Wild Rift Patch 3.5 Notes: Darkin To Dawn Introduces Aatrox, Kayn

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Wild Rift Patch 3.5 Notes: Darkin To Dawn Introduces Aatrox, Kayn

Wild Rift Patch 3.5 Notes debut Aatrox and Kayne while making massive ARAM, jungle and system changes across the board.


Wild Rift Patch Notes 3.5 New Champions

With Wild Rift Patch 3.5, Riot’s dev team has introduced an interesting new feature that allows players to choose to play any of Kayn’s two forms. One is Rhasst, Kayn’s more durable and tanky form, which heals upon dealing damage. On the other hand, his assassin form, known just as Kayn, focuses on mobility, and escaping upon damaging his enemies. Players can transform into Rhasst upon killing melee champions, while killing ranged champions allows him to become the ‘true shadow asssasin,’ Kayn.

https://youtu.be/EALr_uuouSU

Kayn

“A peerless practitioner of lethal shadow magic, Shieda Kayn battles to achieve his true destiny—to one day lead the Order of Shadow into a new era of Ionian supremacy. He wields the sentient darkin weapon Rhaast, undeterred by its creeping corruption of his body and mind. ‘There are only two possible outcomes: either Kayn bends the weapon to his will... or the malevolent blade consumes him completely, paving the way for the destruction of all Runeterra.” reads his bio at Wild Rift’s official site.

Here’s the official description of Kayne’s abilities along with a mini-guide by Riot’s Wild Rift team to help players master the true reaper, Kayne.

  • Passive The Darkin Scythe
    • Kayn struggles against the will of Rhaast, but it’s up to the player to decide whose willpower is stronger.
    • The Darkin, Rhaast, is much more durable and heals as he deals damage.
    • The Shadow Assassin, Kayn, is a highly mobile assassin who excels at getting to his target and escaping. Kayn’s scythe deals increased damage when he first enters combat.
    • As a jungler it is important for Kayn to gank, and choose the right foes to hunt down so he can transform as quickly as possible.
  • (1) Reaping Slash
    • Kayn, or Rhaast, dashes forward with a short cooldown. This makes the champion great at sticking to targets and clearing camps.
    • As Rhaast, this deals bonus damage based on his target’s maximum health.
  • (2) Blade’s Reach
    • Blade’s Reach has a powerful slow attached to it, making it great for ganking targets—and the fact that it is AoE helps with your jungle clear too.
    • With Rhaast’s strength this will also knock up all targets hit, giving Rhaast powerful crowd control.
    • As the Shadow Assassin, Blade’s Reach’s range is extended and Kayn is able to manipulate his shadow to perform this attack for him, allowing him to cast on the move.
  • (3) Shadow Step
    • Keep your enemies on their toes by appearing from the “safety” of the wall they had their backs to. Shadow Step grants Kayn the ability to walk through walls, making it a powerful tool for ganking and escaping.
    • Those who take up the mantle of the Shadow Assassin will gain Slow Immunity and increased movement speed while also reducing its cooldown.
  • (4) Umbral Trespass
    • Umbral Trespass is a powerful ability that grants Kayn easy access to his victim, but as a special trick you can use this to dodge incoming attacks and wait for the perfect moment to pop out.
    • Upon emerging from his target, Rhaast deals increased damage and heals himself based on their health. Use this to turn the tides when dueling tanks and fighters.
    • After becoming a Shadow Assassin, Umbral Trespass gains increased range and reset’s The Darkin Scythe’s bonus damage cooldown.

Recommended Items:

  • Shadow Assassin
    • If you’re going the Shadow Assassin route you are going to care a lot about Armor Penetration. Starting with Youmuu’s Ghostblade or other items such as Duskblade of Draktharr or Serpent’s Fang will help you rip through targets and quickly escape.
  • Rhaast
    • Rhaast isn’t an assassin, and instead focuses on his strength as a fighter, dishing out and taking damage. Because of this, Rhaast cares about a mix of durability and damage, making Black Cleaver an ideal starting item, followed by Divine Sunderer.

