Wild Rift patch 7.2b is a follow-up balance update that nerfs Jayce, Nidalee, Ambessa, Sona, Kayle, Hecarim, and Zilean, buffs Aurora, Ekko, and Lee Sin, improves several marksman and mage items, reduces Botanist gold, slows bounty generation, and updates AAA ARAM, Unbound Frenzy, ranked systems, and device support.
The biggest ranked changes are the heavy durability cuts to Jayce and Nidalee, Ambessa’s weaker ultimate, stronger critical strike items, and a less aggressive Champion Bounty System. In the side modes, AAA ARAM receives a long list of champion and Augment adjustments, while Doomsday T-Hex loses durability and scaling in Unbound Frenzy.
What matters most in Wild Rift patch 7.2b
| Patch area | Main change | Why it matters |
|---|---|---|
| Champion balance | Seven champions are nerfed, while Aurora, Ekko, and Lee Sin receive buffs | Early lane durability, jungle tempo, scaling safety, and Dragon Lane pressure should all shift. |
| Items | Iceborn Gauntlet, Luden’s Echo, Magnetic Blaster, Lord Dominik’s Regards, and Navori Quickblades are buffed | Mages, critical strike marksmen, and champions who want an early defensive purchase get stronger options. |
| Runes | Botanist gold per plant drops from 30 to 10 | The rune becomes more about plant utility and less about universal scaling income. |
| Bounties | More gold is required to generate bounty points | Leading teams should feel less punished for farming well and converting kills. |
| AAA ARAM | Champion modifiers, Augments, exclusive items, and several interactions are adjusted | The mode gets one of the largest sections in the Wild Rift patch 7.2b notes. |
| Ranked systems | Master+ inactivity decay is removed, and Legendary Ranked Weekend Challenge rewards scale by tier | High-ranked players gain more scheduling flexibility, while challenge rewards better match progression. |
Riot’s official Wild Rift patch 7.2b notes list every numerical change. This RiftDaily breakdown explains how those values affect lanes, jungle pacing, item builds, AAA ARAM, Unbound Frenzy, and ranked progression.
For wider coverage, visit our Wild Rift hub, follow the latest Wild Rift news, compare updates in our patch notes archive, and track smaller follow-up changes through game updates.
Patch date and overall balance direction
Wild Rift patch 7.2b was published on July 29, 2026, by the Wild Rift Game Design Team. Riot describes it as a follow-up pass across champions, items, runes, and gameplay systems after seeing how the larger 7.2 changes landed with players.
The patch has four clear goals. First, it reduces the safety of champions who were winning too many early trades or reaching late-game power too reliably. Second, it helps underperforming mages, fighters, and critical strike marksmen. Third, it reduces bounty pressure on teams that are already ahead. Fourth, it continues adjusting the large alternative-mode systems introduced around AAA ARAM and Unbound Frenzy.
Riot also reminds players that content will release throughout the patch window. The official Wild Rift website is the best place to monitor additional announcements, live content, and future patch updates.
Champion changes in Wild Rift patch 7.2b
The champion section of Wild Rift patch 7.2b targets several different problems. Jayce and Nidalee lose unusually high base defenses. Ambessa’s ultimate becomes less oppressive. Kayle loses early trading and sustain. Hecarim’s jungle momentum slows down. Zilean loses Dragon Lane pressure. Aurora, Ekko, and Lee Sin receive help after falling behind the current meta.
| Champion | Direction | Main change | Expected impact |
|---|---|---|---|
| Jayce | Nerf | Base Armor reduced from 46 to 37 | Ranged lane trades become riskier and easier to punish. |
| Nidalee | Nerf | Armor, Magic Resist, and Prowl movement speed reduced | Weaker early jungle skirmishes and less slippery late-game movement. |
| Ambessa | Nerf | Public Execution damage reduction and missing-Health damage reduced | Less finishing power into both carries and frontliners. |
| Aurora | Buff | Twofold Hex and The Weirding deal more damage | Better trading, burst, and wave pressure. |
| Sona | Nerf | Aria of Perseverance healing reduced and Crescendo cooldown increased | Less sustained team value and fewer ultimate windows. |
| Ekko | Buff | Passive AP scaling and Parallel Convergence execute scaling increased | Stronger burst and better finishing power across AP builds. |
| Kayle | Nerf / Mana adjustment | Radiant Blast damage and Celestial Blessing healing reduced | Opponents get better chances to punish Kayle before her late-game spike. |
| Hecarim | Nerf | Rampage movement speed on hit reduced | Slower early jungle momentum and less reliable snowballing. |
| Lee Sin | Buff | Safeguard shield and Iron Will omnivamp increased | More durability in extended fighter-style combat. |
| Zilean | Nerf | Time Bomb damage reduced and Chronoshift cooldown increased | Weaker Dragon Lane poke and less frequent teamfight revives. |

