In this patch, we have lots of changes for champions and some of our biggest Fuse adjustments yet. We’re excited to see how this shakes up the meta across all skill levels.
As always, the game will be down starting from 9am PT when the patch drops on July 23. You can always check the status of the patch here or in the 2XKO client. Online matchmaking will become available once maintenance is complete. In the meantime, you can still play in Offline mode.
To access Offline mode on console, you must disconnect from the internet before launching 2XKO.
New Event: Chipotle
We’re excited to partner with Chipotle again to serve up an extra-spicy event, split into two parts.
Part two already started on July 21 and it lasts until August 6. Each event will have unique missions and rewards, so don’t forget to log in and check what’s new.
During both events, the Casual Lobby will be decked out Chipotle-style.
If you’re a resident of the United States, completing in-game missions will earn a chance to get real-life coupons to redeem at a Chipotle near you. Check here for more details.
Part one had so many people participating, it took us a few weeks to process all of the rewards. Likewise for part two, please wait for up to two weeks after the event ends to receive your code. The code will be sent to the email associated with your riot account, so make sure to check your spam folders.
System Changes
Fuses
Juggernaut
Juggernaut is a powerful Fuse at intermediate and beginner levels of play, but falls off at advanced levels. We’re adding an advanced tool to Juggernaut, while reducing its overall power early in a player’s journey.
Juggernaut now grants the ability to solo dash cancel any attack by spending Break meter. (This is the same as Fury dash canceling. With this change, only Juggernaut users can do this outside of Fury.) This gives Juggernaut players more interesting options for combos and pressure, and lets them fight against pushblock.
Meter gain and pushblock while using Juggernaut have also been improved. To compensate for these buffs, Break meter gain while using this Fuse has been reduced.
Juggernaut changes:
- Overall Super Meter gain has been increased by 25% when using Juggernaut.
- Pushblock no longer uses Break meter and now has a 4-second cooldown when using Juggernaut.
- Break gain when hitting an opponent has been reduced by 50% when using Juggernaut.
- Attacks can now be dash canceled by spending 30% Break meter when using Juggernaut.
- This is the same as Fury dash canceling. With Juggernaut, you can now do this outside of Fury.
- If a dash cancel was used, the subsequent combo will not grant Break meter.
- Break meter gain on successful Eject has been reduced by 10%. It was 20% Break meter and is now 10% Break meter.
Sidekick
Sidekick is getting Assist improvements, because the overall power of Assists is lower without the ability to Handshake Tag.
Sidekick changes:
- Overall Super Meter gain has been increased by 15% when using Sidekick.
- The Point champion can now move freely during Sidekick Super.
- When an Assist is used as a combo starter, it no longer causes additional damage scaling when using Sidekick.
- Pushblock now pushes both opposing champions when using Sidekick.
Freestyle
The power of two Handshake Tags has consistently dominated expert-level play. We’re nerfing Freestyle in a way that maintains its flexibility, while establishing significant trade-offs for accessing this Fuse’s power.
Freestyle changes:
- Overall Break meter gain has been reduced by 35% when using Freestyle.
- Generating less Break meter adds additional risk to using this Fuse.
- Hitting an Assist in Freestyle now gives the Assist a 6-second cooldown.
- Freestyle Tag can no longer be used immediately after Break.
- Freestyle Tag can no longer be used immediately after pushblock.
- The Freestyle Tag window has been reduced by 20 frames. It was 80 frames and is now 60 frames.
- While this will change combos and blockstrings, it’s necessary to reduce the overall power of the Fuse. Combos, blockstrings, and baiting Break will be less effective.
Assist
- Players can no longer Handshake Tag to Assist champions after they block an attack. This does not apply in the following situations:
- If you perform a Pushblock or Break.
- If you make contact with an opponent, i.e. the opponent hit/blocks your assist or your point attack.
- Players can no longer perform a second Assist action with 2X Assist after blocking an attack.
- When performing a low attack into a Handshake Tag, you can now parry the tagged out attack while standing and crouching.
Dash
- You must now hold forward when tapping dash or :2xko_L:+:2xko_M: to perform a dash cancel while in Fury or when using Juggernaut.
- Getting an accidental Fury Dash Cancel when attempting to dash the first frame out of attacks was occurring too often. Now, if you are not holding forward, you cannot get a dash cancel.
- :2xko_forward: > :2xko_forward: will now always result in a dash cancel.
- Getup attack can no longer be dash canceled while in Fury or when using Juggernaut.
- When performing a backdash, attacks are now buffered until the backdash ends.
- You can no longer mask inputs inside your backdash. This includes throws or programming follow-ups to tagged out attacks.
- Performing a throw during backdash, then inputting :2xko_M: or :2xko_H: will no longer result in a throw after the backdash animation completes.
Throw Tech
- The ending distance between champions after a throw tech has been increased.