Aatrox

“Once honored defenders of Shurima against the Void, Aatrox and his brethren would eventually become an even greater threat to Runeterra, and were defeated only by cunning mortal sorcery. But after centuries of imprisonment, Aatrox was the first to find freedom once more, corrupting and transforming those foolish enough to try and wield the magical weapon that contained his essence.” read the new champions bio on Riot’s official site. Aatrox makes his debut to the Rift, and will be available on Day 1 upon release scheduled for November 17.

Wild Rift Patch Notes 3.5 Champion Changes

Ezreal

Mystic Shot
Base Damage: 20/55/90/125 → 30/65/100/135

Irelia

Bladesurge Dash no longer follows enemy Flashes and similar effects.

Janna

Howling Gale
Bonus damage per second charged: 20/25/30/35 + 15% Ability Power → 15/20/25/30 +15% Ability Power
ZEPHYR
Passive movement speed bonus: 6/8/10/12% → 6/7/8/9%

Kassadin

Base health: 570 changed to 600
Force Spells: After 6 spells are cast nearby, 60% Damage amplification → 40% Damage amplification

Lux

Prismatic Barrier
Shield: 50/70/90/110 + 20% Ability Power changed to 40/70/100/130 + 15% Ability Power

Double shield: 100/140/180/220 + 40% Ability Power changed to 80/140/200/260 + 30% Ability Power

Final Spark
Ability Power ratio: 85% changed to 75%
GLEAMING QUILL

    • Range: 700/800/900/1000 → 800
    • Base damage: 70/130/190/250 → 80/140/200/260
      LAST EMBRACE
  • Damage: 70/130/190/250 → 90/155/220/285
  • CURSE OF THE BLACK MIST
    • Cooldown: 26/24/22/20 → 22/20/18/16

Seraphine

Base mana regeneration: 12 changed to 16

Shen

Twilight Splash
[NEW] Bonus damage will apply at 50% effect to attack splash damage.

Ziggs

Base mana: 435 → 460
Base mana regeneration: 12 → 16

LOOMING DARKNESS

Cooldown: 12s → 13s

Mana cost: 70/80/90/100 → 80/90/100/110

Yone

Special Base damage: 20/30/40/50 → 10/20/30/40

Soul Unbound

    • Cooldown: 20/17/14/11s → 20/18/16/14s

Wild Rift Patch Notes 3.5 New Features

Player Behavior Update

The upcoming update also introduces a variety of new features to improve the overall player experience, such as new penalties for AFK player behavior, and the removal of all chat.

  • Added a new penalty type for players who are AFKing in game that will apply prior to queueing for a game.
    • This penalty will apply in the form of X amount of time for Y number of games.
    • When a player queues, if they have any remaining games, they will sit in queue for X amount of time before they actually begin searching for a match.
    • Only once you accept a match and play out the game will your Y number of games decrease.

The developer team are also introducing a new feature to Ranked Queue, called the Matchmaking Avoid List:

  • Players in ranks Diamond and below will have the ability to add up to 3 other players to their Avoid List in the post game lobby.
  • You will now have the option to add players to your Avoid List after leaving the post game lobby.
  • When you add someone to your Avoid List:
    • You will no longer be matched with the Avoid Listed player on your team in the Ranked matchmaking mode.
    • The Avoid Listed player will remain on your Avoid List until the list resets.
      • The Avoid List will reset weekly every Monday.

Remake and All Chat also receive their fair share of new and updated features:

  • Remake vote will now auto trigger
    • Remake will no longer require you to enter the menu and ‘start’ the Remake vote. Now, whenever a Remake vote becomes available, the vote will automatically start and appear on players’ screen.
    • All Chat will be removed from all game modes starting this very update. There are no changes made to team or party chat.

Position Preference Rewards

Starting this patch, the player will now receive missions that will grant you a reward for opting into preferring a role for which there are currently fewer players. The dev team’s main goal for this update is to encourage players who see a certain role that is needed to queue up and fill it so that other players in the current queue don’t have to auto-fill.

