
Mercury's Treads
Price 900 → 1200g · +15% tenacity (classic effect restored)
Near-mandatory buy against CC comps.
Patch 7.2 removes enchantments and gives boots real progression: stronger tier 2 boots at 1200g, then a tier 3 upgrade unlocked at 10:00. Here is the full line-by-line comparison with upgrade timings.

Price 900 → 1200g · +15% tenacity (classic effect restored)
Near-mandatory buy against CC comps.

Price 900 → 1200g · Block: -6% damage from enemy basic attacks
Stronger in extended trades against auto-attackers.

Price 900 → 1200g · Attack speed 25% → 30%
Still the default ADC/on-hit pick.

Price 900 → 1200g · Armor penetration 8% → 10%
More penetration for AD bruisers/assassins.

Price 900 → 1200g · +12 AD or +20 AP (your choice) · 5% omnivamp +0.5%/takedown (max 10%)
Big rework: real damage profile + scaling sustain.

Price 900 → 1000g
The mage/support reference for spell spam.
Every boot line upgrades to a tier 3 version for 2200g (2000g for Immortal Treads and Crimson Lucidity). The upgrade is a mid-game mini power spike: bought right before an objective fight, it is invisible to the enemy.
| Upgrade | From | Stats | Passive | When to buy |
|---|---|---|---|---|
| Mercury's Treads | 150 HP · 35 MR · 30% tenacity | Taking magic damage grants a 20-140 (+5% max HP) shield, 12s cooldown | Against repeated AP burst — the cyclic shield wins long fights. | |
| Plated Steelcaps | 150 HP · 35 armor · Improved Block (-10%) | Taking physical damage grants a 20-140 (+5% max HP) shield, 12s cooldown | In side-lane duels against an AD carry — mini-shield mid-trade. | |
| Berserker's Greaves | 50% attack speed · 5% physical vamp | Attacks restore 12 HP and grant burst movement speed (15% melee / 10% ranged, 2s) | On-hit ADC in mid game — the sustain + kiting changes extended fights. | |
| Boots of Dynamism | 25 AD · 12 armor pen · 6% armor pen rate | Cloudwalker: +20 out-of-combat movement speed | Roaming assassins/bruisers — out-of-combat speed accelerates every rotation. | |
| Gluttonous Greaves | Keeps Gluttonous passives | Above 50% HP: +50% bonus damage · below: +12% healing/shielding received | Drain tanks and sustain bruisers — both halves of the passive work for you. | |
| Ionian Boots of Lucidity | 75% mana regen · 25 ability haste | +20% summoner spell haste · speed after ability/heal/shield (10% melee / 8% ranged, 4s) | Supports/utility mages — Flash and Heal come back noticeably faster. | |
| Boots of Mana | 40 AP · 100% mana regen · 18 magic pen · 8% pen rate | Big Bully: +22 true damage to minions (attacks and active abilities) | Mid mages — the only source of magic penetration on boots. |
The simple rule: if an objective fight is coming between 10:00 and 13:00, buy the tier 3 upgrade early; otherwise finish your third item first. Tier 3 boots optimize a playstyle (dueling, kiting, rotating), they do not replace a core item. Players who ignore this tier lose trades they used to win at equal builds — and those who anticipate it win close 5v5s without the enemy understanding why.
Do boot enchantments still exist in Wild Rift?
No. Patch 7.2 removes all boot enchantments. Their active effects (Stasis, cleanse, dash…) return as standalone purchasable items that cost a full inventory slot.
When should you upgrade to tier 3 boots?
Tier 3 boots unlock at 10:00 in-game (2000-2200g). Upgrade before an objective fight (dragon, Herald) for a power spike invisible on the scoreboard; if your plan is to scale, prioritize your third major item first.
Which boots should you buy against a CC-heavy team?
Mercury's Treads (1200g): patch 7.2 restores their 15% tenacity. At tier 3, Chainlaced Crushers add 30% tenacity and a cyclic anti-magic shield.
How much do boots cost in patch 7.2?
All tier 2 boots cost 1200g (1000g for Ionian Lucidity). Tier 3 upgrades cost 2200g, except Immortal Treads and Crimson Lucidity at 2000g.