- While cornered, throw techs now send the non-cornered opponent farther away. They will now land closer to midscreen distance.
- Guessing correctly on throw often led to being in stand :2xko_M: range, which favored faster champions. You will now have an adequate opportunity to fight back post-throw tech.
Bug Fixes
- Fixed an issue where opponents would occasionally be pushed backwards during the startup of Break while in the corner.
- Fixed an issue where performing attacks into Launcher or Break caused hurtboxes to persist.
- Fixed an issue where throws that punish rolls would sometimes throw the opponent in the wrong direction.
- Fixed an issue where multi-hit projectiles such as Jinx :2xko_S2: Super, Senna :2xko_S1: Super, and Yasuo :2xko_S2: had altered frame data when parried.
- Fixed an issue where mashing parry at round start would result in a :2xko_H: instead of a parry.
- Fixed an extremely rare situation where players could Handshake Tag after being parried.
- Juggernaut:
- Fixed an issue where ranged Supers performed with Juggernaut would not generate Break meter.
- Fixed a bug where Juggernaut Eject did not cost meter against Juggernaut/Sidekick players.
- Teamfight:
- Fixed a bug that caused players to automatically block all attacks if the opponent was KOed during Teamfight under specific conditions.
- Fixed an issue where the Assist champion could activate Teamfight one frame faster than the Point.
- Fixed an issue where the “Punish” notification wouldn’t pop up when punishing Teamfight activation.
- Fixed an issue where the Teamfight graphic would stay onscreen when using save states in Training mode.
Champion Adjustments
Just want the high-level changes? There’s a summary at the top of each section. Dive into the details below.
We entered this patch with simple goals. Nerf Ahri, Thresh, and Illaoi, improve Assist damage for high-damage champions, and make all champions more consistent.
Ahri
Buckle in. We have a lot of changes to Ahri, so this part will be longer than usual.
The TLDR: we’re heavily reducing Ahri’s damage, giving her corner blockstrings more counterplay, and reducing the size of her normals. Ahri’s ground pressure is now significantly worse, so use that Spirit Rush and get airborne!
We’ve taken care to ensure that Ahri’s combos still work. Because of this, some attacks received slight buffs. These attacks will be listed underneath the nerfs to give context.
Ground combat
As an aerial focused champion, Ahri was controlling too much space on the ground. We’re reducing the overall power of her ground combat.
- Grounded :2xko_L: vertical hitbox size has been reduced.
- Grounded :2xko_L: recovery has been increased by 1 frame. It was -2 on block and is now -3 on block.
- :2xko_down::2xko_L: recovery has been increased by 1 frame. It was -2 on block and is now -3 on block.
- :2xko_down::2xko_M: startup has been increased by 1 frame. It had 10 startup frames and now has 11 startup frames.
- Grounded :2xko_H: hitbox size has been reduced. It now hits less far.
- Grounded :2xko_H: startup has been increased by 1 frame. It had 12 startup frames and now has 13 startup frames.
- Grounded Foxfire Blast (:2xko_S1:) recovery has been increased by 4 frames. It had 30 recovery frames and now has 34 recovery frames.
Grounded blockstrings
Ahri’s grounded blockstrings had difficult counterplay. We’ve reduced the power of most of Ahri’s blockstring pressure on grounded opponents so that it’s more clear when it’s your turn to attack.
Foxfire Blast > Foxfire Leap (:2xko_S1: > :2xko_S1:) is now significantly easier to counterplay. Previously, parry was a strong option, but it required advanced knowledge and a bar of meter. We’ve tuned Ahri’s corner blockstring so that Foxfire Blast > Foxfire Leap is jumpable before the follow-up comes out, and adjusted her projectile speed to allow her to combo Foxfire Blast > Foxfire Leap midscreen.
Orb of Deception (:2xko_S1: Super) was creating inescapable blockstrings in the corner, which allowed Ahri to refresh her Assist and mix the opponent. Orb of Deception now has reduced blockstun so that the opponent can jump the gap.
- Foxfire Blast > Foxfire Leap (:2xko_S1: > :2xko_S1:) startup has been increased by 3 frames.
- Foxfire Blast > Foxfire Leap (:2xko_S1: > :2xko_S1:) projectile now travels faster.
- Grounded blockstun of Wild Flares (:2xko_S2:) has been reduced by 2 frames, and recovery has been increased by 1 frame. It is now -9 on block.
- Grounded Wild Flares (:2xko_S2:) pushes Ahri farther back when blocked in the corner.
- Ahri can no longer cancel grounded Wild Flares (:2xko_S2:) into grounded Foxfire Blast (:2xko_S1:)/ Stalking Dart (:2xko_down::2xko_S1:) unless the final hit makes contact with the opponent.
- Grounded Wild Flares now has additional counterplay. If an opponent performs Retreating Guard or pushblocks Wild Flares midscreen, Ahri will be less advantageous.