  • Only in Ranked & Legendary Queue for now, we may expand it to other queues in the future!
  • The player will see it as a daily mission that you can fulfill up to 3x a day.
  • The player won’t always see this mission; it will only pop up when there are certain roles needed in the queue.
  • When the player does have the mission, if you select that role as your 1st pick you’re guaranteed to get it.
  • The player won’t receive any rewards if you they a punishment in that game, as in going AFK or getting detected as not playing your assigned role.
  • In Ranked Queue the reward is 40 Hextech Energy. (Ranked Fortitude)
  • In Legendary Queue the reward will be 4 Legendary Points.

Wild Rift Patch 3.5 Notes URF Changes

GWEN

  • Damage received: -5% → -10%

JHIN

  • Damage received: 0% → 5%

XIN ZHAO

  • Damage dealt: 0% → 5%

YONE

  • Damage dealt: 0% → 5%

ZIGGS

  • Damage dealt: -20% → -15%

Wild Rift Patch 3.5 Notes URF Changes

CORKI

  • Damage received: -5% changed to -10%

GWEN

  • Damage dealt: 0% changed to 10%
  • Damage received: 0% changed to  -10%

JAYCE

  • Damage received: 0% changed to -5%

RIVEN

  • Damage dealt: 0% changed to 5%

SAMIRA

  • Damage dealt: 0% changed to 8%
  • Damage received: 0% changed to -10%

SENNA

  • Healing dealt: 0% changed to 10%
  • Damage received: 0% changed to -5%

SION

  • Damage dealt: 0% changed to 10%
  • Damage received: 0% changed to -10%

YONE

  • Damage dealt: 0% changed to 10%
  • Damage received: 0% changed to -10%

Wild Rift Patch 3.5 Notes Gameplay Changes

Item

[NEW] HORIZON FOCUS

Build Path:

  • Fiendish Codex + Haunting Guise + 700g
    • Total Cost: 2800g

Stats:

  • 80 Ability Power
  • 150 Health
  • 15 Haste

Passive - Hypershot:

  • When a non-targeted ability hits a champion at least 500 range away*, it applies one stack, and when you immobilize a champion, add 2 stacks.
    • Stacks last for 5 seconds.
    • After reaching 3 stacks, consume the stacks to deal 80 + 20% Ability Power magic damage and apply another stack.

[NEW] LORD DOMINIK’S REGARD

The current penetration options are often unsatisfying for marksmen, so we’re adding a new Last Whisper item that also offers crit chance to smooth out those awkward build paths. We’re also trying something new with the passive, which should allow you to get some occasional snappy attacks in.

Build path:

  • Last Whisper (1100g) + Cloak of Agility (1000g) + 1000g
    • Total cost: 3100g

Stats:

  • 35 Attack Damage
  • 25% Crit chance

Passive - Last Whisper:

  • 16 - 30% Armor Penetration

Passive - Adrenaline:

  • Your first attack on a champion after being out of combat with champions has an 80%increased Attack Speed.

[REWORKED] AWAKENED SOULSTEALER

[NEW] Build path:

  • Prophet’s Pendant (1250g) + Fiendish Codex (1000g) + 750g
    • Total cost: 3000g

[NEW] Stats:

  • Ability Power: 65
  • Haste: 20
  • Health: 150

[NEW] Unique Passive - Death Touch: 15 Magic penetration

[NEW] Unique Passive - Soulflare: Takedowns on enemy champions within 3 seconds of dealing damage to them reduce the remaining cooldowns of your abilities (including ultimates) by 20%.

Unique - Soulcharged: [REMOVED]

DIVINE SUNDERER

As a competitor to Trinity Force, Divine Sunderer has been losing a bit of its sheen. We’re buffing it up to give it the polish it deserves.

  • Attack Damage: 20 → 25
  • Ability Haste: 20 → 25

MORELLONOMICON

[NEW] Build path:

  • Fiendish Codex (1000g) + Oblivion Orb (800g) + 700g
    • Total cost: 2500g

[NEW] Stats:

  • Ability Power: 70
  • Haste: 20

[UNCHANGED] Passive - Affliction:

  • 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 instead.