Jayce
Jayce has been too safe in lane because his base Armor was unusually high for a ranged champion. Wild Rift patch 7.2b lowers that defense sharply, giving melee opponents and physical-damage laners clearer opportunities to punish him after a poor trade or missed ability.
The nerf does not reduce Jayce’s poke or transformation damage, but it changes how confidently he can pressure the lane. Players should expect all-ins, minion damage, and return trades to matter more.
Base stats
- Base Armor: 46 to 37

Nidalee
Nidalee is nerfed again after continuing to outperform the field. Her base Armor and Magic Resist are both reduced, making early jungle skirmishes less forgiving. Prowl also grants less movement speed in brush and while moving toward marked enemies.
This is a broad nerf rather than a simple damage cut. Nidalee should be easier to fight early, easier to lock down later, and less able to turn every marked target into a guaranteed chase.
Base stats
- Base Armor: 46 to 37
- Base Magic Resist: 40 to 36

Prowl
- Bonus Movement Speed in brush: 15% to 10%
- Bonus Movement Speed when moving toward a marked enemy: 15% to 10%

Ambessa
Ambessa’s Public Execution was doing too much against every target type. It could finish fragile carries while still threatening durable frontliners through missing-Health scaling. Wild Rift patch 7.2b cuts both the damage reduction and the damage based on Health lost.
Ambessa can still use the ultimate to isolate and finish targets, but she should be less protected while doing so and less likely to erase a low-Health tank through the execute component alone.

Public Execution
- Damage Reduction: 30%/40%/50% to 10%/20%/30%
- Base Damage based on Health lost: 20%/30%/40% to 10%/17.5%/25%

Aurora
Aurora was hit harder than expected by recent item and rune changes, so Riot is restoring power directly through her abilities. Twofold Hex gains base damage and Ability Power scaling on both casts, while The Weirding gains five damage at every rank.
The result should be better lane trading, stronger wave interaction, and more reliable burst without returning power through broader systems that could benefit other mages.

Twofold Hex
- First Cast damage: 35/65/95/125 + 30% Ability Power to 40/70/100/130 + 33% Ability Power
- Recast damage: 35/65/95/125 + 30% Ability Power to 40/70/100/130 + 33% Ability Power

The Weirding
- Damage: 75/125/175/225 to 80/130/180/230

Sona
Sona became too influential after earlier buffs and changes to the Tear of the Goddess item line. Riot is keeping her movement identity intact, but reducing how much sustain and crowd control she supplies to a team.
Aria of Perseverance heals for 10 less at every rank, and Crescendo has a longer cooldown at ranks two and three. Sona should still scale well, but her team has fewer opportunities to reset fights and force engages through repeated ultimate casts.

Aria of Perseverance
- Heal: 45/60/75/90 to 35/50/65/80

Crescendo
- Cooldown: 80/70/60 seconds to 80/75/70 seconds

Ekko
Ekko has been underperforming across his builds, so Wild Rift patch 7.2b gives him two meaningful AP buffs. Z-Drive Resonance scales better with Ability Power, and Parallel Convergence gains stronger missing-Health scaling.
The passive buff improves Ekko’s standard burst pattern. The Parallel Convergence change gives him more reliable finishing power against low-Health enemies, especially after he has completed multiple AP items.

Z-Drive Resonance
- Damage Ability Power ratio: 70% to 80%

Parallel Convergence
- Missing Health ratio: 2% + 0.015% Ability Power to 3% + 0.025% Ability Power

Kayle
The new bounty system made Kayle more reliable at surviving long enough to reach her late-game spikes. Riot is responding by weakening her early damage and healing, while smoothing out Mana costs so the champion still feels playable.
Radiant Blast costs less Mana early but deals significantly less damage. Celestial Blessing becomes cheaper at every rank, yet its healing and AP scaling are heavily reduced. Opponents should have more room to force Kayle out of lane before she reaches her strongest forms.

