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HomeIndustryNewsLeague of Legends: Wild Rift Update as of September 29, 2026 — Changes to Hwei and Other Champions, Easier Pushing
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Oct 2, 2026, 10:41 AM
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League of Legends: Wild Rift Update as of September 29, 2026 — Changes to Hwei and Other Champions, Easier Pushing

Kirill Alexandrov
League of Legends: Wild Rift

On September 29, the developers of League of Legends: Wild Rift released Update 7.3a. Various balance changes were made to certain champions and items. Separate adjustments were made for AAA ARAM mode.

Champion Changes

Hwei

Hwei’s effectiveness continues to rise as players master his abilities, and we believe this trend will continue. We’ve reduced his overall damage to curb the champion’s growing power.

  • Developer’s Note. Damage: 33–333 (scaling with level) + 33% of ability power → 40–285 (scaling with level) + 30% of ability power.
  • Theme: Catastrophe – Devastating Flame. Damage: 50/90/130/170 + 75% ability power + 4%/5%/6%/7% of maximum health → 50/85/120/155 + 70% of ability power + 4%/5%/6%/7% of maximum health.
  • Ability: Cataclysm – Crippling Bolt. Damage based on missing health: 150%/200%/250%/300% → 100%/150%/200%/250%.
  • Growing Despair. Explosion damage: 250/350/450 + 75% of ability power → 200/300/400 + 70% of ability power.

Samira

Samira’s performance has been lacking across all stages of the game. She lacks burst damage and survivability. We’ve increased her damage and survivability so she can have a greater impact on the flow of the fight.

  • Key Stats:
    • Health gain: 128 → 136;
    • Armor gain: 5 → 5.5;
    • Magic Resistance: 1.4 → 2.
  • Reckless Rush:
    • minimum melee damage multiplier from attack power: 3.5–10.5% (depending on level) → 5.8–17% (depending on level);
    • Maximum melee damage multiplier from Attack Power: 7–21% (depending on level) → 11.6–34% (depending on level).
  • Showoff. Damage multiplier from attack power: 110% → 125%.
  • Inferno. Damage ratio from attack damage per shot: 40% → 50%.

Rammus

Rammus clears the jungle too quickly following recent changes. We’ve reduced his base armor to slow his jungle clear speed and early-game power, while preserving his effectiveness in team fights during the late game.

  • Base Stats. Armor: 45 → 40.
  • Defensive Stance. Bonus Armor: 45%/50%/55%/60% → 30%/40%/50%/60%.

Malfite

Malfite was too strong across various roles. We’ve reduced his damage and limited his ability to impact the game so that he better fits the tank role.

  • Thunder Strike. Armor damage ratio: 20% → 15%.
  • Ground Slam. Armor damage ratio: 45% → 40%.
  • Unbridled Power. Cooldown: 75/70/65 sec. → 85/80/75 sec.

Tristana

Tristana lags behind other marksmen who focus on critical damage. We’ve increased her burst and sustained damage so she can catch up to other champions.

  • Rapid Fire. Attack Speed: 50/75/100/125% → 60/80/100/120%.
  • Rocket Jump. Cooldown: 22/20/18/16 sec. → 20/18/16/14 sec.
  • Explosive Shell:
    • Explosion Damage: (80/100/120/140 + 100% of bonus attack damage + 50% of ability power) × (1 + critical strike chance × 40% + (critical damage – 2) × 40% × critical strike chance) → (80/110/140/170 + 120% of additional attack power + 50% of ability power) × (1 + critical strike chance × 50% + (critical damage – 2) × 50% × critical strike chance).

Draven

Draven isn’t performing at his best, and his burst damage falls short of other marksmen. We’ve slightly increased his damage so his axes land more powerful blows.

  • Spinning Axe. Bonus Attack Damage ratio: 80/90/100/110% → 90/100/110/120%.
  • Blood Rush. Attack speed: 20/25/30/35% → 25/30/35/40%.
  • Whirling Death. Damage ratio from bonus attack damage: 130% → 150%.

