
Riot Games has released a significant update for its fighting game, 2XKO, which is set in the world of Runeterra. The update introduces Akali as a playable character, along with fresh content and substantial adjustments to character balance. After a long period of development, 2XKO became available on PC and consoles. It initially launched as an “early access” title for PC players in 2025, before a full release for all platforms at the beginning of 2026.
So, it looks like Riot’s tag fighter, 2XKO, didn’t quite launch as successfully as they’d hoped. It’s a bummer, but they announced they’re downsizing the team – about 80 developers, which is half the original crew. The Executive Producer, Tom Cannon, tried to reassure us that 2XKO isn’t getting cancelled, and they’ll keep working on it with a smaller, more focused team. And honestly, they quickly backed that up by announcing two new fighters are coming, along with plans for the future of the game, which is great to see!
After introducing Akali and Senna for 2XKO, the developers have launched a significant new update, version 1.1.5. The main highlight of this patch is the addition of Akali as a playable character. She’s a stealthy assassin with a unique ability called Twilight Shroud, which boosts her attacks and movement. Players can buy Akali directly or earn her by completing a special in-game event. She also comes with different color options and a Silverfang skin.
The April 7th update introduces a new “Local Duo” mode, letting two players on the same device team up and play online together – a feature previously announced for 2XKO 2026. To encourage players to try it out, Riot Games is offering double the Account XP and Credits when playing in Local Duo. Plus, any progress made with a Champion in this mode—like Champion Mastery or completing missions—will be saved to each player’s account.
This update includes significant balance changes for the current 2XKO champion lineup. Ekko, Vi, Braum, and Ahri have been toned down, while Blitzcrank, Caitlyn, and Jinx are getting stronger. Illaoi, Darius, Yasuo, Teemo, and Warwick are currently in a good spot, so they’ve only received minor tweaks.
Okay, so everyone’s still talking about how much stuff costs in 2XKO, but they dropped a new update with a bunch of cool skins and bundles. They’ve got the Akali Launch Bundle, and right now you can snag the Spirit Blossom Megabundle which gives Yasuo, Teemo, and Ahri a sweet new look. That one won’t be around forever though – the Blood Moon Megabundle is coming on April 9th. And get this – Riot is planning to bring back some really old school Season 1 skins in special bundles called ‘Run It Back’! We’re talking Sandstorm Ekko, Boom Boom Blitzcrank, Dynasty Ahri, and a whole bunch more. It’s gonna be a nostalgia trip!
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2XKO Update 1.1.5 Patch Notes
New Champion: Akali
Akali, a quick and deadly assassin, will be available in 2XKO starting April 7th. She uses a combination of fast attacks and a smoke bomb called Twilight Shroud to boost her abilities. Learn how to play her, and you’ll be able to defeat opponents with incredible speed.
Watch Akali’s move list video and gameplay trailer to see how she plays.
You can get Akali right away by spending 1,000 KO Points or using a Champion Token. Alternatively, you can unlock her for free by completing the Champion Recruitment Event, which is available for three weeks.
After three weeks have passed, Akali will become purchasable for 10,000 Credits.
You can try out any champion in Training or Offline mode to learn how they play, even if you haven’t unlocked them yet.
Local Duos
Starting April 7th, you can play Local Duo mode on all devices! Just connect a second controller and team up with a friend right on the same screen, then play together online.
- While playing in a Local Duo, your duo’s chosen champion will also progress your account’s Champion Mastery and all of your champion-specific missions.
- Account experience and Credits rewarded per match are DOUBLED when you have a Local Duo! Farm those Credits with a friend
New Event: Spirit Blossom
As a huge fan of Ionia, I get so excited every year when the Spirit Blossom festival rolls around! It’s when the barrier between our world and the spirit realm weakens, and the whole land is covered in these gorgeous pink flowers. And guess what? We’re celebrating in 2XKO with a special in-game event from April 9th to April 30th, 2026! I can’t wait!