Radiant Blast
- Mana Cost: 80/85/90/95 to 70/80/90/100
- Damage: 70/120/170/220 to 60/100/140/180

Celestial Blessing
- Mana Cost: 85/90/95/100 to 75/80/85/90
- Heal: 95/125/155/185 + 40% Ability Power to 60/95/130/165 + 30% Ability Power

Hecarim
Hecarim has been clearing too efficiently and converting that tempo into reliable snowballs. Rampage now grants far less movement speed on hit, which should reduce his ability to chain camps, chase targets, and move through early fights without meaningful commitment.
The change does not remove his damage or engage tools, but it adds friction to the early pattern that made Hecarim difficult to match.

Rampage
- Bonus Movement Speed on hit: 30% to 18%

Lee Sin
Lee Sin has returned to the fighter playstyle Riot wants, so patch 7.2b gives him more durability instead of extra burst. Safeguard provides a larger shield, and Iron Will grants more omnivamp at every rank.
The buffs should help Lee Sin survive after committing to a fight. They are especially useful in extended skirmishes where he needs to weave attacks and abilities instead of relying on one explosive combo.

Safeguard / Iron Will
- Shield: 80/140/200/260 to 100/160/220/280
- Omnivamp: 16%/24%/32%/40% to 20%/30%/40%/50%

Zilean
Zilean has been too dominant in Dragon Lane, especially in coordinated and high-skill play. Time Bomb now deals less damage at every rank, lowering his poke and wave pressure. Chronoshift also has a longer cooldown, reducing how often he can deny a kill during teamfights.
The champion still offers speed control, zoning, and revival utility, but Wild Rift patch 7.2b makes those strengths less overwhelming when paired with safe lane pressure.

Time Bomb
- Base Damage: 70/140/210/280 to 60/125/190/255

Chronoshift
- Cooldown: 100/85/70 seconds to 110/95/80 seconds
Item changes in Wild Rift patch 7.2b
Wild Rift patch 7.2b buffs five items. Iceborn Gauntlet becomes cheaper and tankier, Luden’s Echo gains stronger burst, Magnetic Blaster and Lord Dominik’s Regards gain Attack Damage, and Navori Quickblades becomes cheaper.
| Item | Patch 7.2b change | Best practical use |
|---|---|---|
| Iceborn Gauntlet | Price reduced by 100 gold and Health increased by 50 | Stronger first major purchase for defensive lane fighters and tanks. |
| Luden’s Echo | Higher passive damage, stronger AP ratio, and shorter cooldown | Better burst and poke for mages who want immediate spell impact. |
| Magnetic Blaster | Attack Damage increased from 25 to 30 | Improved scaling for critical strike marksmen without buffing on-hit builds. |
| Lord Dominik’s Regards | Attack Damage increased from 25 to 30 | More mid- and late-game damage into frontline-heavy teams. |
| Navori Quickblades | Price reduced from 2800 to 2700 | Ability-focused critical strike champions reach the item spike sooner. |

Iceborn Gauntlet
Iceborn Gauntlet has been underperforming even on champions designed to use it. The item now costs 100 less gold and grants 50 more Health, making it easier to complete as an early defensive purchase.
- Price: 3100 to 3000
- Max Health: 250 to 300

Luden’s Echo
Luden’s Echo has fallen behind other high-tier mage items, so Riot is reinforcing its burst identity. Echo deals 30 more base damage, gains a higher AP ratio, and refreshes one second sooner.
- Echo Damage: 110 + 10% Ability Power to 140 + 15% Ability Power
- Echo Cooldown: 10 seconds to 9 seconds

Magnetic Blaster
Critical strike marksmen have struggled to keep pace, so Magnetic Blaster gains five Attack Damage. Riot is deliberately avoiding extra Attack Speed or on-hit power that could strengthen unrelated builds.
- Attack Damage: 25 to 30

Lord Dominik’s Regards
Lord Dominik’s Regards receives the same five Attack Damage increase. This should improve the mid- and late-game output of critical strike marksmen, especially when they need to cut through tanks and bruisers.
- Attack Damage: 25 to 30

Navori Quickblades
Navori Quickblades becomes 100 gold cheaper. Champions who rely on critical strikes and frequent ability casts should be able to complete the item earlier and compete more effectively with alternative purchases.
- Price: 2800 to 2700
Botanist rune nerf in patch 7.2b