Caitlyn

Caitlyn is performing too well, even without increasing her attack speed. We’ve reduced her sustained damage and slightly lowered her burst damage to rein her in.

  • Base Stats. Attack Speed Gain: 0.04 → 0.025.
  • Headshot. 60–100% (based on level) → 60–90% (based on level).

Senna

Senna has become too powerful since we reworked the attack speed cap. We’ve adjusted her attack speed scaling to reduce the boost she gains from it.

  • Key Stats:
    • Attack Speed Coefficient: 0.4 → 0.3;
    • Base Attack Speed: 0.4 → 0.3;
    • Base Additional Attack Speed: 0.6 → 1.1;
    • Attack speed increase: 0.05 → 0.025;
    • Additional attack speed now reduces auto-attack cooldown less significantly.

Syndra

Syndra was scaling too quickly following a recent damage increase. We’ve slightly reduced her scaling and damage to keep her in check.

  • Transcendence. Upgrade threshold: 40/60/80/100/120 → 50/75/100/125/150.
  • Willpower:
    • Ability Power damage ratio: 60% → 50%;
    • Slow: 20%/25%/30%/35% → 25%.

Swain

Swain is currently struggling due to the prevalence of burst damage in the game. We’ve increased his healing and damage so he can stay in the fight longer.

  • Insatiable Pack. Healing: 3–4.5% (depending on level) + 0.5% of ability power → 4.5–6% + 0.2% of ability power.
  • Immobilize. Secondary damage ratio from ability power: 25% → 40%.

Yumi

Recent changes to support items have given Yumi more of an advantage than we intended, as the health reduction had almost no effect on her. To compensate for this, we’ve reduced her healing.

  • You and Me! Healing and shield effectiveness: 8%/9%/10%/11% + 0.02% of ability power → 6%/7%/8%/9% + 0.01% of ability power.

Viego

Viego benefited less from the critical damage system changes than other champions and began to fall behind the rest. We’ve increased the scaling of his critical stats to help him catch up.

  • Blade of the Fallen King:
    • Passive damage: 2%/3%/4%/5% → 3%/4%/5%/6%;
    • Critical damage ratio: 80% → 85%.
  • Broken Heart. Critical strike chance: 50% → 70%.

Gameplay Changes

Items

Yuntal’s Wild Arrows

Yuntal’s Wild Arrows had begun to fall behind other contenders for the role of the first item. We’ve increased its base stats and enhanced its effect to make it more appealing in the early game.

  • Base Stats. Attack Speed: 25% → 35%.
  • Barrage:
    • Attack Speed: 25% → 35%;
    • Cooldown: 20 sec. → 25 sec.

Whispering Tiara

We have adjusted the Whispering Tiara to align it with the changes to the Song Tiara.

  • Harmony. Healing and shield effectiveness: 0.5% → 0.25%.

Song Tiara

The Song Tiara outperforms other support items. We’ve reduced the item’s power to make it a more situational tool rather than a one-size-fits-all option for most support champions.

  • Harmony. Healing and shield effectiveness: 0.5% → 0.25%.

Dance of Death

Dance of Death provides too much benefit for its cost. Since it’s a core item for fighters, we’ve decided not to nerf it but to increase its cost instead.

  • Base Stats. Cost: 3,200 → 3,300.

Other battlefield changes

Kara

Kara excessively increases jungle clear speed, especially in the early and mid-game. We’ve reduced the base burn damage while maintaining the scaling effect as items are built.

  • Kara’s damage per second to jungle monsters: 30–198 (level-dependent) → 22–162 (level-dependent).

Nexus

The new turret plate system inherently limits the potential for prolonged pushes, so we’ve reduced the Nexus’s health to its previous level.

  • Max Health: 5,500 → 4,000.

Tower Plates

Currently, turret plates are too durable, which hinders sustained attacks. We’ve reduced the defensive stats granted upon destroying a plate so that successful attacks on turrets are more rewarding.

  • Armor and magic resistance after a plate is destroyed: 30 → 20.
  • Duration of armor and magic resistance after destroying a plate: 20 sec. → 10 sec.

