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LOL Wild Rift 1.1 UI

LOL Wild Rift 1.1 update Patch Notes: Ability Haste, New Champions and more

Regional One Beta is now available for three more regions.
This article is over 4 years old and may contain outdated information

League of Legends’ portable version Wild Rift has finally received its first major update, v1.1, since it has entered the Open Beta phase for specific regions. Right now, the LOL Wild Rift’s regional Open Beta is live in three regions – Vietnam, Oceania, and Taiwan and at the same time, developers have also confirmed that it will be live in Europe, Russia, etc., in a few upcoming days.

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The latest LOL Wild Rift 1.1 update has tuned in various changes and additions into the game, like squeezing in a few new champions, balance changes, fixed joysticks control, and much more. Beyond this, Riot has also replaced the Cooldown Reduction with a new stat called Ability Haste.

Check out the complete patch notes of LOL Wild Rift 1.1 update below.

LOL Wild Rift 1.1 update Patch Notes

New

Champions

  • DARIUS, THE HAND OF NOXUS
  • DRAVEN, THE GLORIOUS EXECUTIONER
  • WUKONG, THE MONKEY KING

Languages

Added support French, German, Italian, Spanish, Polish, Traditional Chinese, Turkish, Russian, and Vietnamese.

Features

  • Added the option to ping ability cooldowns
  • Added the option for fixed joystick controls

Skins

  • Academy Darius
  • High Noon Darius
  • Primetime Draven
  • Soul Reaver Draven
  • More skins will be released throughout the patch!

Champions

We’re standardizing the cost of ultimates and nerfing mana regen for around half the roster. These changes are shown in the section below this one. More significant changes are still here!

Alistar

We’re making a slight tweak to (2) Headbutt’s timing to promote more variety in Alistar’s beefy plays.

(2) Headbutt

Cooldown: 13/12/11/10s → 14/12.5/11/9.5s

Gragas

Gragas’ ult is much harder to land in Wild Rift, and it’s a huge part of his play-making potential. We’re making it a bit faster so he can start the party a bit sooner.

(Ult) Exploding Cask

Travel time: 6 frames → 4 frames

Janna

Janna has slowly fallen off, when her core fantasy should be intact as a highly mobile poke and protect champion. We’re putting the wind back in her sales by buffing up her (2) Zephyr and (3) Eye of the Storm.

Base Stats

Attack Damage: 46 → 52

(2) Zephyr

Damage: 55/115/175/235 + 50% AP + 25% MS → 65/125/185/245 + 60% AP + 25% MS

(3) Eye Of The Storm

Base shield: 80/130/180/230HP → 90/140/190/240HP

Cooldown: 16/14/12/10s → 13/12/11/10s

Shyvana

Shyvana has been more dragon than human with the way her fireballs have been hurting. Here’s some math to help cool her off.

(3) Flame Breath

Dragon form damage: 75 + level*5 + 30% AD + 30% AP → 45 + level*5 + 20% AD + 30% AP

Dragon form Scorch damage: 45 + level*5 + 10% AD + 20% AP → 30 + level*4 + 10% AD + 20% AP

Tryndamere

Tryndamere was pretty average before the crit item nerfs, and he felt weak after we swung the nerf bat. We’re giving him a little something more to rage about.

(1) Bloodlust

HP% AD: 0.2/0.25/0.3/0.35 → 0.25/0.3/0.35/0.4

(Ult) Undying Rage

Cooldown: 100/90/80s → 100/85/70s

Twisted Fate

We’ve heard feedback from TF players that his deck takes a little too long to search through, so we’re making his cards rotate quicker.

(2) Pick A Card

Card rotate time: 0.7s → 0.6s

Mana Adjustments

Ahri – Mana regen: 21 → 18

Alistar – Mana regen: 21 → 18

Amumu – Mana regen: 21 → 18

  • (2) Despair – Mana per second: 10/10/10/10 → 10/11/12/13
  • (Ult) Curse of the Sad Mummy – Mana: 100/150/200 → 100/100/100

Ashe – Mana regen: 12 → 9

  • Mana regen per level: 0.5 → 0.7
  • Mana regen @ level 15: 19 (unchanged)