Complete missions to collect:
- Spirit Blossom avatar outfit (6 items)
- Spirit Blossom emote
- Spirit Blossom sticker
- Spirit Blossom player title – “In Full Bloom”
- Spirit Blossom player title – “Best Bud”
Replay Options
Okay, so replays just got a whole lot better! Now, when I’m watching a match replay, I can pause it and bring up a menu with tons of cool options. I can turn on things like showing hitboxes, hurtboxes, and collisions, or even display a frame data bar and see exactly what inputs were used. Seriously, this is going to make reviewing my VODs and improving my gameplay so much easier. I’m definitely going to be using this a lot!
Community Event Support
If you didn’t catch our announcement at PAX East, we’re excited to share that our Community Event Support Program is now live globally! Attend participating local events to earn in-game rewards like currency and unique avatar items.
Make sure to check out all of the details here.
System Changes
This update focuses on refining the core game mechanics by fixing smaller issues and improving overall stability. We’re also continuing to work on the ‘Happy Birthday’ feature, and we’ll monitor how these changes are received with each new release.
Core Gameplay
- Handshake Tag now has 3 frames of recovery when an Assist does not make contact with the opponent.
- In neutral, Handshake Tag will be a slightly worse option, while on-block and on-hit situations are unchanged.
- On offense, early Handshake Tag to beat parry will be significantly less attractive.
- Also, the math now works in the favor of the defender if the Assist does not make contact, so champions with 7 frame jabs never lose the mathematical frame war after tag.
- You can no longer perform parry after Handshake Tagging for 15 frames.
- Handshake Tag into parry was a very powerful strategy that made an impact on all high level matches, even if it wasn’t always visible. To combat this, we’re adding 15 frames until you can parry after a Handshake Tag.
- 15 frames is short enough to block a jab and decide to parry, but also long enough that a Handshake Tag into parry is rarely a good idea.
- Limit Strike now builds 20 meter (decreased from 40 meter).
- Limit Strike was building too much meter for how easy it was to access for some champions. We expect Limit Strike to still be a choice you make in combos, while removing the ability to loop metered super combos in some situations.
- Nerfed the amount of Super meter gained from performing long combos, and performing certain actions. Long combos now generate less meter than before. This shouldn’t be felt by most players, only those who are using the long combos.
- Meter adjustments:
- Retreating Guard meter gain: 5 -> 4
- Parry projectile meter gain: 10 -> 6
- Parry physical meter gain: 5 -> 0
- Combo length penalty:
- Old values:
-
8 seconds: 80% meter -
11 seconds: 50% meter -
16 seconds: 10% meter
-
- New values:
- 6 seconds: 75% meter
- 9 seconds: 50% meter
- 12 seconds: 25% meter
- 15 seconds: 10% meter
- Old values:
- Meter adjustments:
- Break Meter now accumulates faster while in combos.
- Old values:
-
8 seconds: 3x Break -
11 seconds: 8x break -
18 seconds: 16x break
-
- New values:
- 6 seconds: 3x Break meter
- 9 seconds: 6x Break meter
- 12 seconds: 9x Break meter
- 15 seconds: 18x Break meter
- We’re increasing Break meter gain to tip the scales more towards resets, and less towards long combos.
- Old values:
- Rules on when you can Break have been updated.
- You can’t break when getting hit by a Super.
- You can’t break during a Super’s startup.
- You can break when being hit by an attack that is not a Super.
- This generally buffs Jinx, as opponents can no longer Break out of her Supers and Ultimates. This also adds additional play/counterplay during Super > Tag in Double Down.
- Air counterhits no longer count as a minor reaction.
Input Adjustments
- Rolls are no longer performed by holding down and back or down and forward. . Rolls are now performed by holding directly away from the opponent, or up and away from the opponent.
- Rolls will now be more consistent to perform, and you can now hold or forward on wakeup to block.
- You can now perform Supers while holding an attack button
- Break will no longer be performed when you return to neutral after performing a directional special.
