The developers came boldly with the latest patch notes that featured a new champion, Rammus the Armordillo, and a Wild Rift exclusive skin line Stargazers. Moreover, the patch also highlights several champion changes including a huge buff to Diana which was revealed to be struggling in the past patches. Also, more changes to the game’s items and system are also included. Additionally, we have come up with a brief meta discussion as a treat for our viewers in our Wild Rift Patch 2.2a update notes.
Wild rift patch 2.2 update – what’s new
New Champion: Rammus, the Armordillo (Tank)
Idolized by many, dismissed by some, mystifying to all, the curious being Rammus is an enigma. Protected by a spiked shell, he inspires increasingly disparate theories on his origin wherever he goes—from demigod to the sacred oracle, to a mere beast transformed by magic. Whatever the truth may be, Rammus keeps his own counsel and stops for no one as he roams the Shuriman desert. Rammus will be released on April 22 at 0:01 UTC.
New Skins: Stargazers and Rammus
- Stargazer Camille
- Stargazer Soraka
- Stargazer Twisted Fate
- Molten Rammus
- Sweeper Rammus
All skins will be released throughout the patch. Future 2.2 skins will be released in subsequent patches.
As part of the new skin line: Stargazers, the developers has also prepared accessories with the same theme. All accessories will be released throughout the patch.
- Icons: Stargazer Endeavor, Stargazer Triumph
- Emotes: Stargazer Pengu
- Recalls: To The Stars, Cosmic Transcendence
- Baubles: Stargazer
To celebrate the launch of the debut first-to-Wild Rift skinline, an in-game event introduces you to the world of the Stargazers: Camille, Twisted Fate, and Soraka.
Complete missions to unlock Blue Motes and accessories throughout the event, which runs until the end of April. The Stargazer event will begin on April 15. More information available soon.
[In-testing] 120 FPS Support
The developers are slowly rolling out 120 fps mode support to high-end devices. According to them, the 120 fps setting is still in testing—if you experience performance issues, switch back to a fully supported frame rate. Added the 120 fps option to the following high-end devices: OnePlus 9 & OnePlus 9 Pro; Google Pixel 5; ASUS ROG Phone 2; Razer Phone 2.
Champion Adjustments in Wild rift patch 2.2a update
Alistar (Nerfed – Minor)
The developers have stated that for a tanky supportive champ, Alistar’s dealing too much damage, particularly to turrets. They have decided to nerf his Ability 2: Headbutt by weakening its base damage and turret damage.
- (2) Headbutt
- Damage: 55/130/205/280 → 50/120/190/260
- Turret damage ratio: 150% → 75%
Despite his past 2 consecutive nerfs, the developers still think that Alistar is still too strong thus his nerf. However, we personally think that Alistar is in a healthy situation. Due to the nerfs, his trades on the early game will be slightly weaker though.
Blitzcrank (Buffed- Minor)
Compared to his older self from the past seasons, Blitzcrank noticeably becomes one of the weaker support champions in the game who has only one purpose which is to grab mispositioned enemy champions.
- 1) Rocket Grab: Damage: 60/120/180/240 → 80/140/200/260
- (2) Overdrive: Self-slow duration: 1.5s → 1s
People have realized that this purpose is too narrow and won’t be effective in many phases of the game but the laning phase, early game, and pickoffs. The developers have decided to buff his Ability 1 and 3 though we doubt that this will convince people to pick him out again.
Corki (Nerfed – Minor)
As one of the strongest champions in the game, it is about time that Corki receives a nerf. The developers have decided to increase the cooldown of his passive by 50% which is huge, by the way.
- (P) Hextech Munitions: The Package arrival rate: 100s → 150s
This nerf will people use his passive more smartly since using it at the wrong time will cost Corki especially when big team fights come. However, this nerf is not enough to put Corki lower in the tier list since his damage output is not changed at all. Expect him to still be very strong despite the nerfs.
Diana (Nerfed – Major)
One of the main highlights of the patch, Diana has been buffed from all angles. Expect her to see more play especially in the jungle due to her passive and cooldowns change. Moreover, the buffs on her ratios will make her much more of a threat.
- Base Stats
- Base Health: 570 HP → 610 HP
- (P) Moonsilver Blade
- [NEW] After casting a spell, Diana gains 30% to 120% Attack Speed (based on level) for the next 3 attacks.
- (1) Crescent Strike: Cooldown: 10/9/8/7s → 9/8/7/6s
- (2) Pale Cascade: Cooldown: 14s → 13/11.5/10/8.5s
- (3) Lunar Rush: [REMOVED] Bonus Attack Speed moved to (P) Moonsilver Blade
- (Ult) Moonfall
- Minimum base damage: 150/200/250 + 35% AP → 175/225/275 + 40% AP
- Maximum base damage: 300/400/500 + 70% AP → 350/450/550 + 80% AP
Dr. Mundo (Nerfed – Major)
As expected, Dr. Mundo has been too strong this patch due to the tank item changes. Due to this, the developers have decided to nerf him to stop him from going where he pleases.
