Wild Rift patch 3.5 notes: Kayn and Aatrox debut, new items, and more

Comprehensive guide to Wild Rift 3.5: New champions, jungle overhaul, and gameplay changes

Introduction to Patch 3.5

Wild Rift patch 3.5 represents one of the most substantial updates to the mobile MOBA, introducing transformative changes across multiple game systems. This comprehensive overhaul brings fresh champions, innovative gameplay modes, and significant quality enhancements that will reshape the competitive landscape.

The update introduces two immediate champion additions—Kayn and Aatrox—alongside the upcoming Lillia, plus a revolutionary jungle system redesign that makes the role more accessible to newcomers while maintaining depth for veterans.

Unlike the previous incremental patch 3.4b that launched on November 2 with minimal meta impact, version 3.5 delivers sweeping modifications that will require players to adapt their strategies and champion preferences.

The development team has focused on improving role diversity and gameplay fluidity, addressing pain points identified through community feedback and performance metrics gathered since the game’s launch.

New Champions Arrival

RiftGuides initially leaked Kayn and Aatrox’s arrival, with official confirmation following in development updates. The champion trio brings diverse playstyles that will expand strategic options across multiple roles.

Riot maintains their pattern of dual champion releases for major events, with Kayn and Aatrox debuting simultaneously while Lillia follows several weeks later, allowing players to master each character’s mechanics progressively.

Kayn: The Shadow Reaper operates as a jungler assassin with transformative build paths—Blue Kayn for burst damage or Red Kayn for sustained combat. This versatility enables adaptive scaling based on match conditions and team composition needs.

His wall-traversal ability presents unique challenges in Wild Rift’s compact maps. The faster-paced mobile gameplay could amplify his obstacle-ignoring capabilities, potentially creating new pathing strategies that bypass traditional vision control methods.

Aatrox: The Darkin Blade dominates the Baron lane as a melee bruiser specializing in area denial. His kit combines area-effect abilities with crowd control tools that enable aggressive lane bullying and team fight disruption.

Lillia: The Bashful Bloom utilizes rapid map movement combined with sleep mechanics to catch positioning errors. Her four-legged mobility and long-range engagement tools make her particularly effective at punishing mispositioned opponents during skirmishes.

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Consult comprehensive build guides and strategic breakdowns for optimal performance with these new additions to the champion roster.

New Game Mode: One for All

One for All makes its mobile debut, transitioning from League of Legends PC to Wild Rift. This chaotic game mode challenges conventional team composition strategies by forcing unified champion selection.

The mode requires each team to lock identical champions, creating hilarious mirror matches where five Blitzcranks might face five Sorakas. These unusual compositions reveal unexpected champion synergies and counter-intuitive team dynamics that don’t emerge in standard gameplay.

Strategic depth emerges through creative ability combinations—imagine five Morgana binding chains sequentially or coordinated Zac elastic slingshot engagements. The mode encourages experimentation with unconventional build paths and ability maxing orders tailored to mirror match conditions.

Review the official Wild Rift patch 3.5 preview for detailed event information, including duration schedules, special rewards, and mode-specific balance adjustments that ensure competitive integrity across champion selections.

Jungle Role Evolution

Following the support-focused enhancements in patch 3.4, developers now target jungle role accessibility. The comprehensive changes remove entry barriers while preserving strategic complexity for experienced players.

Red Smite elimination, shared buff mechanics, jungle camp rebalancing, and exclusive rune introduction collectively transform the jungler experience. These modifications address early-game survivability issues and gold acquisition consistency that previously discouraged role adoption.

Smite System Overhaul introduces simplified mechanics with Chilling Smite automatically upgrading after three uses. The Conservation buff system dynamically adjusts gold acquisition based on team economic status, providing catch-up mechanisms for falling behind.

Jungle Expertise Passive provides: 20% Gold/XP from jungle monsters with temporary reduced lane minion rewards, 15% damage boost against monsters, health regeneration during combat, and continuous mana recovery in jungle/river areas.