Bug Fixes
- Fixed bug where opponent did not have throw protection after being hit with Eject in Juggernaut.
- Fixed a bug where performing a knockdown in specific situations triggered Limit Strike Bonus.
- Fixed a bug where it was possible to psuedo-unblockable opponents with Handshake Tag.
- Fixed a bug where launcher could occasionally perform an extremely small jump if the opponent is hit by a low-launching Assist or projectile during hitstop.
- Fixed issue where transitioning from running to crouching, then holding back, would cause the champion to be in a block reaction for 5 frames.
- Fixed an issue where the player indicator persisted on screen.
- Hitting an opponent during a Backslide reaction no longer causes “dropped” to display, even when it’s a true combo.
- You can no longer cancel midscreen Tumble Limit Strike into a run when performed low to the ground to gain extra frame advantage.
- Fixed a bug where Break Bonus was applying inconsistently during combos.
- You can no longer perform a Break while in Juggernaut after being KO’d in rare situations.
- Fixed a bug where performing a Fury Break the frame before an Assist died would not apply the Fury Break buff.
- Champions can no longer perform a Fury Break after dying from chip damage inflicted by Bleed in rare situations.
- Getup attack no longer pushes the attacker back when used against aerial opponents in the corner.
- Fixed an issue where using save states in Training mode would occasionally cause a crash.+ team input.
- Fixed a Training mode save state issue that allowed activating Fury while already in Fury.
- Training mode save states now store/load the correct amount of Super meter
- Fixed an issue where bots were not correctly performing their set reversal option while in the air.
- Fixed an issue where the Assist cooldown was not grayed out while Assist was unavailable.
- If both a “Roll” and a “Reversal” option are selected in training mode, the bot will now properly roll then do the reversal, instead of just the roll.
- Fixed a bug where setting the bot to “No Air Tech” would result in the bot performing an Air Tech.
- Defeating two opponents with Limit Strike bonus damage now properly triggers a 2XKO.
- Fixed an issue where the match start text persisted when viewing a replay.
- Champions are now invulnerable during Super animation.
- Champions can no longer be hit while performing the cinematic zoom-in that occurs during Supers. This invulnerability wears off as soon as gameplay action resumes.
Champion Adjustments
We’re pleased with the balance changes in our latest update. We’re looking forward to seeing how the addition of Akali, some adjustments to Ekko, and buffs to Jinx and Caitlyn impact the game’s overall strategy.
Ahri
We’re making a small adjustment to Ahri by slightly reducing the power of her Wild Flares. They were building up energy too quickly and were hard to use effectively after blocking an enemy attack because their range wasn’t always clear.
We’ve made Special Move 2 quicker by shortening the pauses after a hit or block, letting you get back to fighting faster.
Nerfs
- Wild Flares hitstop and blockstop has been reduced.
- Wild Flares took quite some time, so we shaved 5 frames off this move to make blocking and using feel better.
- Wild Flares hitbox size and launch distance on second hit has been reduced.
- Wild Flares had deceptively large range and relatively low recovery. We’re reducing the range to make interacting with it post-pushblock a little easier.
- To compensate for the shorter range, we’re reducing the launch distance of the second hit so it still connects.
- Wild Flares meter gain on final hit has been decreased from 10 to 6.
- We originally added meter to Wild Flares to give Ahri players a small combo pathing decision on whether to gain meter or go for damage. Since she ends many combos with Wild Flares, this felt unjustified, so the meter gain has been reduced slightly.
Bug fixes
- Fixed a bug where Wild Flares was cancellable into Stalking Dart as a programmable input.
- Forward and back Spirit Rush are now properly cancellable into Supers.
- Fixed a bug where mid-air forward Spirit Rush had excessive pushback when used at a specific range.
- Fixed bug where Ahri would move unnaturally if performing a Handshake Tag at a specific timing when forward tag was blocked.