Botanist
Botanist was intended to reward players for using plants around the Rift, but its gold generation made it a broadly useful scaling rune even when the plant interaction was not central to the build.
Wild Rift patch 7.2b reduces the gold earned from destroying plants by two-thirds. Players can still take Botanist for plant-focused utility, but it is much weaker as a general economy choice.
- Gold gained from destroying plants: 30 to 10
Champion Bounty System changes
The Champion Bounty System has reduced one-sided stomps, but Riot says bounty generation from farming and kills has been too aggressive. Teams with a lead could feel punished simply for continuing to farm well or convert successful fights.
Patch 7.2b increases the amount of gold needed to generate each bounty point. That should let leading teams press an advantage with more confidence while preserving the system’s ability to create comeback opportunities.
| Bounty source | Old requirement | New requirement | Practical effect |
|---|---|---|---|
| Minions, monsters, support items, Smite, and similar sources | 20 gold for each 1 bounty | 25 gold for each 1 bounty | Farming generates positive bounties more slowly. |
| Champion kills and assists | 3 gold-equivalent units for each 1 bounty | 3.5 for each 1 bounty | Winning fights adds bounty pressure less aggressively. |
This is also relevant to Kayle. Riot specifically notes that the bounty system helped her reach late-game spikes too reliably, which is one reason her early sustain and damage are being reduced in the same update.
AAA ARAM champion adjustments
AAA ARAM receives a large champion modifier pass in Wild Rift patch 7.2b. Several changes also apply to standard ARAM, so players should check the mode label carefully before assuming a modifier is exclusive to AAA ARAM.
| Champion | Mode | Change |
|---|---|---|
| Bard | AAA ARAM | Healing provided: 100% to 120% |
| Rakan | AAA ARAM and ARAM | Damage dealt: 100% to 105%; damage taken: 95% to 90% |
| Irelia | AAA ARAM and ARAM | Damage dealt: 110% to 115% |
| Nocturne | AAA ARAM and ARAM | Damage taken: 85% to 75% |
| Diana | AAA ARAM | Damage dealt: 110% to 115%; damage taken: 110% to 115% |
| Riven | AAA ARAM | Damage dealt: 110% to 115% |
| Vex | AAA ARAM | Damage dealt: 100% to 110% |
| Kennen | AAA ARAM and ARAM | Damage taken: 100% to 85% |
| Zilean | ARAM | Damage taken: 100% to 110%; damage dealt: 100% to 85% |
| Zilean | AAA ARAM | Damage taken: 100% to 85% |
| Xin Zhao | AAA ARAM | Damage taken: 105% to 115% |
| Jarvan IV | AAA ARAM and ARAM | Damage dealt: 100% to 85% |
| Ahri | AAA ARAM | Damage taken: 100% to 90% |
| Galio | AAA ARAM | Damage taken: 100% to 90% |
| Lissandra | AAA ARAM | Damage dealt: 100% to 105% |
| Lissandra | ARAM | Damage taken: 100% to 90% |
| Pyke | AAA ARAM | Damage taken: 110% to 120% |
| Nasus | AAA ARAM and ARAM | Minion stacks: 8 to 18; cannon minion or champion stacks: 32 to 24 |
Nasus receives one of the more unusual adjustments. Normal minions become much more valuable for stacking, while cannon minions and champions grant fewer stacks than before. The change should make his progression more consistent and less dependent on a small number of premium targets.
AAA ARAM Augment and effect changes
Patch 7.2b also updates a long list of AAA ARAM effects. Most of these are buffs designed to make weaker scaling or interaction-heavy choices more competitive.
| Effect | Wild Rift patch 7.2b change |
|---|---|
| Be Magical | Conversion ratio: 240% to 270% |
| Cycle of Life | Shield duration: 6 seconds to 10 seconds |
| Covenant Pact | Charge speed increased by 40% |
| Bloodborne Valor | Effect per stack doubled, maximum stacks halved, duration increased from 12 to 20 seconds |
| Arrowstorm: Mist | Shorter windup before the first stun, but a shorter stun duration |
| Samadhi Wind | Now pulls enemies toward the center and can trigger Shifting Debris |
| Thunderbolt | Enhanced effect duration after casting the ultimate: 12 to 20 seconds |
| Quickcool | Cooldown reduction per trigger: 1.5 to 2 seconds |
| Strength Through Steel | More Ability Haste and size per resistance, with higher maximum caps |
| Empowered Crowd Control | Higher permanent Heal and Shield Power and maximum Health, with a longer cooldown |
| Slow Detonation | Damage increased from 15 + 5 per level to 20 + 8 per level |
| Calamitous Combo | Permanent Adaptive Force: 0.2 to 0.4 |
| Mana Surge | Healing: 150% of Mana spent to 200% |