  • Active: Deal 600 true damage to a large or epic monster or minion and restore 70 (+10% total Health) health. Upgrade to Chilling Smite after 3 uses.
  • Passive – Jungle Expertise:

  • 20% Gold / XP from jungle monsters but temporarily earn 60% less Gold / XP from minions
  • 15% damage and 15% additional ability damage to jungle monsters
  • Restore 40 health over 5 seconds while fighting jungle monsters
  • Restore 4 mana every second while in the jungle or river
  • Against monsters or minions: Deal 800 true damage and restore 70 (+10% total Health) health.
  • Against champions: Deal 38-184 true damage and steal 25% of their Movement Speed for 2 seconds.
  • Passive – Jungle Expertise: Same as Smite passive

    Smite & chilling smite now grant their user the Conservation Buff:

  • Every 5 seconds, the player gains 12 or 6 stacks toward their Conservation buff. The number of stacks earned is based on the gold income of the player and the player’s team.
  • If the player’s team gold is lower than the enemy team’s gold by 10% or more and if the player’s gold income is lower than their allies by 5% or more, gain 12 stacks per 5 seconds.
  • In any other state, gain 6 stacks per 5 seconds.
  • When you kill a large monster or epic Monster, you will consume all current stacks of the Conversation Buff, granting you 1 gold per stack (Max 150 Charges).

    Monster Camp Adjustments significantly alter jungle clearing patterns and pathing efficiency. Attack range reductions across multiple camps (Crimson Raptor: 3→1, Blue Sentinel: 1.8→0.9, Red Brambleback: 2.2→1.5) enable healthier initial clears for melee champions.

  • Crimson Raptor: 3 → 1
  • Blue Sentinel: 1.8 → 0.9
  • Red Brambleback: 2.2 → 1.5
  • Non-epic jungle camp level cap: 10 → 12
    • Camps begin to level up every 60s after the first 30s of a game
  • Camps begin to level up every 60s after the first 30s of a game
  • Non-epic monster camps Armor and magic resist reduced to 0
  • Health pool modifications rebalance clear speed across different champion types. Base health reductions with increased scaling (Red Brambleback: 2500+140/level → 2200+180/level) create more consistent clearing experiences throughout match progression.

  • Non-epic jungle monster health
    • Red Brambleback: 2500 Health + 140 Health per level → 2200 Health + 180 Health per level
    • Evolved Red Brambleback: 3400 Health + 150 Health per level → 3000 Health + 200 Health per level
    • Blue Sentinel: 2500 Health + 140 Health per level → 2200 Health + 180 Health per level
    • Evolved Blue Sentinel: 3400 Health + 150 Health per level → 3000 Health + 200 Health per level
    • Murk Wolf: 550 Health + 38 Health per level → 450 Health + 50 Health per level
    • Greater Murk Wolf: 1800 Health + 30 Health per level → 1600 Health + 100 Health per level
    • Krug: 500 Health + 50 Health per level → 450 Health + 50 Health
    • Ancient Krug: 1200 Health + 60 Health per level → 1100 Health + 90 Health per level
    • Raptors: 550 Health + 35 Health per level → 450 Health + 50 Health per level
    • Crimson Raptor: 1500 Health + 20 Health per level → 1500 Health + 100 Health per level
    • Gromp: 2000 Health + 100 Health per level → 1800 Health + 145 Health per level
    • Rift Scuttler: 1850 Health + 100 Health per level → 1700 Health + 110 Health per level
  • Economic adjustments rework gold and experience distribution. Base value reductions with enhanced level scaling (Red Brambleback gold: 130→100+3/level) reward consistent jungle presence over opportunistic invades.

  • Non-epic jungle monster gold changes
    • Red Brambleback: 130 Gold → 100 Gold + 3 Gold per level
    • Evolved Red Brambleback: 180 Gold → 135 Gold + 4 Gold per level
    • Blue Sentinel: 130 Gold → 100 Gold + 3 Gold per level
    • Evolved Blue Sentinel: 180 Gold → 135 Gold + 4 Gold per level
    • Murk Wolf: 20 Gold → 20 Gold + 1 Gold per level
    • Greater Murk Wolf: 90 Gold → 65 Gold + 1 Gold per level
    • Krug: 20 Gold → 22 Gold + 1 Gold per level
    • Ancient Krug: 60 Gold → 45 Gold + 1 Gold per level
    • Raptors: 25 Gold → 20 Gold + 1 Gold per level
    • Crimson Raptor: 60 Gold → 45 Gold + 1 Gold per level
    • Gromp: 130 Gold → 100 Gold + 4 Gold per level
    • Rift Scuttler: 100 Gold → 85 Gold + 3 Gold per level
  • Jungle monster XP Changes
    • Red Brambleback: 2000 XP → 1800 XP + 72 XP per level
    • Evolved Red Brambleback: 2800 XP → 2240 XP + 90 XP per level
    • Blue Sentinel: 2000 XP → 1800 XP + 72 XP per level
    • Evolved Blue Sentinel: 2800 XP → 2240 XP + 90 XP per level
    • Murk Wolf: 500 XP → 450 XP + 18 XP per level
    • Greater Murk Wolf: 1000 XP → 800 XP + 32 XP per level
    • Krug: 250 XP → 340 XP + 14 XP per level
    • Ancient Krug: 750 XP → 700 XP + 28 XP per level
    • Raptors: 333 XP → 300 XP + 12 XP per level
    • Crimson Raptor: 1000 XP → 800 XP + 32 XP per level
    • Gromp: 2000 XP → 1800 XP + 72 XP per level
    • Rift Scuttler: 1200 XP → 1000 XP + 40 XP per level
  • Shared Buff Mechanics revolutionize team resource distribution. Post-7-minute Red Bramblebacks and Blue Sentinels now drop secondary buffs for allies when cleared by the jungler, enabling strategic power sharing without sacrificing jungler effectiveness.