Blitzcrank
Blitzcrank is receiving further improvements through adjustments to the areas players can hit with his Rocket Grab and Rocket Punch. Previous changes to these abilities had a good effect, and we anticipate these new adjustments will be similarly beneficial.
Buffs
- Down heavy now has an additional hitbox at the shoulder, and down heavy now has an additional hitbox on the fist.
- Down Heavy will now more consistently combo airborne opponents, and the hitbox better matches the animation.
- Air Purifier and Air Purifier Assist hurtboxes have been adjusted.
- Air Purifier and Air Purifier Assist are now disjointed, which will let Blitzcrank grab champions performing aerial moves more easily.
- Landing these moves in neutral is difficult, so we want to reward players that predict opponents correctly.
- Rocket Punch hurtbox has been adjusted, and is now immune to projectiles.
- Rocket Punch would occasionally lose to projectiles and be hit by physical attacks at unexpected moments. Rocket Punch will now behave more consistently as anti-projectile poke.
- Air Purifier Assist now has 4 additional active frames.
- This now matches Air Purifier.
Adjustments
- Rocket Grab, mid-air Rocket Grab, and Rocket Grab Assist hurtboxes have been adjusted.
- The hurtbox adjustment on these moves is substantially less than the one on Air Purifier and Air Purifier Assist.
- These moves should behave similarly to their current behavior, with more consistent hurtboxes for both Blitzcrank and opponents.
Bug fixes
- These are bug fixes for other champions, but they affect Blitzcrank:
- When Vi ends a combo with Denting Blows against Braum and Blitzcrank, she’ll now perform a knockdown consistent with the rest of the cast.
- Jinx’s Super Mega Death Rocket Monkey Cannon! (Ultimate) now breaks armor.
Braum
So, they’re toning down Braum’s shield a bit – both the main one and the assist version. Basically, they want it to be a little less frustrating to fight against him, which, honestly, is a good call. It was pretty strong!
We’ve made Braum easier to move around by adjusting how his abilities work, so players can jump over him more easily. We’ve also reduced the size of the area that triggers his Stand Behind Me Assist, making it simpler to activate. However, because the cooldown on his Handshake Tag has been increased, we anticipate that Stand Behind Me Assist will be less powerful overall.
Nerfs
- Braum’s collision is now shorter and thinner when performing a back assist.
- Braum’s collision is now shorter when performing Stand Behind Me.
- Previously, opponents couldn’t jump over Braum while he was using Stand Behind Me or Stand Behind Me Assist, whichmade it difficult to navigate around him. Also, when Braum would Handshake Tag after Stand Behind Me Assist, throws and jabs against him would whiff. We’ve made him generally smaller when performing these moves.
- Glacial Fissure startup invulnerability has been removed.
Bug fixes
- Fixed a bug where the opponent would very rarely be stuck in a floating state after being hit by Battering Ram > Glacier Breaker and pushed by an opponent Assist.
- Braum will now properly lose Unbreakable when he is KO’d but does not touch the ground.
- These are bug fixes for other champions, but they affect Braum:
- When Vi ends a combo with Denting Blows against Braum and Blitzcrank, she’ll now perform a knockdown consistent with the rest of the cast.
- Jinx’s Super Mega Death Rocket Monkey Cannon! (Ultimate) now breaks armor.
Caitlyn
As a Caitlyn main, I’m really excited to hear about the changes coming! It sounds like Riot is making her combos feel much smoother and more consistent, which is awesome. They’re specifically working on making it easier to chain attacks together and follow up on those little accidental hits, especially when you’re going for a down-heavy combo or using Aerial Sniper Assist. It’s going to make playing her so much more reliable and fun!
Caitlyn struggled with movement while using basic attacks, so we’ve made it easier for her to keep moving while attacking and chasing enemies. She’s still learning, but this change will make her feel more consistent with other champions in the game.
Consistency improvements
- Down medium knockback distance on grounded hit has been reduced.
- Down heavy now sends opponents backwards when hitting crossup.
