive untargetability is a big portion of the spell.