- Grounded blockstun of all Foxfire variants has been decreased by 2 frames. They had 18 frames of grounded blockstun and now have 16 frames of grounded blockstun.
- Blockstun of first and second hits of Orb of Deception (:2xko_S1: Super) has been decreased by 6 frames.
Aerial movement
We like that Ahri is an aerial champion, so we were gentle with our nerfs to air movement. We’re not interested in directly nerfing her backwards movement, but we’re nerfing the traits that made it obnoxious to approach. We’ve also reduced the distance traveled by Spirit Rush slightly, and adjusted :2xko_S1: > :2xko_S1: to allow for the same conversions as before.
- Spirit Rush (any direction :2xko_plus: :2xko_S2:) distance traveled has been reduced slightly.
- Foxfire Blast > Foxfire Leap (:2xko_S1: > :2xko_S1:) knockback distance on hit has been reduced.
Aerial combat
Ahri should be great in the air, but her air buttons were too overwhelming. We’ve reduced the hitbox on her Heavy air normals. To compensate for the reduced range, we reduced the knockback distance of mid-air :2xko_S1:. This has an additional benefit of removing a dash cancel from Ahri’s midscreen advanced combos.
- Mid-air :2xko_down::2xko_H: hitbox size has been reduced behind and below Ahri.
- Mid-air :2xko_H: hitbox size has been reduced significantly in front of Ahri.
- Mid-air :2xko_H: knocks air blocking opponents farther back, to help reduce occurrences of 50/50 when air to airing opponents.
- Mid-air Foxfire Blast (:2xko_S1:) travel distance has been decreased.
- Mid-air Foxfire Blast (:2xko_S1:) hurtbox size has been increased.
- Mid-air Foxfire Blast :2xko_S1: knockback distance on air hit has been decreased.
- Mid-air downwards Foxfire Blast (:2xko_down::2xko_S1:) hurtbox size has been increased.
- Mid-air downwards Foxfire Blast (:2xko_down::2xko_S1:) knockback distance on ground hit has been decreased.
- Upwards Spirit Rush (:2xko_up::2xko_S2:) knockback distance on ground hit has been decreased.
Damage
Ahri is doing too much damage overall. We’ve lowered the damage of her combo tools, and added additional damage scaling to forward Spirit Rush (:2xko_forward::2xko_S2:) and mid-air downwards Foxfire Blast (:2xko_down::2xko_S1:). Comboing into horizontal Spirit Rush is no longer optimal at all ranges, so Ahri will need to choose combo routes based on her screen position.
- Mid-air charged :2xko_H: damage has been reduced by 5. It was 80 damage and is now 75 damage.
- Mid-air :2xko_H: damage has been reduced by 5. It was 70 damage and is now 65 damage.
- Mid-air :2xko_down::2xko_H: damage has been reduced by 5. It was 65 damage and is now 60 damage.
- Mid-air Foxfire Blast (:2xko_S1:) damage has been reduced by 10. It was 70 damage and is now 60 damage.
- Mid-air downwards Foxfire Blast (:2xko_down::2xko_S1:) damage has been reduced by 5. It was 85 damage and is now 80 damage.
- Mid-air downwards Foxfire Blast (:2xko_down::2xko_S1:) now increments damage scaling by an additional hit.
- Wild Flares (:2xko_S2:) damage has been reduced by 10. It was 100 damage and is now 90 damage.
- All Spirit Rush damage has been reduced by 10.
- :2xko_forward::2xko_S2:, mid-air :2xko_forward::2xko_S2:, :2xko_up_forward::2xko_S2: was 80 damage and is now 70 damage.
- :2xko_up::2xko_S2:, :2xko_down::2xko_S2: was 90 damage and is now 80 damage.
- Forward Spirit Rush (:2xko_forward::2xko_S2:) now increments damage scaling by an additional hit.
:2xko_down::2xko_H:
:2xko_down::2xko_H: was too strong of an anti-air, and had inconsistent properties against crouching and standing opponents. We’ve reduced the hitbox both above and in front of Ahri, and reduced the complexity of the hitbox so it connects against crouchers and standing opponents at the same distance. To ensure :2xko_down::2xko_H: and Pulse combos still work, we reduced hitpush on Ahri’s grounded normals.
- Grounded :2xko_L: pushback on hit has been reduced.
- :2xko_down::2xko_L: pushback on hit has been reduced.
- Grounded :2xko_M: pushback on hit has been reduced.
- :2xko_down::2xko_H: hitbox size has been reduced. It now hits less far above and in front of Ahri.
Stalking Dart (:2xko_down::2xko_S1:)
Ahri getting a left/right off her grounded Wild Flares (:2xko_S2:) Limit Strike was causing frustrating outcomes on defense. Stalking Dart (:2xko_down::2xko_S1:) has been slowed down so that Wild Flares > Stalking Dart no longer crosses up when holding :2xko_up::2xko_forward:.
