League of Legends Wild Rift Details Leaked from Closed Testing
Millions of players across the globe were left in a state of awe when Riot showcased the mobile variant of League of Legends. Seeing the game run so well (albeit in a somewhat less complex format) on a small, portable device was truly mind-blowing. But even after the announcement, we were light on Wild Rift details.
We knew it would come out on both iOS and Android, with a console release being in the pipeline as well, but other than that, there wasn’t much else. The vague late 2020 release date also didn’t help. It’s hard getting excited for something with a release date so far away.
Skillful outplays. Brilliant maneuvers. The occasional throw. Starting 2020, League of Legends is coming to mobile and consoles! #League10
— League of Legends: Wild Rift (@wildrift) October 16, 2019
Find out more: https://t.co/Gk6ipJYYMQ
Fortunately, seeing how the game is currently in closed testing, a couple of interesting details have leaked. Now, this isn’t anything monumental, but it’s still enough to make the wait a bit easier to bear.
Before we dive any deeper into the leaked information, keep in mind that the game is currently in alpha, meaning anything written below is subject to change. Everything we’ve learned is perfectly plausible and doesn’t deviate much from the mobile MOBA norm, which gives the leaker a fair bit of credence.
So, with that out of the way, let’s take a closer look at the latest League of Legends Wild Rift details!
What’s Coming to League of Legends Wild Rift

- The tester played the game on an iPhone 8s with maxed out settings. The experience was supposedly perfectly smooth without any hiccups.
- Games last around 20 minutes, much like your average Arena of Valor matches.
- At this point, the game doesn’t have any jungle or support items. Smite is available, but the jungling experience isn’t nearly as layered as it is in the full game. Riot will probably add these items in an upcoming patch, but don’t expect either role to be overly complex — there’s only so much you can do in a mobile MOBA.
- Each player unlocks his ultimate upon reaching level 5. If you’re jungling, you’ll gain the necessary experience by doing a full clear. The maximum level for each champion is 15.
- Baron, Drakes and the Elder Dragon are all present.
- Rift Herald spawns four minutes into the game and is a potent pushing tool.
- Baron spawns eight minutes into the game.
- Each player can have a maximum of two wards and setting any concrete vision is a team-wide effort (just like in the real game). That said, if Wild Rift is anything like other mobile MOBAs, vision control won’t play a key part gameplay-wise.
- Right now, there are 29 runes, 15 “attack items” and 14 “defense items,” many of which have active components. Riot is bound to add a lot more over the coming months, but they’re probably not going to add everything from the full game. Mobile League of Legends will only succeed if it’s slightly “watered down.”
- Wild Rift has actual fog of war much like Arena of Valor.
- Here’s a low-resolution video showcasing a bit of the action.
Overall, these Wild Rift details tell us that the game is already in a polished state. Riot is trying to copy as many mechanics and elements as possible, while also designing the game from the ground up.
If they succeed in transferring even a fraction of the feeling you get when playing the full game, they’ll have a spectacular hit on their hands. Mobile MOBAs are already incredibly polished and deceptively fun and having League of Legends in your pocket is the stuff dreams are made of.
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