Based on Wild Rift Patch Notes 7.3b by Riot Games, published 14 October 2026.
Riot's notes for 7.3b arrive at a point where several champions have settled into strong roles, and some have become hard to counter. This patch tries to move power in both directions at once.
Senna,
Yunara and
Nocturne take the heaviest cuts, while
Volibear,
Jhin and
Tryndamere get more room to act in fights. Item and rune edits affect how early leads are converted and how tank supports and enchanters are chosen. Some content is still landing through the patch, so this reading covers only what the notes state today.
Champions losing the most room
- Senna takes the sharpest cut on paper.
- Absolution drops its standard critical strike damage
90%→80% (Nerf), and its attack damage per Black Mist stack falls1.25→0.9 (Nerf). - Piercing Darkness also starts lower, moving
50/80/110/140→30/60/90/120. - In play, we expect Senna's marksman-support hybrid builds to lose much of the burst that kept her trades in her favour, so laning matchups against her may feel less punishing.
- Nocturne's health per level drops
134→128 (Nerf), Duskbringer's attack damage shifts20/30/40/50→10/25/40/55 (Nerf), and Paranoia's cooldown rises110/90/70s→120/100/80s (Nerf).
- Hwei gets the same treatment on damage, shields and crowd control, with Signature of the Visionary moving from 40 - 285 (based on level) plus 30% Ability Power to 30 - 280 (based on level) plus 25% Ability Power.
Champions getting a lift
- Volibear's Frenzied Maul gets more reach from attack damage, with the base ratio going
100%→110% (Buff) and the empowered ratio160%→176% (Buff). - The empowered healing scaling also rises
5/6/7/8%→5%/8%/11%/14% (Buff) of missing health.
- Jhin's Whisper picks up critical strike damage
80%→85% (Buff), and its missing-health damage now starts at11%→11.5% (Buff), reaching the cap at level 10 instead of level 15. - This suggests Jhin will hit his stronger points earlier in a lane or skirmish, though the notes do not show the effect on his overall win contribution.
- Tryndamere gets a simpler crit identity.
- Battle Fury's critical strike chance per fury moves
level-based 0.3%–0.5%→flat 0.5% (Buff), and Spinning Slash rises from 80/120/160/200 plus 100% bonus attack damage to 80/130/180/230 plus 110%.
- Yasuo's Way of the Wanderer also grows: critical strike damage goes
90%→95% (Buff), and its shield value climbs from 77 - 529 (based on level) to 77 - 630 (based on level). - Since the notes say Yasuo lost the crit version of
Bloodthirster, these numbers are the patch's main attempt to replace that lost damage in mid and late fights.
Assassin items, tank supports and enchanters
Assassins get cheaper early pickups.
Youmuu's Ghostblade drops 3000→2900 (Buff), and
Statikk Shiv drops by the same 100 while its attacks grant extra Energized stacks, rising 5→7 (Buff).- Yun Tal Wildarrows falls
3100→3000 (Buff) to help marksmen reach their spikes sooner. - The stated aim is to let assassins turn early leads into something bigger, so we expect more early item completions on those three items and fewer quiet first back timings.
Thornmail becomes more expensive, rising 2700→2850 (Nerf), because the notes say it gave tanks a lot of Armor and Grievous Wounds too soon.
Locket of the Iron Solari gets cheaper at 2600→2500 (Buff) and gains health200→300 (Buff), aimed at tank supports.
Warmog's Armor, through its Warmog's Heart trigger threshold, moves 900→1250 (Nerf), which should make it less attractive to enchanters who do not need that much health.- This probably means tank supports pick
Locket more often, while enchanters look elsewhere for their second or third item.
Runes, jungle and mode tuning
- On runes,
Electrocute's base damage floor rises 40→60 (Buff) while the scaling stays the same, which helps its early damage on lower levels.
Cheap Shot's cooldown drops 7s→5s (Buff).
Grasp of the Undying loses some laning and scaling power, with its maximum health damage moving 3.3%→3% (Nerf) and its maximum health growth10→8 (Nerf).
Jungle clear is slowed on the Raptor side. Crimson Raptor's base health goes 1000→1100 (Buff), and its health per level 110→125 (Buff). Raptor's base health moves 500→550 (Buff), and its health per level 55→65 (Buff). This should make invade attempts on defending junglers harder to pull off. In AAA ARAM, Soothing Slipstream's healing drops 1.5%→1% (Nerf) of maximum health, Rock Solid's damage reduction falls 3.75 - 14.25→3.5 - 10.5 (based on level) (Nerf), and Goliath's bonus health rises 20%→30% (Buff). The mode changes are many, so they call for a separate look once you play the mode.
Who benefits
- Volibear and his fighter-tank teamfight role: Frenzied Maul's base attack damage ratio goes from 100% to 110%, and its empowered healing moves up to 14% of missing health at its top rank.
- Jhin in early and mid-game lanes: Whisper's critical strike damage rises from 80% to 85%, and its missing-health damage now reaches its cap at level 10 instead of level 15.
- Tryndamere and crit-based fighters: Battle Fury's crit chance per fury settles at a flat 0.5%, and Spinning Slash rises to 80/130/180/230 plus 110% bonus attack damage.
- Tank supports choosing Locket of the Iron Solari: Locket costs 2500 instead of 2600 and gives 300 health instead of 200, which should make it a cleaner pick next to a carry.
- Assassins buying early items: Youmuu's Ghostblade and Statikk Shiv both drop to 2900, and Statikk Shiv's Energized stacks grow from 5 to 7 per attack.
Who loses
- Senna as a marksman-support: Absolution's standard critical strike damage falls from 90% to 80%, its attack damage per Black Mist stack drops from 1.25 to 0.9, and Piercing Darkness's base damage shifts to 30/60/90/120.
- Nocturne in the jungle: Health per level falls from 134 to 128, and Paranoia's cooldown lengthens from 110/90/70s to 120/100/80s, slowing both his camp clears and his ambush timing.
- Yunara as a sustained-damage marksman: Passive and active damage both drop to 5/10/15/20, and Transcend One's Self's cooldown is pushed out to 70/65/60s.
- Enchanter supports who rely on Warmog's Armor: The Warmog's Heart trigger threshold rises from 900 to 1250, so the item asks for more health before it does anything.
What to do about it
- Pull Senna and Yunara out of your default pick list until you have tested their new numbers yourself.: Their damage and sustain fell in clear figures, so their old lane patterns may stop working in the first few games after the update.
- Try Locket of the Iron Solari on tank supports before reaching for a second enchanter item.: The cost drops to 2500 and health rises to 300, so the gap between the two support styles should narrow.
- Check your first back timing on Youmuu's Ghostblade and Statikk Shiv if you play assassins.: Both drop to 2900, so an early completion becomes more realistic, and that changes when you should take the gold lead.
- Re-check Thornmail and Warmog's Armor before you lock a tank build.: Thornmail costs 2850 now and Warmog's Armor needs 1250 in the trigger threshold, so both builds may come online later than before.
- Watch Grasp of the Undying and Aery against Conqueror in lanes where you normally pick one of them.: Grasp's maximum health damage and growth fell and Aery's late shield dropped, so Conqueror may look stronger in comparison.
Key numbers at a glance
| What | Change | What it means |
|---|---|---|
| Senna, Absolution standard critical strike damage | 90% to 80% | Senna's crit-based damage shrinks noticeably. |
| Senna, Absolution attack damage per Black Mist stack | 1.25 to 0.9 | Each stack adds less damage, which softens long fights. |
| Senna, Piercing Darkness base damage | 50/80/110/140 to 30/60/90/120 | Her ability starts and scales lower. |
| Nocturne, health per level | 134 to 128 | Less survivability as the game goes on. |
| Nocturne, Paranoia cooldown | 110/90/70s to 120/100/80s | Ambush windows open less often. |
| Yunara, Cultivation of Spirit passive and active damage | 10/15/20/25 to 5/10/15/20 | Her sustained damage drops at every rank. |
| Volibear, Frenzied Maul damage attack damage ratio | 100% to 110% | More damage from his bonus attack damage. |
| Jhin, Whisper standard critical strike damage | 80% to 85% | More damage from his crit-based shots. |
| Youmuu's Ghostblade price | 3000 to 2900 | Assassins can complete it a little earlier. |
| Thornmail price | 2700 to 2850 | Tanks reach their Armor and Grievous Wounds later. |
| Locket of the Iron Solari health | 200 to 300 | Tank supports gain a sturdier option. |
| Warmog's Heart trigger threshold | 900 to 1250 | Enchanters are less likely to take Warmog's Armor. |
| Raptor base health | 500 to 550 | Raptor clears take longer on the jungle side. |
| Grasp of the Undying maximum health growth | 10 to 8 | Grasp grows slower into the late game. |
What we are unsure about
- The notes do not give win rates, pick rates or tier placements, so we cannot tell how much any champion or item actually shifts in ranked play.
- Some content is listed as releasing throughout the patch, so the current notes may not show every change by the time you read this.
- We have not tested the changes, and the effects described here are readings of the figures, not confirmed results.
How this article was made
This is an original analysis of the official notes, written with AI assistance and checked automatically: every number in it appears in the official text, and copy overlap with it is capped. We do not play-test patches ourselves. Found a mistake? Tell us and we will correct it. How we work: editorial policy.
Frequently asked questions
Which champions should I stop playing after 7.3b?
Senna, Yunara and Nocturne take the heaviest figure cuts in these notes. That does not mean they are unplayable, but their old patterns may need a few games of re-learning before you commit.
Is Locket of the Iron Solari a better buy for tank supports now?
On paper, yes. Its price drops from 2600 to 2500 and its health rises from 200 to 300. The notes do not say how often it gets picked, so test it in a few games before deciding.
Do the Raptor changes make jungle invades easier or harder?
Harder. Crimson Raptor's base health rises from 1000 to 1100 and Raptor's from 500 to 550, which should give defending junglers more time to hold their camps.