- Launcher will now send opponents opposite of Caitlyn if they are on the other side. Converting into mid-air down heavy will be more consistent on hit.
- Back heavy second hitbox has been adjusted. It is now bigger, but does not hit as low.
- Back heavy will connect more consistently with opponents if the first hit connects.
- Bola now has 10 frames more hitstun on counterhit, and launches grounded opponents less high.
- Medium now connects when Bola hits a grounded opponent, and converting off Bola on counterhit will be much more consistent.
- Enforcer Hexshield now pushes grounded opponents less on hit.
- Added an additional hitbox to Ace in the Hole (Ultimate) that catches opponents performing a low attack close to Caitlyn.
- Performing an “Aerial Twist” no longer disables the “Flip” reaction.
- Performing S1 against a grounded opponent or using Bola capture will no longer disable back heavy from comboing on the second hit.
Buffs – normals
- Mid-air medium hitbox has been lowered.
- Mid-air light, medium, and heavy now combos more consistently on airborne opponents, and Caitlyn’s jump-in is slightly better.
- Heavy aerial hitstun has been increased from 23 to 25.
- Heavy will now combo into Tactical Dive on airborne opponents.
Buffs – Assists
- Aerial Sniper Assist and Skyward Shot Assist shot now always causes the same reaction on the opponent whether grounded or airborne.
- Aerial Sniper Assist and Skyward Shot Assist no longer have infinite hitstun on airborne Assists.
- Aerial Sniper Assist shot hitstun has been increased by 17.
- Aerial Sniper Assist shot having different reactions and hitstun on aerial or grounded opponents was appropriate for Caitlyn’s point champ behavior, but was too mentally taxing and inconsistent as an Assist.
- Previously, whether you could combo an Assist changed dramatically if the Assist was airborne or grounded. The behavior is now consistent.
- Since we’re removing the infinite hitstun on Aerial Sniper Assist against airborne opponents, we’re giving the bullets more hitstun as compensation. In neutral, they will convert just as well, and have similar uses in combos.
- When performing Aerial Sniper Assist, Caitlyn now jumps less high.
- Handshake Tagging to Caitlyn after performing Aerial Sniper Assist will now have less lag time before landing, and Aerial Sniper Assist generally hits closer to Caitlyn.
Buffs
- Heavy now pushes blocking opponents less far.
- Forward roll now passes through on frame 11 instead of frame 12.
- Caitlyn had difficulty passing through large champions, so we’re improving her pass-through capabilities to help get through the big bodies. We’re also reducing the blockpush on heavy, so heavy into roll can pass through when spaced correctly.
- Caitlyn can cancel Rifle Shot into Reload Shot when the opponent parries the bullet.
- Losing access to her followup when the opponent parries a projectile felt particularly punishing as Caitlyn. If you’re good enough to parry the first shot, you’re probably good enough to parry the next one.
- Dash momentum improved when canceling a run into actions.
- Caitlyn can now press buttons more effectively in neutral. In addition, Caitlyn can now chase rolls with grab at the appropriate timing.
Nerfs
- Caitlyn can no longer mid-air Enticing Trap into Trick Shot when tagged out.
Bug fixes
- Fixed a visual bug with Caitlyn’s mid-air light recovery animation.
- Caitlyn no longer decides to roll in the wrong direction when cancelling from back heavy sometimes.
- Caitlyn will now perform Advancing Roll in the correct direction if the opponent passes overhead at the same time.
- Caitlyn can no longer trigger multiple Headshots when performing Piltover Peacemaker through Enforcer Hexshield.
- Fixed bug where Caitlyn would not perform a followup shot when performing Rifle Shot into Advancing Roll > Steady Shot when Handshake Tagging at a specific timing.
- Caitlyn’s Tactical Dive now has a consistent hitstun against grounded opponents.
- Caitlyn can now cancel Tactical Dive into airborne Bola and Bola Boost when hitting opponents during late active frames
- Enticing Trap no longer triggers when champs are projectile invulnerable.