[REMOVED]

  • Magic penetration
  • Health

YOUMUU’S GHOSTBLADE

For now, Youmuu’s is in an ‘decent’ spot in terms of power, but the developer team is making it a more attractive purchase by lowering its price..

  • Gold cost: 3000g → 2900g

NEW RUNES

CHAMPION RUNE REPLACED BY [NEW] SUDDEN IMPACT

[NEW] Domination: Sudden Impact:

After exiting stealth or using a dash, leap, blink or teleport effect, damaging an enemy champion grants 10 Armor Penetration and 10 Magic penetration for 3 seconds (4 second cooldown).

Rune Changes

[REWORKED] INSPIRATION: PATHFINDER

[NEW] Effect:

  • Gain 20 bonus movement speed in the river. When in the river while out of combat, restore 0.6% missing health or 0.6% missing mana (based on the lowest value) every 1 seconds and gain an additional 10 bonus movement speed.

[REWORKED] INSPIRATION: PHASE RUSH

Effect: Hitting champions 3 times with separate attacks or abilities within 3 seconds,

  • Grants: (Melee 40% − 60% / Ranged 30% − 50%) Movement speed and 75% Slow resistance → (Melee 40% − 60% / Ranged 30% − 50%) Movement speed, 10 Ability Haste and reduces and reduces your current basic ability cooldowns by 20%.
  • Duration: 3 seconds
  • Cooldown: 12 seconds

DOMINATION: BRUTAL

Brutal is lagging behind in power when compared to other Domination runes, so we are amping up its damage output.

  • On-hit adaptive damage: 7 - 14 → 12 - 19

DOMINATION: ELECTROCUTE

We’re reducing Electrocute’s cooldown in the later stages of the game to fit the pacing of Wild Rift better.

  • Cooldown: 20s → 20~13s

DOMINATION: SCORCH

We’re turning up the heat on Scorch by buffing the uptime and scaling its damage.

  • Cooldown: 10s → 8s
  • Damage: 24~38 → 28~42

DOMINATION: TRIUMPH

Players should be triumphant over enemy champions, not jungle monsters.

  • Deal 5% bonus damage to targets lower than 35% health → Deal 5% bonus damage to champions lower than 35% health

RESOLVE: ADAPTIVE CARAPACE

Adaptive Carapace is currently underperforming, so we’re increasing resistances that the player gains when below 50% health.

  • Resistance Bonus: 12 Armor // 12 Magic resistance → 16 Armor // 16 Magic resistance

RESOLVE: BONE PLATING

Bone Plating’s effect not working against the initial hit made it difficult to appreciate and too easy to play around for the enemy.

  • Effect: Blocks damage from 3 attacks after the initial hit → Blocks damage from the triggering attack and 2 more attacks

Jungle Updates

ADJUSTMENTS TO SMITE, CHALLENGER SMITE, AND CHILLING SMITE

The Smite system has always been pretty “bloated”, so the team has removed some challenging mechanics and added clearer jungle benefits.

  • Challenger Smite: REMOVED

Smite:

  • Active: Deal 600 true damage to a large or epic monster or minion and restore 70 (+10% total Health) health. Upgrade to Chilling Smite after 3 uses.

Passive - Jungle Expertise:

  • 20% Gold / XP from jungle monsters but temporarily earn 60% less Gold / XP from minions
  • 15% damage and 15% additional ability damage to jungle monsters
  • Restore 40 health over 5 seconds while fighting jungle monsters
  • Restore 4 mana every second while in the jungle or river

Chilling Smite:

  • Against monsters or minions: Deal 800 true damage and restore 70 (+10% total Health) health.
  • Against champions: Deal 38-184 true damage and steal 25% of their Movement Speed for 2 seconds.