  • Red Bramblebacks & Blue Sentinels that spawn after 7 minutes will drop a second Crest of Cinders/Insight for allies.
  • This shared buff will only drop if the Jungler clears the camp.
  • The second Crest will stay on the ground for 45 seconds before disappearing.
  • Any ally except the Jungler can pick up the shared buff by sitting in range for 2.5 seconds.
  • A second Crest will not drop if the enemy team slays your Red Brambleback or Blue Sentinel.
  • Evolved Crest of Cinders & Crest of Insight: 
  • These collective changes lower the mechanical skill ceiling for jungle entry while maintaining strategic depth through improved decision-making around buff sharing, path optimization, and objective control timing.

    Champion Balance Updates

    Systematic champion adjustments refine power distribution across the roster, addressing outlier performance while enhancing underutilized kits. These changes promote healthier meta diversity and counterplay opportunities.

  • Base Damage: 20/55/90/125 → 30/65/100/135
  • Dash no longer follows enemy Flashes and similar effects.
  • Bonus damage per second charged: 20/25/30/35 + 15% Ability Power → 15/20/25/30 + 15% Ability Power
  • Passive movement speed bonus: 6/8/10/12% → 6/7/8/9%
  • Base health 570 → 600
  • After 6 spells are cast nearby, 60% Damage amplification → 40% Damage amplification
  • Prismatic Barrier (2)

  • Shield: 50/70/90/110 + 20% Ability Power → 40/70/100/130 + 15% Ability Power
  • Double shield: 100/140/180/220 + 40% Ability Power → 80/140/200/260 + 30% Ability Power
  • Ability Power ratio: 85% → 75%
  • Range: 700/800/900/1000 → 800
  • Base damage: 70/130/190/250 → 80/140/200/260
  • Damage: 70/130/190/250 → 90/155/220/285
  • Curse of the Black Mist (3)

  • Cooldown: 26/24/22/20 → 22/20/18/16
  • Base mana regeneration: 12 → 16
  • [NEW] Bonus damage will apply at 50% effect to attack splash damage.
  • Base mana regeneration: 12 → 16
  • Mana cost: 70/80/90/100 → 80/90/100/110
  • Base damage: 20/30/40/50 → 10/20/30/40
  • Cooldown: 20/17/14/11s → 20/18/16/14s
  • These targeted modifications recalibrate champion strengths without eliminating their core identities. Ability power ratios, base stat adjustments, and cooldown modifications collectively shift power budgets to create more balanced lane interactions and team fight contributions.

    Item System Updates

    Itemization options expand with new additions and systematic refinements to existing equipment. These changes enable more diverse build paths while addressing statistical imbalances in current meta builds.

  • Fiendish Codex + Haunting Guise + 700g
    • Total Cost: 2800g
  • When a non-targeted ability hits a champion at least 500 range away*, it applies one stack, and when you immobilize a champion, add 2 stacks.
    • Stacks last for 5 seconds.
    • After reaching 3 stacks, consume the stacks to deal 80 + 20% Ability Power magic damage and apply another stack.
  • Last Whisper (1100g) + Cloak of Agility (1000g) + 1000g
    • Total cost: 3100g
  • Passive – Last Whisper:

  • 16 – 30% Armor Penetration
  • Passive – Adrenaline:

  • Your first attack on a champion after being out of combat with champions has 80% increased Attack Speed.
  • Prophet’s Pendant (1250g) + Fiendish Codex (1000g) + 750g
    • Total cost: 3000g
  • [New] Unique Passive – Death Touch: 15 Magic penetration

    [New] Unique Passive – Soulflare: Takedowns on enemy champions within 3 seconds of dealing damage to them reduce the remaining cooldowns of your abilities (including ultimates) by 20%.