- Stalking Dart (:2xko_down::2xko_S1:) now fires 11 frames later.
- Stalking Dart (:2xko_down::2xko_S1:) projectile now travels faster.
Assists
We want Ahri’s Assists to be good, but we think they go too far into the “great” category. We’ve increased her forward Assist’s startup and made it travel a shorter distance. In exchange, we increased the hitstun so Ahri can combo :2xko_forward::2xko_T: into :2xko_forward::2xko_T: while using 2X Assist.
- Spirit Rush Assist (:2xko_forward::2xko_T:) startup has been increased by 2 frames. It had 17 startup frames and now has 19 startup frames.
- Spirit Rush Assist (:2xko_forward::2xko_T:) travel distance has been decreased.
- Spirit Rush Assist (:2xko_forward::2xko_T:) hurtbox size has been increased vertically and horizontally.
- Spirit Rush Assist (:2xko_forward::2xko_T:) grounded hitstun has been increased by 4 frames.
Tag Launcher
Ahri’s Tag Launcher was punishing moves it should not be able to punish, so we increased its startup. To enable Ahri’s Tag Launcher combo after :2xko_down::2xko_S2:, we added a frame of hitstun when hitting airborne opponents at high heights.
- Tag Launcher startup has been increased by 1 frame. It had 9 startup frames and now has 10 startup frames.
- Tag Launcher active frames have been reduced by 2. It was 7 active frames and is now 5 active frames.
- Bounce! (:2xko_down::2xko_S2:) now knocks opponents down slower, and now has 1 additional frame of advantage when hitting airborne opponents.
Throws
Ahri throws are a designed weakness, but players have been pushing her throw combos with Assists and Fury Dash Cancel. We’ve nerfed her throw combos significantly and unified her :2xko_forward: throw and :2xko_back: throw combo time so her combos are consistent. Her :2xko_back: back throw now has slightly less recovery to allow some combos after knocking opponents into Caitlyn and Teemo traps.
- :2xko_forward: throw now scales hitstun more severely. It was 2 seconds and is now 5.45 seconds.
- :2xko_back: throw now scales hitstun more severely. It was 2 seconds and is now 4.5 seconds.
- :2xko_back: throw recovery has been reduced by 6 frames.
Super meter
Ahri was generating far too much Super meter off her advanced combos. We’ve reduced her overall meter gain so she’s more in-line with other champions.
- Mid-air :2xko_H: meter gain has been reduced from 4 to 3.
- Mid-air charged :2xko_H: meter gain has been increased from 5 to 6.
- Mid-air :2xko_down::2xko_H: meter gain has been reduced from 4 to 2.
- Spirit Rush (any direction :2xko_plus: :2xko_S2:) meter gain has been reduced from 3 to 2.
- Grounded Foxfire Blast (:2xko_S1:) meter gain has been reduced from 8 to 5.
- Stalking Dart (:2xko_down::2xko_S1:) meter gain has been reduced from 8 to 5.
Miscellaneous
Sometimes you’d get clipped when trying to interact with grounded Spirit Rush (any direction :2xko_plus: :2xko_S2:). This should be alleviated with these changes.
- Forward and diagonal Spirit Rush (:2xko_forward::2xko_S2:, :2xko_up_forward::2xko_S2:, :2xko_up_back::2xko_S2:) now only hit in front, rather than behind.
- :2xko_forward::2xko_S2: > :2xko_up_back::2xko_S2: will no longer trade with grounded attacks.
- All Spirit Rushes (any direction :2xko_plus: :2xko_S2:) now have 12 frames of blockstun on ground block.
- Before, it was inconsistent between variants.
- Horizontal Spirit Rush hurtbox sizes have been increased.
Akali
Akali only has minor changes to make combos and pressure more stable, and her mid-air :2xko_S2: hurtbox now matches the visual.
Buffs
- Crescent Moon Slash (mid-air :2xko_S2:) now has an additional hitbox.
- Crescent Moon Slash was whiffing when performed very low in the corner. Another small hitbox has been added so this no longer occurs.
- Moonset Kick (:2xko_down_forward::2xko_M:) now allows special cancels to be performed if only the second hit connects.
Nerfs
- Crescent Moon Slash (mid-air :2xko_S2:) hurtbox size has been increased.
Bug fixes
- Akali will no longer phase through another Akali when both perform grounded :2xko_M: simultaneously.
- Fixed an issue where performing a wall jump after performing Break would cause Akali to jump in the wrong direction.
- Sunset Descent Assist (:2xko_down::2xko_T:) visual effects now properly appear.
- Nightfall Ascension (Ultimate) now deals the correct damage to Assists. It was 250 damage and is now 240 damage.
Blitzcrank
Blitzcrank is getting some quality of life changes to make them easier to play and fix some unintended outcomes. We’re also improving their general knockdown game.