Passive - Jungle Expertise: Same as Smite passive

[NEW] JUNGLE CONSERVATION

We’re introducing the Conservation system to make roaming and ganking less punishing to jungle players and to give junglers an opportunity to catch up when they have fallen behind.

Smite & chilling smite now grant their user the Conservation Buff:

  • Every 5 seconds, the player gains 12 or 6 stacks toward their Conservation buff. The number of stacks earned is based on the gold income of the player and the player’s team.
  • If the player’s team gold is lower than the enemy team’s gold by 10% or more and if the player’s gold income is lower than their allies by 5% or more, gain 12 stacks per 5 seconds.
  • In any other state, gain 6 stacks per 5 seconds.

When you kill a large monster or epic Monster, you will consume all current stacks of the Conversation Buff, granting you 1 gold per stack (Max 150 Charges).

JUNGLE CAMP LEASHING

Riot’s Wild Rift team is decreasing the attack ranges of several camps to remove an optimization where a player could stand in the middle of two camps and farm both camps at once.

Attack range adjustments:

  • Crimson Raptor: 3 → 1
  • Gromp: 1.8 → 0.9
  • Blue Sentinel: 1.8 → 0.9
  • Red Brambleback: 2.2 → 1.5

JUNGLE MONSTER CAMPS

  • Non-epic jungle camp level cap: 10 → 12
    • Camps begin to level up every 60s after the first 30s of a game
  • Non-epic monster camps Armor and magic resist reduced to 0
  • Non-epic jungle monster health
    • Red Brambleback: 2500 Health + 140 Health per level → 2200 Health + 180 Health per level
    • Evolved Red Brambleback: 3400 Health + 150 Health per level →3000 Health + 200 Health per level
    • Blue Sentinel: 2500 Health + 140 Health per level → 2200 Health + 180 Health per level
    • Evolved Blue Sentinel: 3400 Health + 150 Health per level → 3000 Health + 200 Health per level
    • Murk Wolf: 550 Health + 38 Health per level → 450 Health + 50 Health per level
    • Greater Murk Wolf: 1800 Health + 30 Health per level → 1600 Health + 100 Health per level
    • Krug: 500 Health + 50 Health per level → 450 Health + 50 Health
    • Ancient Krug: 1200 Health + 60 Health per level → 1100 Health + 90 Health per level
    • Raptors: 550 Health + 35 Health per level → 450 Health + 50 Health per level
    • Crimson Raptor: 1500 Health + 20 Health per level → 1500 Health + 100 Health per level
    • Gromp: 2000 Health + 100 Health per level → 1800 Health + 145 Health per level
    • Rift Scuttler: 1850 Health + 100 Health per level → 1700 Health + 110 Health per level
  • Non-epic jungle camp respawn cooldown 105s → 110s
    • Murk Wolf Camp
    • Krug Camp
    • Raptor Camp
    • Gromp Camps
  • Non-epic jungle monster gold changes
    • Red Brambleback: 130 Gold → 100 Gold + 3 Gold per level
    • Evolved Red Brambleback: 180 Gold → 135 Gold + 4 Gold per level
    • Blue Sentinel: 130 Gold → 100 Gold + 3 Gold per level
    • Evolved Blue Sentinel: 180 Gold → 135 Gold + 4 Gold per level
    • Murk Wolf: 20 Gold → 20 Gold + 1 Gold per level
    • Greater Murk Wolf: 90 Gold → 65 Gold + 1 Gold per level
    • Krug: 20 Gold → 22 Gold + 1 Gold per level
    • Ancient Krug: 60 Gold → 45 Gold + 1 Gold per level
    • Raptors: 25 Gold → 20 Gold + 1 Gold per level
    • Crimson Raptor: 60 Gold → 45 Gold + 1 Gold per level
    • Gromp: 130 Gold → 100 Gold + 4 Gold per level
    • Rift Scuttler: 100 Gold → 85 Gold + 3 Gold per level
  • Jungle monster XP Changes
    • Red Brambleback: 2000 XP → 1800 XP + 72 XP per level
    • Evolved Red Brambleback: 2800 XP → 2240 XP + 90 XP per level
    • Blue Sentinel: 2000 XP → 1800 XP + 72 XP per level
    • Evolved Blue Sentinel: 2800 XP → 2240 XP + 90 XP per level
    • Murk Wolf: 500 XP → 450 XP + 18 XP per level
    • Greater Murk Wolf: 1000 XP → 800 XP + 32 XP per level
    • Krug: 250 XP → 340 XP + 14 XP per level
    • Ancient Krug: 750 XP → 700 XP + 28 XP per level
    • Raptors: 333 XP → 300 XP + 12 XP per level
    • Crimson Raptor: 1000 XP → 800 XP + 32 XP per level
    • Gromp: 2000 XP → 1800 XP + 72 XP per level
    • Rift Scuttler: 1200 XP → 1000 XP + 40 XP per level
  • Jungle Monster Attack Range Changes
    • Red Brambleback: 2.2 Range → 1.5 Range
    • Evolved Red Brambleback: 2.2 Range → 1.5 Range
    • Blue Sentinel: 1.8 Range → 0.9 Range
    • Evolved Blue Sentinel: 1.8 Range → 0.9 Range
    • Crimson Raptor: 3 Range → 1 Range
    • Gromp: 1.8 Range → 0.9 Range
  • Krug Camp
    • Krugs no longer split to mini Krugs