Aurelion Sol – Mana regen: 12 → 9

Blitzcrank – Mana regen: 18 → 15

Camille – Mana regen: 18 → 15

Evelynn – Mana regen: 18 → 15

Ezreal – Mana regen: 21 → 9

Fiora – Mana regen: 12 → 9

Fizz – Mana regen: 18 → 15

Graves – Mana regen: 18 → 15

Jax – Mana regen: 15 → 12

Janna – Mana regen: 24 → 21

Jhin – Mana regen: 12 → 9

Jinx – Mana regen: 15 → 12

Kai’Sa – Mana regen: 18 → 15

Lux – Mana regen: 12 → 9

Master Yi – Mana regen: 15 → 12

Nami – Mana regen: 21 → 18

Nasus – Mana regen: 15 → 12

Soraka – Mana regen: 24 → 18

Twisted Fate – Mana regen: 12 → 9

  • (Ult) Destiny – Mana: 150/150/150 → 100/100/100

Vayne – Mana regen: 12 → 9

  • (Ult) Final Hour – Mana: 80/80/80 → 100/100/100

Vi – Mana regen: 18 → 15

  • (Ult) Assault and Battery – Mana: 100/125/150 → 100/100/100

Xin Zhao – Mana regen: 15 → 12

Items

We’re taking a look at the feedback around tanks feeling weak and making some adjustments to both tank and anti-tank items to get the big boys and girls back on the frontlines.

Grievous Wounds Items

We are standardizing Grievous Wounds (healing reduction) durations across the board. This change should give tanks a slight buff, but we’ll be keeping an eye on other impacts.

Bramble Vest

Grievous Wounds duration: 1s → 3s

Executioner’s Calling

Grievous Wounds duration: 3s (unchanged)

Morellonomicon

Grievous Wounds duration: 3s (unchanged)

Mortal Reminder

Grievous Wounds duration: 5s → 3s

Thornmail

Grievous Wounds duration: 1s → 3s

Tanks Items

Mercury’s Treads

Stuns feel extra long on Wild Rift, and Merc Treads are being outclassed by other boot upgrades. Hopefully a small upgrade on this option’s Tenacity (crowd control reduction) will make them more appealing.

Tenacity: 30% → 35%

Ninja Tabi

These changes should help champions deal with heavy auto-attacking marksmen.

Armor: 10 → 15

Auto attack damage reduction: 10% → 15%

Gargoyle Enchant

Relative to other Enchants, Gargoyle was very weak and wasn’t worth buying on tanks. We are significantly powering it up.

Health bonus: 40/100% → 65/130%

Fimbul Winter

Fimbulwinter is a new Tear of the Goddess item that’s very strong on specific tanks. We are nerfing it so those tanks aren’t permanently shielded.

Passive Cooldown: 10s → 15s

Game Systems

Ability Haste

Similar to League of Legends on PC, we’re replacing Cooldown Reduction with a stat called Ability Haste. Previously, for an ability with a 100 second cooldown, your 31st point of CDR removed 1 more second off its remaining 70 second cooldown. This reduction is more than 1% of its current value which meant each point of CDR became more and more valuable as you stacked it, forcing us to cap it at 40%.

Conversely, every point of Ability Haste allows you to cast abilities 1% more frequently which means it’s a linear increase in power progression as opposed to CDR’s increasing value per point. Because of this, Ability Haste has no cap which should also allow you to flex your build choices to reflect the needs of the situation more as opposed to planning around a limit. To illustrate the concept a bit more, having 100 Ability Haste means you can cast abilities 100% more frequently (double the amount of casts!), but you’re gonna have to really commit to getting 100.

Below is a list of all changes happening as a result of the stat change. We leaned a bit more on the conservative side with the tuning on this change so we do expect we need to do some changes in following patches to get things just right.

For the math nerds, the exact formula for how much Ability Haste equates to CDR is as follows:

CDR = 1 – (1/(1+Ability Haste))

All Changes

Physical

  • Caulfield’s Warhammer: 10% CDR → 10 Ability Haste
  • Stinger: 10% CDR → 10 Ability Haste
  • Black Cleaver: 20% CDR → 25 Ability Haste
  • Trinity Force: 20% CDR → 25 Ability Haste
  • Umbral Glaive: 10% CDR → 10 Ability Haste
  • Youmuu’s Ghostblade: 10% CDR → 10 Ability Haste
  • Duskblade of Draktharr: 10% CDR → 10 Ability Haste
  • Manamune: 10% CDR → 10 Ability Haste
  • Muramana: 10% CDR → 10 Ability Haste
  • Maw of Malmortius: 10% CDR → 10 Ability Haste
  • Death’s Dance: 10% CDR → 15 Ability Haste

Magic

  • Fiendish Codex: 10% CDR → 10 Ability Haste
  • Lost Chapter: 10% CDR → 10 Ability Haste
    • Passive – Haste: Renamed to Insight
    • Passive – Insight: Grants 10 Ability Haste
  • Sheen: 10% CDR → 10 Ability Haste
  • Lich Bane: 10% CDR → 10 Ability Haste
  • Nashor’s Tooth: 20% CDR → 25 Ability Haste
  • Luden’s Echo: 10% CDR → 10 Ability Haste
  • Harmonic Echo: 10% CDR → 10 Ability Haste
  • Awakened Soulstealer: 20% CDR → 25% Ability Haste
    • Ultimate CDR per stack: 3% → 3 Ultimate Haste per stack
    • Ultimate Haste affects your ultimate ability’s cooldown as Ability Haste would
  • Athene’s Unholy Grail: 10% CDR → 10 Ability Haste
  • Ardent Censer: 10% CDR → 10 Ability Haste
  • Archangel’s Staff: 20% CDR → 25 Ability Haste
  • Seraph’s Embrace: 20% CDR → 25 Ability Haste

Defense

  • Kindlegem: 10% CDR → 10 Ability Haste
  • Glacial Shroud: 10% CDR → 10 Ability Haste
  • Iceborn Gauntlet: 20% CDR → 25 Ability Haste
  • Spirit Visage: 10% CDR → 10 Ability Haste
  • Abyssal Mask: 10% CDR → 10 Ability Haste
  • Zeke’s Convergence: 10% CDR → 10 Ability Haste
  • Warmog’s Armor: 10% CDR → 10 Ability Haste
  • Guardian’s Vow: 10% CDR → 10 Ability Haste
  • Winter’s Approach: 10% CDR → 10 Ability Haste
  • Fimbulwinter: 10% CDR → 10 Ability Haste

Boots

Ionian Boots of Lucidity: 10% CDR → 15 Ability Haste

  • Summoner Spell cooldown reduction: 10% → 15%

Evolved Buff

  • 20% CDR → 20 Ability Haste

Runes

Hunter – Genius

  • 2.5% CDR + 1.5% CDR per Unique Takedown → 2.5 Ability Haste + 2.5 Ability Haste per Unique Take Down
  • Max Ability Haste: 15

Dragons

We want taking Dragons to be impactful, and eventually, Wild Rift will adopt the Dragon Soul system in the future. These changes are the first step toward that!

  • Base Burn Damage: 50 true damage per second over 3 seconds → 45 true damage per second over 3 seconds (150 total → 135 total)
  • Burn Damage per Dragon: Now scales from 45/60/75/90 per 1/2/3/4 Dragon your team has taken (including Elder Dragon itself) (135/180/225/270)
  • Elder Dragon elemental effect now increases by 50% per dragon taken
    • 150% → 150/200/250/300% per 1/2/3/4 Dragons your team has taken

Smite

Junglers sometimes hit level 5 before laners, so we want to delay jungler speeds a little. This should also relieve some pressure on the jungler to use Smite before their first camp reaches the spell’s execute range.

Initial charge: Smite’s initial second charge delayed by 10 seconds

Runes

Fleet Footwork

Fleet is appropriately powerful in PvP situations but the amount of sustain it was providing for safer ranged champions felt too strong, particularly in the early game. We’re taking a lesson we learned from League PC and adding a constraint so that ranged laners don’t get to ignore poke completely by taking Fleet Footwork.

Healing effectiveness: Against minions, the healing effectiveness for ranged champions is reduced to 30%.

Other Notes

  • Improved Wild Rift’s matchmaking to lower ping and skill disparity
  • Added a limit to gifts sent in one day
  • Lowered AFK penalty timings
  • Chat settings will now default to off until account level 8, when team chat will be available by default. Players can opt in to chat at any time.
  • Emotes now glow in-game. Shiny!

LOL Wild Rift 1.1 update is now available to download for Android devices for the aforementioned regions. Refer to the below-listed guide to download the latest LOL Wild Rift 1.1 update.

Related: How to download League of Legends: Wild Rift 1.1.0 update

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