Buffs
- When performing a Handshake Tag to Blitzcrank as they pull in an opponent with an Assist, you will be able to cancel the recovery of their Assist into attacks.
- Tagging to Blitzcrank early into :2xko_forward::2xko_T: or :2xko_back::2xko_T: led to a significantly different outcome than waiting until the opponent reached Blitzcrank. Now, if you tag early, you can press a button at the time you’d normally be actionable and punch them in the face.
- Mid-air Garbage Collection (:2xko_down::2xko_S2:) now grants more steam when used in a combo.
- Mid-air :2xko_S1: drill recovery on contact has been reduced by 6 frames.
- Both of Blitzcrank’s standard combo enders are now improved if they use Helping Hand (:2xko_S1: Super).
- Rocket Grab (:2xko_S1:) > Power Fist (:2xko_S1:) knocks opponents less far and over a longer duration.
- Power Fist now is more advantageous midscreen, is easier to combo into Static Field (:2xko_S2: Super), and leads to additional combos while cornered.
- Helping Hand (:2xko_S1: Super) now always performs a ground bounce.
- This opens up additional double down synergy, and makes Blitzcrank’s frame advantage more stable.
- Steam-empowered Rocket Grab (:2xko_S1:) projectile destruction hitbox size has been increased.
- Steam-empowered Rocket Grab will now properly destroy Henry, Thresh’s ghoul.
Bug fixes
- Fixed a bug where Blitzcrank’s arms were anti-air invulnerable during :2xko_down::2xko_H: recovery.
- Fixed a bug that caused mid-air Rocket Grab (:2xko_S1:) to pierce airborne Assists.
- Fixed a bug that caused Garbage Collection (:2xko_down::2xko_S2:) to not properly grab an opponent when an Assist was pushblocked.
- Fixed an issue that caused Ultimate to whiff late into a combo under specific circumstances.
Braum
We’re removing the last low-hitting projectile in the game, which is Braum’s Shattering Spires (Unbreakable :2xko_down::2xko_S2:). To compensate, we’re slightly increasing this attack’s blockstun.
Buffs
- Glacier Breaker (:2xko_S2: > :2xko_S2:) is no longer in counterhit state while in recovery.
- Charged Battering Ram (:2xko_S2:) now has an additional projectile destruction hitbox.
- Charged Battering Ram will now properly destroy Henry, Thresh’s ghoul.
- Shattering Spires (Unbreakable :2xko_down::2xko_S2:) blockstun has been increased by 2 frames on the final ice spike.
- Shattering Spires is now slightly more advantageous on block, timed so that Shattering Spires > Fight, Mighty One (:2xko_down::2xko_S1:) connects.
Nerfs
- Shattering Spires (Unbreakable :2xko_down::2xko_S2:) is no longer a low.
- Glacial Fissure (:2xko_S1: Super) now dissipates faster when parried.
- It will no longer cause opponents to parry the projectile, then be hit while performing a follow-up attack.
Bug fixes
- Fixed a bug that caused grounded :2xko_H: follow-ups to not be performed while tagged out.
- Teemo’s Blinding Dart (Ultimate) now works correctly against Braum if Braum destroys a mushroom while being hit.
Caitlyn
No changes for Caitlyn!
Bug fixes
- Fixed a bug where parrying an Enticing Trap (:2xko_down::2xko_S2:) then getting hit out of parry recovery caused future Enticing Traps to have significantly less hitstun.
- Caitlyn’s teacup is now full of delicious tea when you skip her outro animation.
Darius
Darius’s Assists are getting improvements. Noxian Might Assist (:2xko_down::2xko_T:) will no longer cause the opponent to immediately tech late into combos, and now enables additional follow-ups. In addition, his Assists now deal damage appropriate to his archetype.
Buffs
- Savage Tackle Assist (:2xko_forward::2xko_T:) damage has been increased by 5. It was 95 damage and is now 100 damage.
- Apprehend Assist (:2xko_back::2xko_T:) damage has been increased by 30. It was 80 and is now 110 damage.
- We’re globally increasing the damage that high-damage champions do with their Assists.
- Noxian Might Assist (:2xko_down::2xko_T:) is no longer affected by hitstun.
- Darius’s Super Assist was not very Super when used late into a combo. It will no longer cause opponents to immediately air tech, enabling follow-ups.
Bug fixes
- Fixed a bug that resulted in some of Darius’s Happy Birthday corner combos having excessive pushback on hit and dropping combos.
- Noxian Guillotine (Ultimate) now deals the correct damage to Assists. It was 260 damage and is now 265 damage.
- Fixed a bug that caused Bleed to remain after a throw tech if the opponent initiated the throw.
Ekko
No major changes for Ekko!
Buffs
- Running.:2xko_H: now uses input buffer when canceling into follow-ups
- We’ve fixed a bug that caused running :2xko_H: to not use the input buffer. It’s now significantly easier to perform follow-ups out of the move.
