Wild Rift Patch 3.3b Notes


The upcoming League of Legends Wild Rift patch 3.3b will be released soon and contains significant Gragas buffs according to the game’s balance metrics.

We shouldn’t anticipate significant changes in Wild Rift patch 3.3b because it is a minor update to the game. This time, the balancing team has concentrated on cleaning up a few champions that have strayed off the path.

The upgrades to AP Gragas, where Riot is elevating the bruiser back to the top of the food chain, are without a doubt the greatest change of this specific patch, or at least the most contentious.

The remainder of the patch focuses on balancing strong selections and giving inferior heroes and runes more room to breathe.

Here is all the information you need on Wild Rift Patch 3.3b.

Release Date

The Wild Rift Patch 3.3b release date is Wednesday, 17th August 2022, by the usual once every two-week schedule.

Patch Notes

All these patch notes have officially come from Wild Rift.

New Champions

Samira, The Desert Rose

Samira stares death in the eye with unyielding confidence, seeking thrill wherever she goes. After her Shuriman home was destroyed as a child, Samira found her true calling in Noxus, where she built a reputation as a stylish daredevil taking on dangerous missions of the highest calibre. Wielding black-powder pistols and a custom-engineered blade, Samira thrives in life-or-death circumstances, eliminating any who stand in her way with flash and flair.

Samira will be released on August 26 at 00:01 UTC.

Sion, The Undead Juggernaut

A brutal warlord from a bygone era, Sion was revered in Noxus for choking the life out of a Demacian king with his bare hands—but, denied the peace of death, he was resurrected to serve his empire once more. His indiscriminate slaughter claims all who stand in his way, regardless of allegiance, proving he has retained little of his former humanity. With crude armour bolted onto his rotten flesh, Sion continues to charge into battle with reckless abandon, struggling to remember his true self between the swings of his mighty axe.

Sion will be released on August 26 at 00:01 UTC.

Champion Changes


Despite previous buffs, this robot is still feeling a bit rusty, especially when compared to other tank supports. So, we’re giving him a tune-up and lowering Rocket Grab’s cooldown to allow skilled Blitzcrank players to get a little more hands-on with their enemies.

(1) Rocket Grab

  • Cooldown: 20/19/18/17s → 18/17/16/15s 


Gragas has been feeling a bit under the weather, so we’re boosting up his sustain and his payout for getting close to enemies if he’s building damage.

(P) Happy Hour

  • Heal: 6% maximum health → 7% maximum health

(2) Drunken Rage

  • Damage AP ratio: 65% → 75%

(3) Body Slam

  • Damage AP ratio: 60% → 70%


Since emerging onto the Rift, Kassadin has been doing better than expected so we’re reducing his durability to better fit his ultra-high mobility assassin gameplay.

Base Stats

  • Health: 610 → 570
  • Health per level: 115 → 105


Kha’zix is a dominant force in the jungle, particularly with how strong he is at fighting isolated targets. We don’t want to squash this bug and still want that to be his primary strength, but we’re cutting down on the isolation multiplier on Taste Their Fear to bring his power to a more reasonable level.

(1) Taste Their Fear

  • Isolated target damage: 110% → 100%


The systemic changes we’ve made in recent patches have favoured Lucian, so much so that he’s become an extremely dominating force, especially in early lanes. Our solution to this, is to give his opponents a little more breathing room by lowering the cooldown on Piercing Light.

(1) Piercing Light

  • Cooldown: 8/7/6/5s → 9.5/8/6.5/5s


Since his release, The Titan of the Depths has been performing naut too hot, so we’re giving Nautilus an array of buffs that will allow him to make impactful plays more consistently throughout a game.

Base stats

  • Movement Speed: 325 → 330

(1) Dredge Line

  • Cooldown: 13/12/11/10s → 12/11/10/9s
  • Projectile speed:  16 → 18

(4) Depth Charge

  • Acceleration start time: 2.5s → 1s
  • Cooldown: 70/60/50s → 60/50/40s


We’ve been keeping a close eye on Shyvana’s performance since her mini rework in 3.3, and have seen that her ability to reliably access her enhanced abilities has made her too powerful. We’re lowering her damage and late-game survivability slightly by her late game scaling being much more reliable since her access to enhancements is much more consistent.

Base Stats

  • Health per level: 115  → 105

(2) Burnout

  • Damage: 30/45/60/75 → 25/40/55/70


This yordle gunner isn’t as good at dealing consistent DPS as we’d like, so we’re increasing the uptime of her Rapid Fire and giving her a feels-good buff to Explosive Charge’s cast time so she plays a bit more smoothly.

(1) Rapid Fire

  • Cooldown: 18/17/16/15s → 16/15/14/13s

(3) Explosive Charge

  • Cast time: 0.27s → 0.13s


The previous changes to Varus didn’t enable his attack-based builds and caster builds are still the variety of choice for the most part. We’re taking another swing at buffing up his attack-centric builds, particularly for those that might want to prioritize putting skill points into Blighted Quiver.