| Blood Pact: Armor | Item Haste per 1% missing Health: 0.8 to 1.2 |
| Blood Pact: Scorched | Maximum bonus AD: 60 to 80; maximum bonus AP: 120 to 180 |
Strength Through Steel
- Ability Haste per point of Armor and Magic Resist: 0.2 to 0.3
- Size gained per 20 Armor and Magic Resist: 1% to 2%
- Maximum Ability Haste: 100 to 150
- Maximum Size: 50% to 100%
Empowered Crowd Control
- Permanent Heal and Shield Power: 0.4% to 1%
- Permanent maximum Health: 4 + 1000% Heal and Shield Power to 10 + 2000% Heal and Shield Power
- Cooldown: 0.5 seconds to 1 second
AAA ARAM bug fixes
- Fixed an issue where some exclusive item components had slightly stronger stats than the completed item. Affected stats or build paths were adjusted.
- Fixed an issue where Ghostblade could not be activated after using a Legion Elixir.
- Further fixed an issue where some melee champions could randomly roll Show Me Your Blade.
Unbound Frenzy and Doomsday T-Hex changes
Doomsday T-Hex is nerfed across several abilities in Unbound Frenzy. Wild Trample loses AP and maximum-Health scaling, T-Hex Tailsweep grants less durability, T-Hex Strike has a longer cooldown, and Doomsday Program provides a weaker opening shield.
| Ability | Main change | Practical effect |
|---|---|---|
| Wild Trample | Early base damage rises slightly, but later damage, AP scaling, and Health scaling fall | Less oppressive scaling and weaker late fight damage. |
| T-Hex Tailsweep | Bonus resistances and max-Health shield ratio reduced | Doomsday T-Hex becomes easier to wear down. |
| T-Hex Strike | Cooldown increased by 2 seconds at every rank | Fewer repeated strike windows. |
| Doomsday Program / Impending Doom | Base shield, AP ratio, and max-Health ratio reduced | A much weaker defensive opening when the ability activates. |
Wild Trample
- Base Damage: 45/80/115/150 to 50/75/100/125
- Ability Power Ratio: 0.2 to 0.1
- Maximum Health Ratio: 3% to 2%
T-Hex Tailsweep
- Bonus Armor and Magic Resistance: 2%/3%/4%/5% to 1.5%/2%/2.5%/3%
- Shield ratio based on maximum Health: 2% to 1.5%
T-Hex Strike
- Cooldown: 18/17/16/15 seconds to 20/19/18/17 seconds
Doomsday Program / Impending Doom
- Initial shield base value: 200/400/600 to 150/300/450
- Initial shield Ability Power ratio: 0.4 to 0.2
- Initial shield maximum Health ratio: 10%/15%/20% to 10%/12.5%/15%
Legendary Ranked and activity rule changes
Wild Rift patch 7.2b changes both the Legendary Ranked Weekend Challenge and the activity rules for high-ranked players.
Legendary Ranked Weekend Challenge
The maximum bonus Champion Score, Legendary Ranked Factor, and related rewards now scale with a player’s current Legendary Ranked tier. Higher-tier players receive higher caps, which should make the challenge more relevant across the full progression ladder.
Riot is also slightly increasing the conversion efficiency for lower-tier players earning Legendary Ranked Factor. That should make it easier for newer participants to enter the challenge and continue progressing.
Master and above activity decay removed
The old activity decay rule for Master and above is being removed. Players will no longer lose marks or have points decay after seven consecutive days without playing Ranked or Legendary Ranked.
This is a quality-of-life change rather than a balance adjustment. High-ranked players can schedule matches more freely without being forced into a game simply to avoid inactivity penalties.
General bug fixes and interface updates
The final section of the Wild Rift patch 7.2b notes covers device behavior, personalization, interface support, and profile information.
- Fixed an issue where the screen would not rotate automatically after entering the game on some devices.
- Added a poster option to lobby character settings under out-of-match personalization.
- Optimized main interface support for iPhone 17 Pro Max.
- Added detailed champion stats to the Champions and Lane tabs in Profile.
Players who continue to experience account, installation, purchase, network, or device issues can use the official Wild Rift support portal for troubleshooting.
Biggest winners and losers in patch 7.2b
The clearest champion winners are Aurora, Ekko, and Lee Sin. Aurora gains direct damage on two abilities, Ekko receives stronger AP and execute scaling, and Lee Sin gets a substantial survivability boost without changing his fighter identity.