  • Attack Damage: 20 → 25
  • Ability Haste: 20 → 25
  • Fiendish Codex (1000g) + Oblivion Orb (800g) + 700g
    • Total cost: 2500g
  • [Unchanged] Passive – Affliction:

  • Dealing magic damage applies 40% Grievous Wounds to enemy champions for 3 seconds. If the target is below 50% health, this effect is increased to 60% Grievous Wounds instead.
  • Gold cost: 3000g → 2900g
  • New item introductions create specialized build options for specific champion archetypes. The Soulflare passive particularly benefits ability-dependent assassins and skirmishers who thrive in extended team fights where cooldown resets provide significant value.

    Cost adjustments and stat reallocations make underperforming items more gold-efficient while reigning in overpowered combinations that dominated previous patches. These changes encourage situational itemization rather than predetermined build paths.

    Rune System Changes

    Rune modifications introduce new options while refining existing selections to better serve specific playstyles and champion types. These adjustments provide more meaningful choices during the pre-game customization phase.

    [New] Domination: Sudden Impact:

    After exiting stealth or using a dash, leap, blink or teleport effect, damaging an enemy champion grants 10 Armor Penetration and 10 Magic penetration for 3 seconds (4 second cooldown).

  • Gain 20 bonus movement speed in the river. When in the river while out of combat, restore 0.6% missing health or 0.6% missing mana (based on the lowest value) every 1 seconds and gain an additional 10 bonus movement speed.
  • Effect: Hitting champions 3 times with separate attacks or abilities within 3 seconds,

  • Grants: (Melee 40% − 60% / Ranged 30% − 50%) Movement speed and 75% Slow resistance → (Melee 40% − 60% / Ranged 30% − 50%) Movement speed, 10 Ability Haste and reduces and reduces your current basic ability cooldowns by 20%.
  • On-hit adaptive damage: 7 – 14 → 12 – 19
  • Cooldown: 20s → 20~13s
  • Damage: 24~38 → 28~42
  • Deal 5% bonus damage to targets lower than 35% health → Deal 5% bonus damage to champions lower than 35% health
  • Resistance Bonus: 12 Armor // 12 Magic resistance → 16 Armor // 16 Magic resistance
  • Effect: Blocks damage from 3 attacks after the initial hit → Blocks damage from the triggering attack and 2 more attacks
  • Sudden Impact creates compelling options for mobile assassins and divers who frequently utilize mobility tools during engagements. The dual penetration benefits scale effectively throughout all game stages without overwhelming early-game balance.

    Existing rune adjustments refine their power profiles—increased resistance values on defensive options, cooldown reduction additions to mobility runes, and precision targeting for execution effects. These changes make rune selection more responsive to specific match conditions.

    Gameplay Quality Improvements

    System-level enhancements address longstanding quality concerns while introducing new mechanics that improve gameplay clarity and competitive integrity. These backend improvements create a more polished player experience.

  • Total summoning animation duration: 7.6s → 4s
  • Headbutt against Turrets dash cast time: 2.5s → 1.75s
  • Maximum bounty a player can accrue: Uncapped → 1300 Gold
  • Maximum bounty gold payment for one shutdown: Uncapped →1000 Gold
    • Bounty that are not fully dropped in the first shutdown will be added to the next shutdown
  • Bounty that are not fully dropped in the first shutdown will be added to the next shutdown
  • Experience catch up activation time: 30s → 3 min
  • Experience granted for champion takedown:
  • Bounty system caps prevent snowball scenarios from becoming unrecoverable, while experience catch-up timing adjustments ensure early advantages translate to meaningful but not insurmountable leads. These changes maintain comeback potential without punishing aggressive play.

    Animation streamlining and ability responsiveness improvements create more immediate feedback during intense moments. Reduced cast times and summoning durations allow for quicker reactions and more fluid combat sequences, particularly during tower dives and objective contests.

    Collectively, these systemic refinements demonstrate Riot’s commitment to addressing player feedback while maintaining the competitive integrity that defines Wild Rift’s esports potential. The changes strike a balance between accessibility for newcomers and depth for veterans.

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