Bug fixes
- Fixed a bug that caused Temporal Slip (:2xko_forward::2xko_S1:) visual effects to be misaligned when performed outside of the corner.
- Attempt #37 (Ultimate) now deals the correct damage to Assists. It was 250 damage and is now 240 damage.
Illaoi
Illaoi has a strong strength/weakness profile and we like how she plays, but her strengths are too smothering. We’re reducing the power of her strongest tools so that she can be more well-rounded. In addition, we’ve adjusted many tentacle behaviors to reduce frustration when fighting Illaoi.
In return, we’re opening up Illaoi to Juggernaut and Double Down as core Fuses. We’ve also added a ground bounce to Crashing Waves (:2xko_S1: Super) and extended the length of her Test of Spirit (Ultimate).
Buffs
- Crashing Waves (:2xko_S1: Super) now ground bounces.
- Crashing Waves (:2xko_S1: Super) recovery on hit has been reduced by 3 frames.
- Crashing Waves is now easier to use with Double Down. To align Illaoi’s frame data with her previous tuning, its recovery on hit has been reduced.
- Test of Spirit (Ultimate) range has been improved.
- Illaoi can now perform Crashing Waves (:2xko_S1: Super) > Test of Spirit using Juggernaut.
Nerfs - normals
- Grounded :2xko_L: vertical hitbox size has been decreased.
- Grounded :2xko_L: and :2xko_down::2xko_L: pushback on block has been slightly increased.
- Grounded :2xko_L: is now -1 on block. Blockstun has been increased by 1 frame, and recovery has been increased by 2 frames.
- :2xko_down::2xko_L: is now -2 on block. Recovery has been increased by 1 frame.
- Illaoi’s light normals were overtuned on block. We still expect her lights to be extremely good pressure tools, but they will be less smothering for the opponent.
- Grounded :2xko_L: and :2xko_down::2xko_L: hitstun on grounded opponents has been reduced by 1 frame. It was 15 frames and is now 14 frames.
- Both attacks now have less hitstun to make hit confirming more in-line with other champions.
- :2xko_down::2xko_M: recovery has been increased by 2 frames.
- Grounded :2xko_M: blockstun has been reduced by 2 frames.
- :2xko_M: and grounded:2xko_M: are very powerful normals. :2xko_down::2xko_M: now has additional recovery, and grounded :2xko_M: blockstun now correctly matches :2xko_down::2xko_M:. Grounded :2xko_M: will be weaker when used to reset pressure, and :2xko_down::2xko_M: will be slightly worse both on offense and in neutral.
Nerfs - specials
- Tidal Swing (:2xko_down::2xko_S1:) tentacle follow-up active frames have been reduced.
- Tidal Swing (:2xko_down::2xko_S1:) tentacle follow-up will no longer catch opponents after the tentacle has visually left the screen.
- Prayer in Stagnation (:2xko_down_back::2xko_S1: with tentacle) recovery has been increased by 10 frames.
- Increased time opponent is trapped in Prayer in Stagnation (:2xko_down_back::2xko_S1: with tentacle) by 10 frames.
- Hitstun of Prayer in Stagnation (:2xko_down_back::2xko_S1: with tentacle) tentacle release hit has been increased by 8 frames.
- Illaoi can no longer perform :2xko_T: actions during Prayer in Stagnation (:2xko_down_back::2xko_S1: with tentacle).
- Opponents would frequently guess correctly on Prayer in Stagnation and be punished. We’re making counterplay to this move more clear. In return, Prayer in Stagnation has more hitstun, allowing for easier conversions.
- Illaoi’s voiceline now occurs later into Prayer in Stagnation (:2xko_down_back::2xko_S1:with tentacle).
- Prayer in Stagnation was easier to react to with sound on. To ensure an equal play experience, her voiceline is more delayed so it cannot be used as a reaction tool.
- Crashing Waves (:2xko_S1: Super) damage has been decreased by 15.
Nerfs - tentacles
- Tentacles will now despawn if the Point champion on her :2xko_T: is hit.
- Tentacles will now despawn if Illaoi is hit at the same time a tentacle would spawn.
- Tentacles now follow standard projectile destruction rules.
- First hit of grounded Guiding Hand (:2xko_S2:) ground hitstun has been decreased by 6 frames. It had 39 frames of ground hitstun and now has 33 frames of ground hitstun.
- First hit of Guiding Hand Assist (:2xko_forward::2xko_T:) ground hitstun has been decreased by 6 frames. It had 39 frames of ground hitstun and now has 33 frames of ground hitstun.
- To prevent easy conversions on a trade, both grounded :2xko_S2: and :2xko_forward::2xko_T: have less ground hitstun.
Nerfs - Assist
- Guiding Hand Assist (:2xko_forward::2xko_T:) speed has been decreased by 2 frames
- Guiding Hand Assist (:2xko_forward::2xko_T:) hitbox size has been decreased. It now hits less far behind and less high.