- Fixed a rare bug with Enforcer Hexshield where the visuals would persist even when all three of the panels were used.
- Although it was incredibly thematic, allied Jinx’s chompers and monkeys will no longer destroy panels from an allied Caitlyn’s Enforcer Hexshield.
- Removed proximity block from Target Practice Assist
- Holding back near this attack will no longer root your champion in place.
- Skyward Shot Assist meter gain on hit has been increased from 8 to 12.
- Caitlyn Ultimate will no longer whiff on opponents performing low attacks next to Caitlyn. Now has a larger hitbox next to Caitlyn for 1 frame.
- These are bug fixes for other champions, but they affect Caitlyn:
- Warwick will now properly track Caitlyn with Infinite Duress when she performs air Enticing Trap.
Darius
We think Darius is in a good spot, but we’ll continue to keep an eye on how he’s performing.
Buffs
- Noxian Might Assist active frames have been increased from 1 to 2, to allow it to connect if the point champion hits at the same time as Noxian Might Assist.
Bug fixes
- Champions can no longer perform a Fury Break after dying from chip damage inflicted by Bleed in rare situations.
Ekko
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Illaoi
Illaoi remains a powerful champion, even with her unpredictable tentacles. We’re changing how her S2 ability works when switching targets – it will no longer build up power while tagging out. We’ve also adjusted her Prayer in Stagnation ability to prevent situations where opponents couldn’t block her attacks. As a trade-off, we’ve fixed a bug where her tentacles would try to grab opponents who were already knocked out and temporarily invulnerable.
Buffs
- Illaoi tentacles no longer attempt to pick up the opponent if knocked down while invulnerable, i.e. from Limit Strike.
Nerfs
- Illaoi can no longer grab opponents when performing Prayer in Stagnation while tagged out.
- Illaoi’s down S2 autofires on tag out.
- Illaoi’s down S2 into tag led to non-interactive game states. We’re removing this play pattern so that she can be powerful up-close, not full screen.
Adjustments
- Tentacle Smash is no longer cancelable into Prayer in Stagnation when tagged out.
- We removed Prayer in Stagnation’s ability to grab opponents while Illaoi is tagged out, so we’re removing this option, as it no longer serves a purpose.
Bug fixes
- Fixed bug where Tentacle Smash was not properly triggering tentacle followups while Illaoi was tagged out.
- Tentacle Smash is cancelable into Prayer of Motion when tagged out.
- Tentacle Smash is not cancelable into Prayer in Stagnation when tagged out.
- Tentacle Smash enables tentacle followups on contact when tagged out.
- Fixed a bug where Illaoi tentacles would not have a hitbox if summoned while Wrath of Nagakabouros was ending.
- Guiding Hand Assist now launches opponents lower on aerial hits.
- We’ve restored the behavior where hitting an aerial opponent with a tentacle will cause the opponent to be hit by a tentacle while at very low heights.This behavior is subtly different from previous behaviors, but should roughly replicate the same effect as before.
- When a tentacle is already on-screen, hitting two opponents simultaneously with a tentacle-generating move will now cause both spawned tentacles to have a hitbox.
- No longer randomly spawns a big tentacle.
Known issues
- Illaoi’s tentacles can rarely be disabled if they are hit between specific frames during Wrath of Nagakabouros.
Jinx
Jinx isn’t doing as well as we’d like in the current game, so we’re increasing the damage of her basic attacks. This will help her fight effectively from a distance and make her more reliable overall. We’ve also made it easier for her to continue attacking enemies who are in the air, allowing for smoother combos.
We’ve made a few improvements to Chompers! We increased how long it lasts and lowered how high it launches opponents, making it easier to hit enemies who are already in the air. We also fixed some damage calculations for Jinx’s ultimate, P’Choo Bang Pew Pew Boom Boom, which should increase her overall damage output.
Buffs – normals
- L is now a 6 frame startup. It is now -1 on block.
