Patch 3.2

Patch 3.2, also called the Time & Tide Update, is a major patch in League of Legends: Wild Rift. It adds to the champion roster, and the Elemental Rift game mode returns for another test run.

Remake and leaver mitigation is also introduced, giving players protection against teammates who are AFK in matches. Ranked fortitude was also changed.

Guild vs Guild Season 3 begins on this patch, as a new Wild Pass is introduced.

Two keystones and six minor runes have also been introduced. These give more options for the player in their matches. Control wards, disabling Stealth Wards and revealing stealthed traps and invisible champions, have been added as the third trinket.

Champion skins
The following champion skins have been added to the store:
 * Released May 12 00:01 UTC:
 * Released May 19 00:01 UTC:
 * Released May 19 00:01 UTC:
 * Released May 19 00:01 UTC:

Accessories
The following accessories have been added:
 * Baubles: Hats Off to You; Five Minutes to Midnight; Are you a backpack?; Even the Odds; Be Kind, Rewind; The Shadow of Time; Sundered; The Sands of Time; Cursed Tears
 * Icons: Righteous Wrath; Razor-edged; Mecha Veigar; Time Prodigy; Porodeo Roundup
 * Emotes: Catch Ya Later; Spinning Slash; It Was Nothing; Come Hither; Let’s Dance; Rodeo Time; Oooof; No Way
 * Icon Borders: Power Overwhelms; Shuriman Port
 * Rift Emblems: Crackling Energy; LOST DOG; Shuriman Standard (Lapis Lazuli); Shuriman Standard (Verdalite); Shuriman Standard (Carnelian)
 * Recalls: Of Embers and Dust; Snack Time; Party Time!
 * Player Emblems: Shuriman Ensign I; Shuriman Ensign II; Shuriman Ensign III; Shuriman Ensign IV; Shuriman Ensign V
 * Profile Borders: Power Surge

Ekko's Arrival
Explore the streets of Zaun and tinker with time-altering gizmos and gadgets.

The Ekko’s Arrival event begins May 12 00:01 UTC.

High Noon
With angels, demons, devils, and cowboys running around, you best watch your back ‘round these parts, partner.

The High Noon event begins May 19 00:01 UTC.

Elemental Rift
We’re letting the Elemental Dragons fly into a limited game mode once again. This time we’re testing a new version that will look different from the other iterations you saw during our 3.1 patch cycle. The biggest change you’ll notice is that rather than obtaining Dragon Soul, each Elemental Dragons' elemental effect will stack, which can put you head and smolders above your opponents. Once you slay your second Dragon, each following Dragon kill will increase the power of the Dragon Buffs by 1.5 - 2 times. We’ve also made a few other adjustments:


 * The terrain will change after the first Dragon is slain.
 * Individual Elemental Dragons will still grant their elemental effect:
 * Infernal Dragon: 4% Adaptive Attack Damage or Ability Power.
 * Ocean Dragon: 3% Missing health every 5 seconds.
 * Mountain Dragon: Grants 6% Armor and magic resistance.
 * Instead of Dragon Soul, after your team slays its second Dragon, the elemental effects can stack. This will increase the power of each individual dragon buff by 1.5 - 2 times. For example:
 * Infernal Dragon: 4/6/8% Adaptive Attack Damage or Ability Power.
 * Ocean Dragon: 3/4.5/6% Missing health every 5 seconds.
 * Mountain Dragon: 6/9/12% Armor and magic resistance.
 * Elder Dragon will spawn at 20 minutes with a 4 minute respawn timer.

Before this version of Elemental Rift goes live, we'll have a /dev from one of the designers on May 16. They’ll be discussing all of your feedback from our previous tests and what you can expect to see from Elemental Rift during the rest of our Time & Tide update.

Elemental Rift will be available to play May 17 0:01 UTC.

Guild vs Guild Season 3
It’s time to shuffle down to Shurima for Guild vs Guild S3! Grab your guildies and make sure you don’t blink or you might just miss out on some of the new rivalries, scenery and rewards waiting for you to explore and earn! Along with a new season we’ve also made a few updates:


 * Your lobby banner will now upgrade as you progress on your GvG Reward Track!
 * Rewards will be given for every single armed member with no limit or ratio restrictions.
 * We’ve added in some new missions!
 * Starting this season, we’re getting rid of sabotaging.
 * We’ve disabled Champion Abilities.
 * Dialogue will now only trigger 3 times a week:
 * Beginning of the week
 * Middle of the week
 * End of the week

Guild vs Guild S3 preliminaries will begin May 23 00:01 UTC.

Leaver Mitigation
We know just how frustrating it can be to have someone swipe up and out of your game, leaving you and your teammates at a huge disadvantage. To help with this, we’re giving you the option to remake your games:

Remake

 * When a player is AFK at the start of a game, you’ll have the opportunity to vote to remake the match. If the vote is successful, the game will end with neither team receiving a win or a loss and all consumables will be refunded. It’ll be like it never even happened! However, the player who was AFK will receive a loss.
 * If you’re in a premade that involves players who are Masters and above, the premade members will also be given losses to prevent abuse.
 * To start, Remake will only be available in Normal PvP games to ensure its working as intended, then we’ll enable it in all game modes.