- Guiding Hand Assist’s hitbox caused Illaoi to anti-air opponents at unexpected moments. It will now hit airborne opponents less often.
Bug fixes
- Command list now states that Serpent's Tongue (mid-air :2xko_S1:) can be steered.
- Fixed an issue where Prayer of Motion (:2xko_back::2xko_S1: with tentacle) would not properly connect with crouching targets at max range.
- Fixed an issue where Harsh Lesson (:2xko_forward::2xko_S2:) would spawn a tentacle when hitting props.
- Fixed a bug where Wrath of Nagakabouros (:2xko_S2: Super) retained a hitbox after it ended under specific conditions.
- Test of Spirit (Ultimate) now deals the correct damage to Assists. It was 220 damage and is now 260 damage.
Jinx
No major adjustments for Jinx!
Adjustments
- Champions can now knock down Fly Clappy, Fly! (:2xko_down::2xko_S1:) projectile after Jinx sends it higher by hitting it once
Bug fixes
- Chompers and Clappy projectiles no longer instakill poor Henry, Thresh’s ghoul, on contact.
Senna
We’re making some adjustments to Senna to improve her play feel in Base form. Her movement and medium normals have improved, as well as some special moves. In addition, we’re fixing some situations that cause Senna’s attacks to drop at unexpected moments against smaller champions.
Buffs - Movement
- Improved run speed in Base form.
- Improved run momentum when canceling into attacks in Base form.
- Improved backdash speed slightly.
- Improved walk forward and walk backward speed in Base and Wraith form.
- We want Senna to feel slow while in Base form and fast in Wraith form, but the contrast led to an unfun play experience. We have given slight buffs to her movement so she feels better to navigate with.
Buffs - Normals
- Base form grounded :2xko_L: recovery has been reduced by 1 frame.
- Base form grounded :2xko_L: pushback on block has been reduced.
- It now is easier to pressure with Senna’s standing :2xko_L:.
- Base form grounded :2xko_M: now has an additional hitbox below Senna.
- Base form grounded :2xko_M: knockback distance on block has been reduced.
- Base form grounded :2xko_M: blockstun has been increased by 1 frame. It had 15 frames of blockstun and now has 16 frames of blockstun.
- Base form grounded :2xko_M: now moves Senna farther forward.
- Grounded :2xko_M: is now a stronger normal, and will blockstring more consistently from :2xko_down::2xko_M: when performed at mid-range.
- Base form :2xko_down::2xko_M: now has an additional hitbox at Senna’s foot.
- Base form :2xko_down::2xko_H: downwards hitbox size has been increased.
- Wraith form :2xko_H: first downwards hitbox size has been increased.
- Normals that were whiffing on crouching Ahri, Ekko, and Teemo now connect more reliably.
- Mid-air :2xko_M: hitpush on grounded opponents has been reduced.
- Mid-air :2xko_M: will now combo into grounded :2xko_M: on grounded opponents more reliably.
Buffs - Specials
- Piercing Light (:2xko_S1:) recovery has been reduced by 1 frame.
- Mid-air Piercing Light (:2xko_S1:) and angled Piercing Light (:2xko_down::2xko_S1:, mid-air :2xko_down::2xko_S1:) damage has been increased by 43. They dealt 47 damage and now deal 90 damage.
- Charged Piercing Light , mid-air Piercing Light , and mid-air angled Piercing Light now have 32 frames of air blockstun.
- Charged Piercing Light , mid-air Piercing Light , and mid-air angled Piercing Light knockback distance has been increased.
- Grounded blockstun of all uncharged Piercing Lights has been increased by 5.
- Piercing Light > Wraith Shift (:2xko_S1: > :2xko_S2:) is now safe on block.
- Curse of the Black Mist (:2xko_S2: Super) blockstun has been increased by 5 frames. Curse of the Black Mist is now -9, up from -14.
- Dawning Shadow (:2xko_S1: Super) now knocks Senna less far back when hitting a cornered opponent.
- It is now easier to combo out of Dawning Shadow when performing a Double Down.
- Curse of the Black Mist (:2xko_S2: Super) pushback on block has been increased.
- Curse of the Black Mist is now safer on block.
Buffs - Assist
- Piercing Light Assist (Base form :2xko_back::2xko_T:) damage has been increased by 20. It was 40 damage and is now 60 damage.
Miscellaneous
- In Training mode, you can now choose Senna’s starting form on reset.
Bug fixes
- Wraith Vortex (:2xko_S2: while in Wraith form) is now kara-cancellable into Supers and Ultimates.
- Senna’s hands will no longer be permanently green when interrupted out of Final Embrace (:2xko_down::2xko_S2:)
- You can now perform a Double Down as Senna is falling after performing mid-air Dawning Shadow (Base form :2xko_S1: Super).
- Dawning Light Assist (:2xko_down::2xko_T:) visual effects now properly appear.