[NEW] SHAREABLE RED BRAMBLEBACK AND BLUE SENTINEL

Ever wonder whether a jungle buff should go on your Jungler or be donated to an ally? To that we say, why not both?

  • Red Bramblebacks & Blue Sentinels that spawn after 7 minutes will drop a second Crest of Cinders/Insight for allies.
  • This shared buff will only drop if the Jungler clears the camp.
  • The second Crest will stay on the ground for 45 seconds before disappearing.
  • Any ally except the Jungler can pick up the shared buff by sitting in range for 2.5 seconds.
  • A second Crest will not drop if the enemy team slays your Red Brambleback or Blue Sentinel.
  • Evolved Crest of Cinders & Crest of Insight: Removed

RIFT HERALD

Riot’s Wild Rift team is reducing the Rift Herald animation duration and its cast time so that it can more consistently take down enemy turrets.

  • Total summoning animation duration: 7.6s → 4s
  • Headbutt against Turrets dash cast time: 2.5s → 1.75s

System Changes

BOUNTY MECHANISM

The new update introduces a cap to the bounty system so that players don’t have to pay ‘gigantic’ prices’ for their mistakes.

  • Maximum bounty a player can accrue: Uncapped → 1300 Gold
  • Maximum bounty gold payment for one shutdown: Uncapped →1000 Gold
    • Bounty that are not fully dropped in the first shutdown will be added to the next shutdown

Wild Rift Patch 3.5 Notes Complete List of Skins

With their newest patch, Riot’s Wild Rift team will also release a batch of special skins for several champions, old and new. Players should also note that some specific regions will receive Cosmic skin variants, but everyone should be able to access those skins after Patch 4.1 release.

Releasing in Patch 3.5*

  • Blood Moon Aatrox
  • Soulhunter Kayn
  • Crystal Rose Akali
  • Crystal Rose Riven
  • Crystal Rose Vi

Releasing in Patch 3.5a*

  • Chroma Crash Ekko
  • Chroma Crash Jinx
  • Chroma Crash Samira

Releasing in Patch 3.5b

  • Frostblade Irelia
  • Spirit Blossom Lillia
  • Spirit Blossom Teemo
  • Spirit Blossom Thresh
  • Spirit Blossom Yone
  • Spirit Blossom Yasuo

When Does Wild Rift Patch 3.5 Release?

League’s mobile port’s 3.5 update is slated to arrive on live servers on Thursday, November 17. A sizable update, Patch 3.5 will introduce two new champions to the Rift while incorporating a series of balance and system changes. As always, player should note the content detailed in the notes will be released throughout the patch. To read the official patch notes article, Wild Rift fans can click here.

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