Ranked AFK Loss Mitigation
A teammate disconnecting midway through a game is equally frustrating and overall, just sucks. To help combat with this, we’ll also be rolling out leaver mitigations for losses:


 * Any players who leave in ranked will now be penalized more harshly on their climb:
 * Below Diamond: You’ll have more Ranked Fortitude deducted, based on how long you were AFK during the match.
 * Diamond and above: You’ll have more VP deducted, based on how long you were AFK during the match.
 * On the other hand, if the rest of the team will receive more Ranked Fortitude or lose less VP:
 * Below Diamond: You’ll receive 20% or 50% of the Ranked Fortitude needed to prevent a loss, based on how long your teammate was AFK for. This will also be added to any other Ranked Fortitude you would gain for the match.
 * Diamond and above: You’ll get back 20% or 50% of the VP you lost, based on how long your teammate was AFK for.

Values mentioned are subject to change as they are monitored.

Ranked
We’re also making a few adjustments to Ranked Fortitude this patch to help improve your experience while climbing through the ranks:


 * Performing well in a ranked match but still losing can be a frustrating experience, so we’re adding in loss mitigations for when those games happen.
 * You’ll be given a small amount of extra Ranked Fortitude when you perform excellently in a game that you still lost.
 * We’re also making some adjustments to your End of Game Settlements:
 * Sometimes you’ll have so much Fortitude that when you lose your game you can have a shield built, but we’ll deduct your mark first and the shield won’t apply until your next, which is a bummer.
 * We’ll now be calculating the Fortitude you gain first so that your shield will protect your loss immediately, rather than next game.

Wild Pass
Here to haunt your dreams and take-over this Wild Pass is. Earn this daunting new skin and other rewards as you progress your way through this pass.

The new Wild Pass will be available starting May 12 00:01 UTC.

Champions



 * Base Stats
 * 115 → 105




 * Base Stats
 * 75 → 50
 * 25/60/95/130 → 30/65/100/135
 * 130/110/90/70 → 120/100/80/60
 * 85/150/215 → 80/200/320
 * 85/150/215 → 70/140/210
 * 40% → 30%
 * 85/150/215 → 70/140/210
 * 40% → 30%




 * Base Stats
 * 9 → 12
 * 0.7 → 1.1
 * 1.2% → 2.2%
 * 10/9/8/7s → 8/7/6/5s
 * 10/9/8/7s → 8/7/6/5s




 * 0.75s → 1.25s
 * 2–3.75 → 1.75–3.75
 * 40/70/100/130 → 40/80/120/160
 * 45% → 55%
 * 45% → 55%




 * 60/110/160/210 → 60/100/140/180
 * 50% → 35%
 * 50% → 35%
 * 50% → 35%




 * 80/150/220/290 → 80/160/240/320
 * 6/12/18/24 → 5/10/15/20
 * 200% → 225%
 * 70/85/100/115 → 70/90/110/130
 * 200% → 225%
 * 70/85/100/115 → 70/90/110/130




 * Base Stats
 * 64 → 58




 * 55/70/85/100 → 60/75/90/105
 * 50% → 40%
 * 50% → 40%
 * 50% → 40%
 * 50% → 40%




 * Base Stats
 * 25 → 50
 * 15/17.5/20 → 10/12.5/15
 * 65/60/55/50 → 75/70/65/60
 * 65/60/55/50 → 75/70/65/60
 * 65/60/55/50 → 75/70/65/60




 * Base Stats
 * 40 → 35
 * 30/55/80/105 → 30/45/60/75
 * 25/55/85/115 → 25/65/105/145
 * 12s → 14s
 * 12s → 14s
 * 12s → 14s




 * 70% → 100%
 * 2s → 2.5s
 * 7.5/6.5/5.5/4.5s → 7/6/5/4s
 * 50/70/90/110 → 60/90/120/150
 * 35% → 45%
 * 2s → 2.5s
 * 35% → 45%
 * 2s → 2.5s
 * 2s → 2.5s

Items



 * Recipe
 * No longer builds into.




 * General
 * Can now be found in the "Defense" menu.




 * Recipe
 * Base Stats
 * 20 → 15
 * 20 → 15




 * General
 * Can now be found in the "Physical" menu.




 * Base Stats
 * 60 → 65




 * Base Stats
 * Now grants 425 health.
 * Now grants 25 ability haste.
 * No longer grants 45 armor and magic resistance.
 * Recipe
 * Picking up a seed now grants 40% bonus movement speed decaying over 2.5 seconds.
 * Picking up a seed now grants 40% bonus movement speed decaying over 2.5 seconds.
 * Picking up a seed now grants 40% bonus movement speed decaying over 2.5 seconds.
 * Picking up a seed now grants 40% bonus movement speed decaying over 2.5 seconds.
 * Picking up a seed now grants 40% bonus movement speed decaying over 2.5 seconds.




 * Recipe
 * Now builds into.




 * Recipe




 * Recipe
 * No longer builds into.




 * Recipe
 * Base Stats
 * 40 → 30
 * 40 → 30




 * 20% → 30%
 * 20% → 30%




 * 33–75 (based on level) → 38–80 (based on level)
 * 33–75 (based on level) → 38–80 (based on level)




 * General
 * Can now be found in the "Physical" menu.




 * Recipe
 * Base Stats
 * 40% → 45%
 * 40% → 45%




 * Recipe
 * Now builds into.

Trinkets
Control Ward


 * Added
 * Places a visible ward at the target location, granting sight of its surroundings and reveals units and wards in stealth. Control Wards last until they are destroyed or replaced, and a player can only have 1 on the map at a time (100 second cooldown).
 * Switching to another trinket retains the cooldown of Control Ward.

Runes



 * Added
 * Inspiration rune.
 * While within 550 range of a turret, generates stacks over 3 seconds. At maximum stacks, your next basic attack against the turret discharges the stacks to deal 200 bonus adaptive damage.
 * 30 seconds.
 * 10.




 * 100% → 60%
 * 30% → 20%
 * Now restores or  when triggered against a champion.