Wild Rift patch 3.3 notes: Samira, Sion, and Kassadin release, Legendary Queue, more

Terry Oh

Wild 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

Kassadin in League of Legends
Wild Rift patch 3.3 continues filling out the champion backlog in the mobile MOBA.

What’s changing in Wild Rift Patch 3.3?

Samira, Sion, and Kassadin officially revealed

Wild Rift Samira
Samira is one of three champions coming in Wild Rift patch 3.3.

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.

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.

Sion in League of Legends
All three of the new champions in Wild Rift patch 3.3 fill different niches.

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.

The new Elemental Rfit apparently put paid to any snowy updates this year.
Elemental Rift first launched in League of Legends Season 10, with Wild Rift getting the feature two years on.

“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.

Gloriouos Crimson Fiora
Glorious Crimson Fiora will be the ranked reward for the new season.

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

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About The Author

Terry is a former Dexerto writer from South Korea. He spends his spare time grinding competitive team games, and loves creating content for a wide variety of games, especially Wild Rift and League of Legends.