- Base Stats
- Attack Damage: 64 → 58
- Health: 690 HP → 650 HP
- Armor: 45 → 40
- (3) Masochism: Duration: 5s at all ranks → 3/3.5/4/4.5s
This nerf may seem small at first but base stats changes are huge. He will be much weaker in the early game especially his clear. Moreover, due to the Ability 3 change, upgrading it first will be more viable than upgrading Ability 1 first.
Galio (Nerfed – Major)
He has been dominating the rift lately after his release, the developers have decided to tune him down. They nerfed his base health and the majority of his abilities, this will affect him greatly since the changes were not only on the base damage and cooldown of the abilities but also on the scaling.
Overall a huge nerf for Galio, though this will not make him a weak champion but a balanced one.
- Base Stats
- Health: 610 HP → 570 HP
- (P) Colossal Smash
- Cooldown: 5/4/3s at level 1/5/9 → 5/4.5/4s at level 1/5/9
- Base damage: 15 to 225 (based on level) → 15 to 190 (based on level)
- (1) Winds of War: Percent HP damage per AP ratio: 2% → 1.5%
- (2) Shield of Durand
- Cooldown: 15/14/13/12s → 18/17/16/15s
- AP ratio: 60% → 45%
- (3) Justice Punch: Dash range: 6.5 → 5.75
Leona (Buffed – Minor)
Despite being a new champion, Leona doesn’t seem to see much play. Her kit relied too much on hitting her abilities that missing them would automatically lose a trade or a team fight, especially in the early game. Due to this, the developers have decided to buff her cooldowns in order to compensate for the difficulty of hitting some of her abilities.
However, we do not guarantee that this will make her a meta champion though it is possible that she will replace Alistar as the more preferred engage-support on the game.
- (1) Shield of Daybreak: Cooldown: 6s → 5s at all ranks
- (3) Zenith Blade: Cooldown: 13/12/11/10s → 12/10/8/6s
Pantheon (Buffed – Major)
Pantheon was nerfed huge last patch, however, the developers have decided to help him catch up to the recent nerfs. They have decided to not only buff his base stats but his Ability 1: Comet Spear as well which is his main tool in dealing consistent damage.
The changes will help Pantheon not only in the early game but also in the later stages of the game. Expect him to a lot stronger compared to his older version, especially on the jungle where he can make the most use of his Ability 1.
- Base Stats
- Attack Damage: 58 → 64
- Attack Damage per level: 2.65 per level → 3.6 per level
- (1) Comet Spear
- Tap base damage: 55/100/145/190 → 70/110/150/190
- Charge base damage: 55/100/145/190 → 70/110/150/190
- Bonus AD ratio: 100% → 110%
- Critical strike bonus AD ratio: 150% → 165%
Shyvana (Nerfed – Major)
Recently, Shyvana has been receiving nothing but nerfs. It is official, Shyvana is weak. The nerfs on her base stats alone are enough to make her the weakest early game champion next to Master Yi. Smart players will be abusing her early game even more though her scaling is still pretty strong.
Moreover, there are even more nerfs to her basic abilities which will make her clear much weaker, especially on her Ability 3 which is her strongest tool in taking the elemental dragons.
- Base Stats
- Health: 650 HP → 610 HP
- (1) Twin Bite: Cooldown: 8/7/6/5s → 9/8/7/6s
- (3) Flame Breath: Maximum on-hit HP damage ratio: 3.5% → 3%
Tristana (Buffed – Minor)
According to the developers, Tristana is not on the same level as the other ADCs on the game so they have decided to buff her a little. The buffs on the scaling of her base AD will help her a lot as the game progresses which comes strong since she is able to snowball early on in some scenarios. Moreover, the buff on her Ability 3‘s cooldown is good considering it is the main damage tool and it is maxed early on. Overall, a good buff that is expected to put Tristana more into play.
- Base Stats
- Attack Damage per level: 2.65 per level → 3.6 per level
- (3) Explosive Charge: Cooldown: 16s at all ranks → 16/15/14/13s
Vi (Nerfed – Major)
As stated by the developers, Vi has been decent on the professional play but OP on regular play (ranked games and such), this has resulted in her nerf.
- Base Stats
- Armor: 35 → 30
- (Ult) Assault and Battery: Cooldown: 85/65/45s → 95/75/55s
Though this may seem small at first, Vi’s ultimate Assault and Battery is one of her strongest abilities, the nerf on its cooldown will make using it requires smart decision making since using it in the wrong situation will waste the ability and is put on a longer cooldown. Moreover, the nerf on her base armor is huge especially in the early game where she is known to be stronger. Expect her to be weaker and missing her Ability 1 on skirmishes will cost her greatly.