Critical strike marksmen are also clear system winners. Magnetic Blaster and Lord Dominik’s Regards gain Attack Damage, while Navori Quickblades becomes cheaper. That package improves both standard crit scaling and ability-focused marksman builds.
The largest champion losers are Nidalee, Ambessa, Kayle, and Zilean. Nidalee loses defenses and movement. Ambessa loses a large amount of ultimate power. Kayle becomes easier to punish before scaling. Zilean loses both lane damage and revive frequency.
Jayce and Hecarim also take meaningful hits. Jayce’s Armor reduction changes physical lane matchups immediately, while Hecarim’s lower movement speed should reduce the early tempo that made him such a reliable jungle snowball pick.
How to adjust your builds and Champion Select
Baron lane players should punish Jayce and Kayle more aggressively. Jayce is easier to damage through physical trades, while Kayle has less healing and lower Radiant Blast damage. Iceborn Gauntlet is also a better early defensive option for champions who already fit the item.
Junglers should expect Nidalee and Hecarim to lose some early control. Nidalee is less durable and slower around marked targets, while Hecarim cannot maintain the same movement advantage from Rampage. Lee Sin may become more attractive in extended skirmishes because of his stronger shield and omnivamp.
Mid players should retest Aurora and Ekko. Aurora’s damage increases are small individually but apply across multiple casts. Ekko’s 80% passive AP ratio and stronger missing-Health scaling give completed AP builds more reliable kill pressure.
Dragon Lane players should watch both sides of the patch. Zilean and Sona are weaker, while critical strike marksmen receive item support. Lord Dominik’s Regards is more appealing against durable frontlines, and Navori Quickblades comes online sooner for champions who convert crit into ability uptime.
Frequently asked questions about Wild Rift patch 7.2b
What is the biggest change in Wild Rift patch 7.2b?
The biggest overall change is the combination of champion nerfs and item buffs. Nidalee, Ambessa, Kayle, Zilean, Jayce, Sona, and Hecarim lose power, while five underperforming items become stronger or cheaper.
Which champions were buffed in patch 7.2b?
Aurora, Ekko, and Lee Sin are buffed. Aurora gains damage on Twofold Hex and The Weirding, Ekko gains AP and missing-Health scaling, and Lee Sin gains a larger shield and more omnivamp.
Which champions were nerfed in Wild Rift patch 7.2b?
Jayce, Nidalee, Ambessa, Sona, Kayle, Hecarim, and Zilean are nerfed. The changes target lane durability, jungle momentum, sustain, teamfight utility, and late-game safety.
Did critical strike marksmen get buffed?
Yes. Magnetic Blaster and Lord Dominik’s Regards each gain five Attack Damage, while Navori Quickblades becomes 100 gold cheaper. These changes improve crit scaling without adding more on-hit or Attack Speed power.
What changed for the Botanist rune?
Botanist now grants 10 gold for destroying a plant instead of 30. The rune is still focused on plant interaction, but it is much weaker as a universal economy option.
How did the Champion Bounty System change?
More gold is now required to generate each bounty point. Farming sources rise from 20 to 25 gold per bounty point, while kills and assists rise from 3 to 3.5. Leading teams should accumulate bounties more slowly.
What changed in AAA ARAM?
AAA ARAM receives champion modifier changes, Augment buffs, item interaction fixes, and several updates that also apply to standard ARAM. Bard, Rakan, Irelia, Nocturne, Diana, Riven, Vex, Kennen, Zilean, and many others are affected.
Was ranked inactivity decay removed?
Yes. Master and above players will no longer lose marks or points after seven consecutive days without playing Ranked or Legendary Ranked.
What to watch as 7.2b settles
Wild Rift patch 7.2b should produce a healthier early game if the Jayce, Nidalee, Hecarim, and Kayle nerfs land as intended. The patch also gives mages and critical strike marksmen better item paths, while reducing the amount of bounty pressure placed on teams that build a lead.
The most important early tests are Aurora and Ekko in mid, Lee Sin in jungle skirmishes, and crit marksmen using the improved item package. Players should also monitor whether Ambessa and Zilean remain high-priority picks after their most reliable teamfight tools are weakened.
Keep reading RiftDaily’s Wild Rift hub, follow the latest Wild Rift news, browse the patch notes archive, and watch ongoing game updates as the Wild Rift patch 7.2b meta develops.



