Table of Contents
Two keystones have been underperforming. Now, Wild Rift is replacing one while reshaping the other.
Kleptomancy Replaced by Phase Rush
Kleptomancy has run into some trouble finding a home for any champs, and even trickier for players to take advantage of. Time to remove it.
[Remove] Kleptomancy: After using an ability, your next ability hit or attack on an enemy champion will grant you a random item effect.
Phase Rush is a rune from League PC, Hitting a champion with 3 separate attacks or abilities within 3 seconds grants a large burst of Movement speed and resistance to slows.
Font of Life Reworked
Font of life is a bit too narrow to be worth taking; Wild Rift is expanding the ways you can apply this mark so that more champions can feel good about taking this rune.
Before Update: Impairing the movement of an enemy champion marks them. Allies who attack marked champions heal over time.
AtferUpdate: Hitting an enemy champion with an attack or ability marks them. When you or allies damage marked champion, heal those allies and yourself. Each ally can trigger this healing once per mark.
The resolve runes, targeted at improving your defensive capabilities, have had a bit too much overlap, and not delivering on the idea of picking the right rune for the right situation.
Backbone Replaced By Bone Plating
[Removed] Backbone: Gain bonus Armor or Magic Resist, based on whatever stat you have less of.
[Replace] Bone Plating: After taking damage from a champion, the next 3 champion abilities or attacks against you deal reduced damage.
Regeneration Replaced by Second Wind
[Removed] Regeneration: Periodically regen your missing health or mana based on whichever percentage is lower.
[Replaced] Second Wind: Gain increased health regeneration. Also, after taking damage from an enemy champion regenerate a portion of your missing health. This effect is doubled for melee champions.
Spirit Walker Replaced by Adaptive Carapace
[Removed] Spirit Walker: Gain bonus max health and slow resistance.
[Replaced] Adaptive Carapace: Gain bonus max health, and also gain increased defense when below 50% health.
Before Update: Gain 8 bonus armor and magic resist after 5 minutes of game time.
After Update: Gain 8 bonus armor and magic resist after 5 minutes of game time. Every 2 minutes after this gain 2 bonus armor and magic resist.
These runes, aimed at adapting your playstyle, have done a good job of enchanting their unique situations but have has a couple of stand outs that could use some adjustments.
Mastermind has been outperforming other inspiration runes with a bit of hidden power gained from the extra experience acquired. Time to Nerfed it.
Before Update: Deal 10% bonus true damage to epic monsters and turrets. Earn an extra 100 gold and 500 XP upon taking or assisting in taking these objectives.
After Update: Deal 10% bonus true damage to epic monsters and 10% bonus damage (Adaptive) to turrets. Earn an extra 120 gold and upon taking or assisting in taking these objectives.
Sweet Tooth Buffed
Sweet Tooth has been a very fun rune unless you are support looking for a snack.
Before Update: Increases Honeyfruit healing effect, each fruit also provides bonus gold.
After Update: Increases Honeyfruit's healing effect, each fruit also provides a bonus gold when you or a nearby ally eat Honeyfruit.
These runes, aimed at increasing damage output, have done a good job of catering to their unique situations so we aren't making any large adjustments here. You'll see some small balance tweaks for those that are standing out as too strong or too weak.
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Credit to: Twitter Wild Rift