(P) Living Vengeance

  • Duration: 5s → 5/6/7/8s (based on champion level)

(2) Blighted Quiver

  • Cooldown: 25s → 22/20/18/16s

(3) Hail of Arrows

  • Cooldown: 16/14/12/10s → 13/12/11/10s


We previously allowed Wukong to use Warrior Trickster to dash over walls because the range of this dash in comparison to the size of the walls in Wild Rift made it difficult to use at most angles and walls. We’re making this dash over walls more forgiving to enable more use of this mechanic.

(2) Warrior Trickster

  • Increased range at which this dash can make it over walls.


Yuumi has shown to be a fur-midable and frustrating foe, especially for highly optimized players. For now, we’re bringing down her defensive outputs while we continue to work on a long term solution.

(P) Bop ‘n’ Block

  • Shield: 85~435 → 60~410

(3) Zoomies

  • Heal: 80/120/160/200 → 60/100/140/180

Gameplay Changes

Rune Changes

Rune Class: Cut Down

Cut Down was made as an option to counter high health enemies, but it hasn’t been succeeding in that role. To make this a more impactful rune, we’re increasing the minimum damage that it provides and reducing how much health a foe needs in order to receive the maximum damage from this rune.

  • Bonus damage: 1% bonus damage per 100 bonus max health, up to 10% (1000 Bonus max health) → 2% bonus damage per 100 bonus max health, up to 10%(500 Bonus max health)

Rune Class: Demolish

Since its release, Demolish has been slightly underperforming. To help this rune out, we’re increasing how its damage scales with maximum health so that tanky users can more effectively plow through and takedown structures.

  • Damage: 200+25% Max Health → 200+30% Max Health

Rune Class: Nimbus Cloak

Nimbus Cloak hasn’t been making the impact on the Rift that we would like to see. To make it a more enticing load out pick, we’re increasing both the minimum and maximum movement speed that it provides and also increasing its duration.

  • Duration: 2 seconds → 3 seconds’
  • Movement Speed: 5-35% → 10-40%

Rune Class: Nullifying Orb

Nullifying Orb has been one of the most dominant defensive rune options since its release. We’re toning it down so that it’s less powerful in the early game, but continues to stand out as the go to choice for scaling champions.

  • Shield power: 80 + 50% bonus AD + 30% AP →  60 + 50% bonus AD + 30% AP

Jungle Changes

Elemental Drakes And Elder Dragon

Currently, early Dragons are more powerful than we’d like them to be and they’re impacting players’ individual agencies. To combat this, we’re bringing down the power level so that early Dragons don’t decide games. We also want to touch on Mountain Dragon, since it performs extremely well, especially when compared to its peers, so we’re going to be hitting it harder. In addition to these changes, we also felt that Elder Dragon could use a boost to cement its spot as the premier late game objective.

Mountain Dragon

  • Armor and Magic resits: 6+3%/12+6%/18+9% → 3+2%/6+4%/12+8%

Infernal Dragon

  • Ability Power and Attack Damage: 4%/8%/12% → 3%/6%/12%

Ocean Dragon

  • Regenerate missing health per 5s: 3%/6%/9% → 2%/4%/8%

Elder Dragon Buff

  • Burn damage per 1 second: 60 → 100

System Changes


Exhaust has been the best spell to pick-up for defensive, offensive, and supportive uses especially since the last buffs we made to it. We want to ensure that it’s still the best option for defense and peeling, but we’re reducing its range to make it less effective as a chasing tool.

  • Range: 7 → 5

Turret Plating

We’ve seen a lot of feedback about turret plating and have heard how much you’ve enjoyed it, but also that you’ve been wanting to have some more time to interact with the plates. We’ve also heard about some of the difficulties around using the first Rift Herald to secure plates due to the tight timings involved. We’re going to be pushing back the time that turret plating falls off, to address both of these concerns at once.

  • Turret Plating End Time:  6:30 → 7:00

Turret Early Game Protection

Now that early game turrets have become more durable as you damage them due to turret plating, we’re relaxing some of the previous restrictions we had around early turret takes.

  • Mid Lane and Baron Lane Turrets: +50 Armor resist and Magic resist for the first 3 minutes →  +50 Armor resist and Magic resist for the first 2 minutes

Turret Damage

Higher skilled players and players in coordinated play can execute dives 2v1 or 3v2 smoothly in the early game without significant risk. While we don’t mind these plays happening in some cases, we feel there isn’t quite enough risk when making these plays so we’re increasing the early damage of outer turrets to make dives in the first few minutes of the game more dangerous.

  • Outer Turrets Attack Damage: 182 ~ 332 → 200~325 (0~17.5 minutes)

Turret Anti-Siege Mechanism Expiration

Rather than syncing this mechanic with turret plating itself, we’re instead linking it up to the spawn timer of the first neutral objectives. This mechanic is designed to discourage players from grouping up during the laning phase, but we encourage grouping up with your teammates so you can snag those early neutral objectives. So we want to make sure that we’re not explicitly discouraging it via turrets while it’s encouraged for other objectives at the same time.

For the first 6:30 minutes → 5 minutes, the turret will gain bonus resistances when there are multiple nearby enemy champions.

  • 2 Champs: 10 armor/magic resist
  • 3 Champs: 50 armor/magic resist
  • 4 Champs: 150 armor/magic resist
  • 5 Champs: 250 armor/magic resist

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