Game Mode Changes — AAA ARAM

Since the launch of “AAA ARAM,” we’ve received a lot of feedback from you about the mode. Thank you for letting us know about the challenges you faced and for sharing your thoughts. In this update, we’ve addressed several issues that were affecting your experience with the mode, and we’ll be monitoring how these changes impact the game.

Let’s start with the HEARTSTEEL set. “Rhythm Hunter” performed differently depending on whether it was used against teams focused on close-range or long-range combat. We’ve adjusted the activation range and charge multiplier for “Steel Boost,” and we’ve also improved the visual effects. When you select “Infinite Anchor” as your fifth augmentation after already filling four slots with other HEARTSTEEL augmentations, the “Steel Enhancement” charge multiplier increases, but you cannot use your remaining re-selections. This isn’t ideal, so we’ve increased the number of charges to compensate. If you manage to obtain a sixth augmentation, you’ll be able to use the additional re-selections.

The updated “Ephemeral Weapon” has added variety to builds, and we’re happy to see players experimenting with it. However, we also need to ensure that opponents have a chance to fight back, so we’ve added a one-second cooldown for each individual ability used against the same target. Blitzcrank will still be able to continuously electrocute enemies, and we’ll monitor how this change plays out in practice.

Additionally, we went a bit too far with the previous nerfs to Augments. In this update, we’ve rolled back some of those nerfs, but overall, the effects will remain less powerful than before.

The meta hasn’t settled yet, so the champion changes this time are quite minor. We’ll continue to monitor the mode and listen to your feedback. Thank you for sharing your thoughts with us. We hope you enjoy the mode!

Augmentation Changes

Rhythm Hunter

  • Activation Range: 7 → 11.
  • “Steel Reinforcement” multiplier per charge: 12 → 8.
  • Visual effects for “Rhythm Hunter” have been improved.

Infinite Anchor

  • When you receive an augmentation in the fifth round or later, you immediately gain charges equal to 6 re-selections (180 charges).

Hurricane Strike

We’ve reversed some of the previous nerfs, but overall, the effects will remain less powerful than in the previous update.

  • Attack Range: 8 → 9.

Cycle of Life

We have reverted some of the previous nerfs, but overall, the effects will remain less powerful than in the previous update.

  • Shield Strength: 150% → 200%.

Ephemeral Weapon

  • Each individual ability now has a 1-second cooldown per target.

Duel

  • Cooldown per target: 5 seconds → 2 seconds.

Metal Crown

  • Stat boosts after using an ultimate ability: +35 Attack Power, +70 Ability Power, +50 Armor, +50 Magic Resistance → +30 Attack Power, +60 Ability Power, +40 Armor, +40 Magic Resistance.

Hextech Shrapnel

  • Increase to other damage types: 20% → 30%.

Darkin Beacon

  • Damage tracking: damage after defensive stats are applied → damage before defensive stats are applied.

Accumulation

  • Damage per charge: 8 → 12.
  • The cooldown for bonus damage now depends on ability haste. Accumulating charges has no cooldown.

Haste

  • Maximum charges: 100 charges → 66 charges.

True Mastery

  • Maximum critical strike chance: 50% → 44.44%.
  • Critical strike chance conversion factor beyond the maximum: 150% → 444%.
  • Maximum conversion: 305% → 400%.
  • After this change, you will be able to increase your critical strike chance to the maximum without the Infinity Edge.

Champion Changes

Fiddlesticks

  • Damage taken: 90% → 85%.

Nasus

  • Damage taken: 100% → 90%.

With Patch 7.3, which was released a week and a half ago, the developers introduced a new champion—Hwei, a pensive artist from Ionia. This update also marked the start of a new ranked season featuring the exclusive “Milio, the Dazzling Celebrity” skin.

Photo — Riot Games.

Tags:
League of Legends: Wild Rift
Update
Source: https://wildrift.leagueoflegends.com/ru-ru/news/game-updates/wild-rift-patch-notes-7-3a/
KA
Kirill AlexandrovAuthor · News Author

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