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League of Legends: Wild Rift

Wild Rift Patch Notes 2.4 (Part 1)

Patch 2.4 is finally here, and it’s a big one! Are you ready?

NEW CHAMPION

AKSHAN, THE ROGUE SENTINEL

Akshan will be released on July 28 at 00:01 UTC.


NEW FEATURES

RANKED SEASON 3

Ranked Season 3 is here and brings a whole host of updates! If you reach Gold (and win 10 games) this season, Glorious Lulu will be added to your collection!

Ranked Season 3 began on July 26 at 15:00 PDT.

BANS

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.

Bans will be available in Ranked on July 29 at 06:00 UTC.

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.

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.
  • We’re enabling you to gift the pass to other players.

From now on, the Wild Pass will be a permanent feature in the game.

Wild Pass S2 will be available on July 30 at 00:01 UTC.

HIGHLIGHTS

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.

Highlights will be available on July 27 at 00:01 UTC.

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.

The new spectator and replay features will be available on July 27 at 00:01 UTC.

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!

The updated EoG screen will be available on July 27 at 00:01 UTC.

SKINS

Releasing July 28 @ 00:01 UTC:

  • Sentinel Irelia
  • Sentinel Riven
  • Sentinel Vayne
  • Battle Academia Akshan
  • Ruined Draven
  • Ruined Miss Fortune
  • Ruined Shyvana

Releasing July 30 at 00:01 UTC:

  • Hexplorer Teemo

ACCESSORIES

You can earn or purchase accessories from a bunch of different sources. Please check the relevant page in game for more information on how to get ‘em!

SYSTEMATIC

  • 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
  • Health bars now have an added effect that better displays when an ability consumes your health or heals you

RIFT HERALD

The early game meta is too dragon-centric, and we found that Rift Herald was de-spawning more frequently than being taken.

  • Initial spawn time: 360s → 240s

IGNITE

We're updating Ignite to match the changes to Grievous Wounds.

  • [NEW] Now applies 60% Grievous Wounds

PASSIVE GOLD

After evaluating our previous changes to passive gold, we are tuning it again so it’s more constant throughout the game, but still accomplishes our original goal of decreasing the frequency players reach full build long before a game ends.

  • 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.


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