Changelogs

LOL Wild Rift Update 2.4c Patch Notes – Sep 17, 2021

Advertisement

League of Legends Wild Rift update 2.4c (August 18, 2021) is now available to download on PC. According to the LOL Wild Rift patch notes, the latest update added balance changes for some snowballing outliers and the long-awaited introduction of High Noon Lucian and Senna to the roster. Apart from this, LOL patch 2.4c also includes stability fixes.

Previously, a big update was released with various quality of life improvements and changes.

Unfortunately, since the last patch, players are still experiencing several issues with online gameplay. Today’s LOL update 2.4c will fix a few of these issues.

Advertisement

LOL Wild Rift Patch 2.4c Notes (Sep 17, 2021)

NEW

NEW SKINS

Releasing September 23 @ 00:01 UTC:

  • High Noon Lucian
  • High Noon Senna

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!


Baubles: Town’s Not Big Enough

Emotes: C’mere, You!; Thank Ya Kindly

All accessories will be released throughout the patch.

CHAMPION CHANGES

LUCIAN

After being nerfed and then his core items taking a hit too, Lucian’s ended up too weak. We’re giving him back a little power in his health and dash to put him in a more stable state.

    • BASE STATS

      • Health: 570 HP → 610 HP

RELENTLESS PURSUIT

  • Cooldown: 23/20/17/14s → 22/19/16/13s

RAMMUS

Rammus is over-performing after our last set of changes which were aimed at improving his early jungle clear without making him over-bearing. Keeping within the same direction, we are giving him a tune down on his PvP damage scaling (he’s a tank, after all) but also amping up his bonus damage to monsters to keep his clear relatively equal in power.

POWERBALL

  • Damage: 105/150/195/240 → 110/140/170/200

DEFENSIVE BALL CURL

  • Passive damage Armor ratio: 10% → 8%
  • Active damage Armor ratio: 15% → 12%
  • Monster damage bonus: 150% → 175%

RENGAR

Rengar’s early game is too strong at the moment. Tweaking down his early game so he can’t snowball as easily as before.

  • BASE STATS

    • Armor: 45 → 40
    • Attack Damage: 70 → 64
SONA

Sona’s been hitting all the high notes in recent times, but rather than impact supportive capabilities, we think trimming down her damage dealing would fit her utility identity a bit more. We’re also increasing her ultimate’s cooldown slightly to give opponents some more breathing room when dealing with her game-changing ultimate.

    • HYMN OF VALOR

      • Active damage: 40/80/120/160 → 40/75/110/145
      • Active AP ratio: 50% → 40%
      • Ally aura bonus damage AP ratio: 30% → 20%

CRESCENDO

  • Cooldown: 90/75/50s → 100/80/60s

TEEMO

Teemo is overperforming across the board. He’s getting some hefty general nerfs to his defenses to make him even more squishable.

BASE STATS

  • Health regen: 7.5 → 6
  • Health per level: 115 HP → 105 HP
  • (Health at level 15: 2180 HP → 2040 HP)
  • Armor: 35 → 30
  • Armor per level: 4.3 → 3.9
  • (Armor at level 15: 96 → 85)

GAMEPLAY CHANGES

ITEMS

ZEKE’S CONVERGENCE

We are seeing enchanters as a whole eclipsing most tank supports in performance as well as Zeke’s being a common buy but showing a relatively poor win rate for the tank support class. Zeke’s is getting some moderate buffs to see if we can get the meta into a healthier space for the support class as a whole.

  • Total cost: 2800G → 2700G (Combine cost: 900G → 800G)
  • Frostfire Covenant slow: 40% → 50%
  • Frostfire Covenant magic damage per second: 40 → 60
Advertisement
Share