- Jinx joins the suite of champions that have a 6-frame jab to align herself with champions of a similar weight class.
- Reduced pushback on block for M.
- Jinx often had normals whiff after being used against blocking opponents. We’ve reduced the amount pushed on block for mediums to help followup attacks connect.
- Running pushback on hit has been reduced.
- Running M into H often whiffed at the tip of running. This is now significantly more consistent.
- Down + M first hit blockstun has been increased from 12 to 14 frames.
- Down + M now true blockstrings into the second hit.
- Mid-air M hitstun has been increased from 17 to 19 frames.
- Landing a successful mid-air M will net Jinx an easier conversion, as it was previously impossible to convert from unexpected heights.
- H pushback on hit and block has been increased.
- This aligns pushback with previous values when you perform the her Light, Medium, and Heavy string.
- Down forward H blockpush has been increased.
- Down forward H blockstun has been increased. It is now -9 on block.
- Jinx’s overhead is often risky. We want to encourage Jinx to space the move appropriately, and a well-spaced will now be safe on block.
- Back heavy is now anti-air invulnerable on frame 4.
- Mid-air hitbox expanded to hit higher
- Mid-air hitbox expanded to hit higher
- Jinx would often whiff mid-air H and mid-air down H against airborne opponents. Connecting these attacks against airborne opponents will now be more consistent.
Buffs – Chompers
- Chompers’ explosion now launches airborne opponents less high and less far.
- Chomper often launched airborne opponents higher than Jinx was able to convert. We’re lowering the launch height and distance to make it easier to predict where the opponent will be post-explosion and to help with Jinx’s conversion off stray hits.
- Chompers projectile durability has been increased.
- Chomper no longer loses to Teemo’s darts, Ekko’s Timewinder, etc., and will now appropriately trade.
- A Chompers explosion after the timer runs out no longer hits knocked-down opponents.
- This would rarely cause combos to drop. This is no longer the case.
Miscellaneous
- Forward throw now builds 30 meter.
- Jinx can now cancel Pow Pow Up-Up into Fishbones, Hop!
- Jinx can now cancel Pow Pow Up-Up into Fishbones! when holding backwards without a full Zap! meter.
- Performing an “Aerial Twist” no longer disables the “Flip” reaction.
Bug fixes
- Jinx’s Pow Pow P-Pow now consistently causes a “Spinner” state when cancelling into Fishbones, Hop!
- Fixed a bug where Chompers exploding after the timer was disabled removed defensive actions.
- Charged Flame Chompers! now spawns in a consistent position on both Player 1 and Player 2 side.
- Fly Clappy, Fly! is no longer summoned in the opposite direction if performed while passing underneath an opponent.
- Fixed bug where portions of P’Choo Bang Pew Pew Boom had incorrect minimum damage scaling. Overall damage on this move is increased late into combos.
- Fixed a visual issue with Jinx’s mid-air Zaaaapp!.
- Jinx’s Super Mega Death Rocket Monkey Cannon! (Ultimate) now breaks armor.
- Although it was incredibly thematic, allied Jinx’s Chompers and monkeys will no longer destroy panels from an allied Caitlyn’s Enforcer Hexshield.
- This is a bug fix for another champion, but it affects Jinx:
- Warwick no longer generates blood from hitting tentacles, mushrooms, Chompers, etc.
Teemo
Teemo’s in a good position right now, so he’s getting minimal adjustments this patch.
Buffs
- Blinding Dart (Ultimate) now hits lower, to better catch opponents next to Teemo.
- While it was hilarious that Teemo could whiff over several champions’ heads when trying to use his Ultimate point blank, we’re adjusting it to avoid those annoying rare situations.
Bug fixes
- Fixed issue where slingshot behavior persisted when a mushroom was destroyed mid-air by an opponent’s projectile.
- Guerilla Tactics grass will no longer be positioned in front of Assists.
- Removed invulnerability frames from startup of Bandle Sky Patrol.
- