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Wild Rift 7.3 ADC Preview: New Items and Crit Changes

See Wild Rift 7.3's test server ADC changes: 200% crit damage, new marksman items, life steal, Lethal Tempo, and champion adjustments.

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See Wild Rift 7.3's test server ADC changes: 200% crit damage, new marksman items, life steal, Lethal Tempo, and champion adjustments.

Wild Rift 7.3's ADC changes start with two system updates: normal critical strikes deal 200% damage instead of 175% , and the standard attack speed cap rises from 2.5 to 3.0 attacks per second . New and returning items then change how marksmen build toward damage, range, sustain, and survivability.

Wild Rift 7.3's ADC changes start with two system updates: normal critical strikes deal 200% damage instead of 175%, and the standard attack-speed cap rises from 2.5 to 3.0 attacks per second. New and returning items then change how marksmen build toward damage, range, sustain, and survivability.

This article covers the September 2 Chinese test server update, using the translated official 7.3 announcement, checked against the original. These are experimental values, not final global patch notes. Build implications below are analysis of the proposed mechanics, not results from live win-rate data.

How Much Stronger Is 200% Crit Damage?

An ordinary attack that deals 100 damage before armor would crit for 175 damage under the old baseline and 200 under the new one. The increase is 25 percentage points of base attack damage, or approximately 14.3% more damage on that crit.

It is not automatically 14.3% more total DPS. At 50% crit chance, the same simplified attack averages 137.5 damage under the old rule and 150 under the new one: an increase of roughly 9.1%. That comparison holds attack damage and attack speed constant, excludes armor and on-hit effects, and assumes a champion without a special crit modifier.

Infinity Edge raises the proposed normal crit multiplier from 200% to 230%, while its AD rises from 65 to 75 and Limit Break is removed. On a normal crit with the same underlying attack damage, 230 versus 200 is a 15% relative increase. The item's actual contribution to a build also includes its AD and purchase timing.

Champion Exceptions Still Matter

Several champions use only a portion of normal critical damage. The test notes give Jhin an 80% modifier, while Senna, Yasuo, and Yone have 90% modifiers on the attacks specified in their changes. Other abilities have their own formulas.

Do not apply the ordinary 200% number to every spell or attack. Read the champion adjustment together with the system change before deciding whether a familiar combo gains damage.

The Attack-Speed Cap and Champion Ratios

The new standard cap allows up to three attacks per second. That is more room for attack-speed investment when a champion can reach it; it does not make every champion attack 20% faster.

The update also gives every champion an individual attack-speed ratio, which determines how much actual attack speed they gain from bonuses. The basic formula is:

Attack speed = base attack speed + attack-speed ratio × total bonus attack speed.

Use percentages as decimals in that calculation. In the announcement's Caitlyn example, a base of 0.625, a ratio of 0.625, and 28% starting bonus attack speed produce 0.625 + 0.625 × 0.28 = 0.80 attacks per second at level 1.

Growth-derived bonus attack speed also changes. Individual level gains are not constant, while the stated total at level 15 is 14 times the champion's attack-speed growth stat. The full roster appendix is in the official source; compare those profiles when evaluating an attack-speed purchase on a specific champion.

New and Returning Marksman Items in 7.3

These are the test versions of the items. Familiar item names do not guarantee that their effects match another version of Wild Rift or PC League of Legends.

Hexoptics C44: Damage From Distance and Takedown Range

Hexoptics C44 costs 2,900 gold and provides 55 AD and 25% crit chance. High-Powered Scope grants up to 10% bonus damage, reaching its maximum at 550 units of distance. When a champion you damaged within the last three seconds dies, Arcane Aim grants 100 attack range for eight seconds.

This gives it a clear testing use case: a marksman who can keep dealing damage from long range and use a takedown to continue attacking safely. It is not permanent extra range, and the distance bonus is less valuable when an enemy forces a close fight.

Yun Tal Wildarrows: Crit Chance Earned Through Attacking

Yun Tal costs 3,100 gold, with 50 AD and 25% attack speed, but starts with no crit chance. Each basic attack permanently adds 0.4 percentage points of crit chance for melee champions or 0.2 for ranged champions, up to 25%.

From zero, that works out to 125 attacks for a ranged champion or approximately 63 attacks for a melee champion to reach the cap. These are attack-count calculations; the time required depends on how continuously the champion can attack.

Its Flurry effect grants another 25% attack speed for six seconds after attacking a champion, with a 20-second cooldown. Attacks reduce that cooldown by one second, or two seconds on a crit.

The key build question is whether you can afford the period before its crit chance is stacked. A completed Yun Tal should not be treated as an immediate 25% crit item when comparing an imminent objective fight.

Stormrazor and Rapid Firecannon: Different Energized Payoffs

The tested Stormrazor costs 3,000 gold and offers 50 AD, 25% crit chance, and 20% attack speed. An Energized attack deals 120 bonus magic damage and grants 45% movement speed for 1.5 seconds. Its attraction is a short burst of movement after landing the attack.

Rapid Firecannon costs 2,650 gold and gives 25% crit chance, 40% attack speed, and 4% movement speed. Its Energized attack adds 80 magic damage and 35% attack range, capped at 150 bonus range. Its defining value is the extended attack's reach rather than Stormrazor's post-hit movement.

Demon Hunter's Crossbow: An Ultimate Follow-Up

“Demon Hunter's Crossbow” is the literal China-server name used in the translation; its final global English name is unconfirmed. At 2,650 gold, it provides 25% crit chance, 45% attack speed, 4% movement speed, and 20 ultimate haste.

After casting your ultimate, the next three attacks within eight seconds gain 50% attack speed and are guaranteed to crit for 80% of normal critical damage. If an attack would already have crit, the effect instead grants 15% bonus true damage. The passive has a 45-second cooldown.

That makes the timing of the ultimate part of the item's value. A champion who casts an ultimate but cannot safely attack afterward may waste much of its payoff.

Immortal Shieldbow: Crit With a Defensive Trigger

The returning Shieldbow costs 3,000 gold, with 55 AD and 25% crit chance. Damage that would take the holder below 30% health triggers a three-second shield on a 70-second cooldown.

The shield scales from 300–550 for ranged champions and 350–650 for melee champions. It is a defensive option to test when surviving the first burst would let you keep attacking, but it should be compared with positioning, enemy damage patterns, and the cost of delaying another item.

Statikk Shiv: Hybrid Stats and On-Hit Chains

Statikk Shiv costs 3,000 gold and provides 40 AD, 40 AP, 30% attack speed, and 4% movement speed. Its Energized attack deals 60 magic damage and chains to three, four, five, or six additional targets at levels 1, 5, 9, and 13. The listed damage is 90 against minions and monsters.

Secondary targets receive on-hit effects, and basic attacks grant five additional Energized stacks. These interactions make it worth testing on builds with valuable on-hit effects, but the notes do not establish every champion-specific interaction. Its listed stats also contain no crit chance.

Existing Items That Could Change Your Build Order

Bloodthirster Loses Crit Chance

Bloodthirster rises from 3,000 to 3,200 gold and from 55 to 75 AD. It loses 25% crit chance, 250 health, and 8% physical vamp, gaining 15% life steal. Excess life-steal healing becomes a shield capped at 165–345 by level.

This is a substantial change to crit planning. A build that previously reached its crit target with Bloodthirster will need another source under these test rules. More AD and sustain do not replace the missing crit chance for abilities that scale with that stat.

Essence Reaver Becomes an Ability-Then-Attack Item

Essence Reaver rises from 35 to 50 AD and uses a Sheen recipe. After an ability, the next attack within ten seconds deals 135% base AD plus 0–80 bonus physical damage, with the additional amount scaling at 0.8 per percentage point of crit chance.

It restores mana equal to 50% of that damage and has a 1.5-second cooldown. The important distinction is base AD in the Spellblade formula, not total AD. Champions who regularly weave attacks between abilities are the natural candidates to investigate.

On-Hit Items Are Being Rebuilt Together

Blade of the Ruined King falls to 3,100 gold, rises to 40 AD, and has 30% attack speed and 12% life steal. Its current-health on-hit damage becomes 7% for ranged users or 8.5% for melee users, with a minimum of 15 and a cap of 100 against monsters.

Guinsoo's Rageblade falls to 3,000 gold, gains 35 AD and 30 AP, and applies 30 magic damage on hit. Attacks build four stacks of 8% attack speed; at full stacks, every third attack applies on-hit effects one additional time.

Kraken Slayer costs 2,900 gold, with 45 AD and 35% attack speed. Its third-attack damage is physical and increases with the target's missing health. Terminus falls to 3,000 gold, and Wit's End gains 20% tenacity.

These changes make an old item-by-item comparison insufficient. The useful question is how a complete build distributes damage, attack speed, penetration, and survivability across a fight.

Penetration, Components, and Mana Builds

Mortal Reminder falls from 3,300 to 3,000 gold, has 35 AD and 30% armor penetration, and loses its attack speed. Physical damage applies 50% Grievous Wounds for three seconds. Serylda's Grudge falls to 3,100 gold and gains 35% armor penetration, with its slow applying through the specified abilities and empowered attacks against targets below 60% current health.

Noonquiver loses attack speed and gains 15% crit chance. The new 1,200-gold Hearthbound Axe fills an AD and attack-speed component role with 20 AD and 15% attack speed. Dagger drops to 400 gold for 12% attack speed, and Recurve Bow becomes 900 gold for 20% attack speed.

Manamune costs 2,900 gold, gains AD and mana, and loses some ability haste. Its Muramana transformation has separate attack and ability damage formulas based on maximum mana. Ezreal and other mana-build users need to evaluate these changes alongside their own kit adjustments.

Life Steal Replaces Some Vamp Effects

The new life steal stat works on basic attacks, on-hit damage, and abilities treated as basic attacks. It replaces earlier vamp stats on Bloodthirster, Blade of the Ruined King, Vampiric Scepter, Mercurial Scimitar, and the boots translated as Brass Treads.

The intended distinction is the source of damage that heals you. A champion should not assume that every damaging spell continues healing them because the previous item supplied physical vamp or omnivamp. Check whether the ability is treated as a basic attack under the new rules.

ADC Champion Changes Worth Testing First

Vayne, Ashe, and Caitlyn

Vayne's base AD rises from 54 to 60, Tumble scales from 50/60/70/80% AD, and Final Hour grants 30/40/50 AD. Silver Bolts' maximum-health true damage changes from 2/5/8/11% to 6/7/8/9%. That shifts power toward early ranks while reducing the final rank's percentage; it is not a buff to every part of her damage.

Ashe gains base AD, AD growth, and stronger passive slows. Ranger's Focus costs 30 mana instead of 50, and Volley reaches a six-second cooldown at maximum rank, though its early mana cost rises. Her passive damage formula also changes for the new crit system.

Caitlyn gains six base AD, an additional damage reward for Headshots on trapped targets, and crit scaling in Ace in the Hole. Her net slow shortens from 1.5 to one second. That creates a mix of offensive gains and a shorter defensive window.

Lucian and Twitch

Lucian's ultimate bullet count now scales with crit chance and crit damage. At the standard 200% crit multiplier, the formula produces 20 bullets at zero crit chance, 30 at 50%, and 40 at 100%. Those are bullet-count examples, not total-damage comparisons: each bullet's base damage is adjusted too.

Twitch's attack-speed boost moves to leaving Ambush camouflage, granting 35/40/45/50% for six seconds. He loses the post-camouflage double poison-stack effect. Contaminate gains a separate AP-scaled magic-damage component per poison stack, and it can only be cast when a poisoned target is within 1,200 units.

Kai'Sa, Ezreal, Samira, and Jinx

Kai'Sa's Plasma, Void Seeker, Supercharge, and ultimate shield all change. Supercharge's movement speed uses total bonus attack speed rather than just item attack speed, making runes and other sources relevant to that calculation. Her base AD falls from 62 to 59.

Ezreal's Mystic Shot gains a longer listed cooldown and lower base damage, but its hit refund now reduces all ability cooldowns, including Mystic Shot itself. Judging only the listed cooldown misses the hit-versus-miss distinction.

Samira's ultimate moves to a six-second cooldown with no mana cost, while several AD ratios and attack-speed values decrease. Jinx loses AD growth and some rocket scaling, with a longer ultimate cooldown at early ranks.

Draven also gains an Adoration-based execute on his ultimate while losing some axe scaling and passive gold payout. Zeri's overcharge duration and extensions increase, but other damage formulas change. Xayah, Tristana, Sivir, Jhin, Senna, Yunara, and several melee crit users are adjusted too; these highlights are not a complete champion changelog.

Lethal Tempo's New Full-Stack Effect

Each attack against an enemy champion grants a six-second stack worth 8% attack speed for melee users or 6.4% for ranged users, up to six stacks. That totals 48% melee or 38.4% ranged attack speed from the stacks.

At full stacks, attacks also fire an adaptive-damage projectile. Its base damage is 9–30 for melee users or 6–24 for ranged users, and bonus attack speed increases that damage. This rewards time spent attacking, but whether it beats another keystone depends on how reliably your champion gets and stays at full stacks.

How to Prepare Your ADC Build

Start by checking what your current first item loses, what it gains, and whether its components still suit your lane. Then count crit chance across the entire build: Bloodthirster no longer supplies it, and Yun Tal needs attacks to earn it.

Treat potential item combinations as experiments until the interactions and numbers are confirmed. Our Kai'Sa guide, Caitlyn guide, and Vayne guide remain references for the patch shown on those pages.

For the other half of Dragon lane, read the 7.3 support item preview. For Hwei, ranked dates, and the rest of the update, return to the Wild Rift 7.3 overview.

Related Wild Rift Resources

Kai'Sa Champion Caitlyn Champion Vayne Champion Lucian Champion Twitch Champion

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