Item Changes in Wild rift patch 2.2a update
Total Cost: 2850g → 3150g
According to the developers, Infinity Orb is providing too much value for its gold cost. They have decided to increase its price up to delay it, especially on snow bally games. The thing about Infinity Orb is that it is built on every AP scaling champion including traditional mages like Orianna and Aurelion Sol, Assasins like Katarina and Akali as well as Tanks like Amumu and Gragas in the game especially in high elo where players are smart enough to realize the item’s potential. This change will delay power spikes for champions that build it as the first item specifically Katarina and Gragas, though this is not enough to convince people not to buy it as the first item.
As expected, this item is very strong especially on tanks like Dr. Mundo and Gragas. The developers have decided to weaken it up a little, however, it is still a good and efficient item for the said champions due to the stats and passive it provides which is a balance of defense and offense. Additionally, expect this nerf to make the said champions weaker in the meta.
- Base Damage: 16 to 30 → 16 to 25
- Bonus Damage HP Ratio: 1% → 0.8%
- [BUGFIX] Fixed a bug where item cost displayed as 800g
- Cost: 500g (unchanged)
Game System Changes
In competitive play, we’re seeing a lot of early grouping, making the laning phase almost nonexistent in high-level matches with the new Wild Rift 2.2a update. This is part of our effort to incrementally release systemic changes that maintain the laning phase for competitive games.
- During the first 4 minutes (previously 3 minutes), Solo (Baron) Lane and Mid Lane outer turrets gain 90 bonus Armor and Magic Resist.
- During the first 4 minutes (previously 3 minutes), all outer turrets gain additional defensive bonuses when multiple enemies are nearby:
- 2 champions in total: 10 Armor and Magic Resist
- 3 champions in total: 100 → 250 Armor and Magic Resist
- 4 champions in total: 200 → 300 Armor and Magic Resist
- 5 champions in total: 300 → 350 Armor and Magic Resist
Free-to-Play Champion Rotation
Apr 15 – Apr 21
Apr 22 – Apr 28
- Aurelion Sol
- Dr. Mundo
- Xin Zhao
As observed from several competitive and professional games, cheaper enchantments like Glorious and Shadows enchant are seeing more play. To explain this, it is notable how many other enchantments were made much more expensive due to popularity alone. However, this doesn’t mean that the less popular enchantments were much weaker, people just didn’t realize how to use the enchantments correctly and efficiently so it appeared lackluster before.
In the current meta, it is debatable how the cheaper enchantments are even stronger than the more expensive options. For example, in the Locket > Redemption enchant debate, Redemption actually is much more efficient now since the shield hat the locket provides is not enough for its 800 gold price compared to the healing from Redemption. The only argument one could make is how anti-healing is accessible to counter Redemption’s healing which is why smart use is required in order to make the items stand out.
Additionally. items like Glorious, Protobelt, and Gargoyle enchant should also be considered. Glorious enchant provides an easier engagement option and is especially good on champions that can do so much from sticking to the enemy champions like Singed, Dr. Mundo, Alistar, and Gragas. Protobelt enchant may seem weak to many people though remember that it has the same range as Flash though it does not go through walls, it is a good alternative to Flash for repositioning and chasing and can even be considered as a second Flash, it can literally be used on any champion. Lastly, Gargoyle enchant is exceptionally well on champions that are required to soak damage for the team like Alistar and Garen.
Turret Race Meta
Despite the changes on Patch 2.1b people are still doing the same strategy by grouping for first turrets too early in the game the last patch. However, this strategy is expected to be completely gone due to this patch’s changes. Now, two champions will be the most optimal number on taking down turrets in the first 4 minutes of the game, this is especially effective on Baron Lane where the jungler can path on and set up a possible gank or dive for the first turret.
Yes, you heard it first, Jungle Diana will now be meta due to this patch’s changes. As said before, the changes on how her passive works and basic ability cooldowns will now be very efficient on the clearing camps which will not come as efficient on the lane.
Also, in the jungle she uses her kit much more effectively which can only be utilized in the lane by roaming, additionally, her scaling will be more reliable and secure in the said role. The items can still vary though Nashor’s Tooth is the most viable core item in the jungle since it is a powerful power spike and will help her in her clear.
Sunfire Aegis Meta
Despite the nerf, consider this item to still be strong in general. Many champions that are unlikely to use it can potentially make the item work with wonders like Akali, Shyvana, and Jax. As long as champions are able to utilize the item’s passive and able to stick to targets, expect it to work efficiently. Experiment on your own and share with the community what champion you find out to work extremely well with the said item.
Shields > Heals
As the meta is shifting as seen on the competitive or professional scene, players are starting to realize the value of shields provided by champions like Lux over heals resulting in more play on shield-providing supports. The main reason for this is clear, things that counter healing is all over the game; Ignite spell, Grievous Wounds from items like Executioner’s Calling, etc. However, shields do not seem to have the same situation as heals, the only way to play around shields is to either destroy them quickly or wait for them to expire. Consider experimenting around shield supports and find out who is strong as well like Lux.
That’s all for the League of Legends: Wild Rift Patch 2.2a update rundown along with the meta-discussion. What are your thoughts on this Wild Rift Patch 2.2a update? Let us know in the comments section below!