- Fixed an issue where resetting in Training mode in the middle of performing a Wraith form Assist caused Senna’s visual model to stay in Wraith mode.
Teemo
Teemo is getting small adjustments to make his combos more consistent, and to make combos against Teemo more consistent.
Buffs
- Second hit of :2xko_down::2xko_M: now has 1 additional frame of hitstun on grounded opponents
- Second hit of :2xko_down::2xko_M: pushback when hitting grounded opponents has been reduced.
- :2xko_down::2xko_M: into Teemo’s BnB was inconsistent at some ranges. The additional frame of hitstun and reduced hitpush allows Teemo to delay :2xko_H: for his BnB more consistently.
- Bandle Dash (:2xko_forward::2xko_S1: and charged :2xko_forward::2xko_S1:) final hit hitbox size has been increased above Teemo.
- Bandle Dash and charged Bandle Dash are now more consistent when hitting opponents high above Teemo, but not so high that they would randomly anti-air opponents.
- Darts Assist (:2xko_back::2xko_T:) damage has been increased by 10. It did 70 damage and now deals 80 damage. When scaled, it now does 68 damage.
- Darts Assist was dealing low damage, and scaled your combo. We’re improving its damage given that the combo afterwards is scaled significantly.
Nerfs
- Teemo’s head hurtbox size while standing and crouching has been increased.
- Some standing attacks were whiffing on Teemo, and some champions had Teemo-specific combos. Teemo’s standing hurtbox has been increased in size to remove some instances where combos did not connect.
Bug fixes
- Fixed an issue where Teemo’s blowgun appeared on his hand when whiffing Blinding Dart (Ultimate).
- Noxious Surprise (:2xko_S2: Super) should now behave the same in either corner.
- Blinding Dart (Ultimate) now works correctly against Braum if Braum destroys a mushroom while being hit.
Thresh
Thresh has taken 2XKO by storm, and people love playing him. However, we’re seeing a few routes being pushed in ways we didn’t expect. We have a few adjustments to keep Thresh from exploding the competition while keeping him a high-damage champion.
Buffs
- Thresh can now cancel Bisection (:2xko_H: > :2xko_H:) into a Lantern Tag.
- Bisection (:2xko_H: > :2xko_H:) can now be cancelled into Flay (:2xko_forward::2xko_H:) or Rake (:2xko_back::2xko_H:)
- Bisection into Flay or Rake gives beginner and intermediate players access to a new combo tool. This is not possible while tagged out.
- Cruelty (:2xko_S1: Super) final hit damage has been increased by 15. It was 60 damage and is now 75 damage.
- We’re nerfing the damage caused by Dark Flicker (:2xko_S2: > charged :2xko_S2:) (see below). To ensure that Dark Flicker (:2xko_S2: > charged :2xko_S2:) into Cruelty does more damage than Soul Ripper (mid-air :2xko_S1:) into The Box (:2xko_S2: Super), we’re increasing damage on Cruelty.
Nerfs
- Excoriate (charged :2xko_down::2xko_H:) minimum hitstun scaling has been increased.
- Excoriate (charged:2xko_down::2xko_H:) hitstun has been increased by 3 frames. It was 42 frames and is now 45 frames.
- Excoriate was leading to charged Death Binding (:2xko_down::2xko_S1:) at late hitstun scalings, which was leading to long combos. Excoriate now has slightly higher hitstun, but scales more while in combos, so Excoriate leads to Death Binding or Soul Ripper (mid-air :2xko_S1:) late into combos, but not charged Death Binding.
- Mid-air :2xko_H: hitbox size has been reduced. Now hits less low at far ranges, and hits less high at all ranges.
- Mid-air :2xko_H: hurtbox size has been increased.
- Mid-air :2xko_H: now pushes aerial opponents farther away on block.
- Mid-air :2xko_H: will now hit 1-2 frames later at far ranges, and hit opponents above Thresh less often. In addition, air blocking mid-air :2xko_H: will lead to blocking grounded :2xko_H: less often.
- Dark Flicker (:2xko_S2: > charged :2xko_S2:) minimum damage has been reduced from 50% to 30%.
- Dark Flicker (charge :2xko_S2:) damage has been reduced by 30. It was 150 damage and is now 120 damage.
- Dark Flicker was the root of most of Thresh’s high-damage routes. Late into a combo, this move now deals 40 less damage.
Adjustments
- Grounded Dark Passage (:2xko_S2:) lantern explosion now hits slightly lower, but now whiffs against crouchers.
- This move now connects against standing Teemo, but whiffs on crouching Braum and Blitzcrank.
- Inputting :2xko_down_back: and :2xko_down_forward::2xko_S2: while airborne will now perform Dark Passage (mid-air :2xko_S2:).
- Spirit Summon (:2xko_down::2xko_S2:) explosion no longer sends grounded opponents towards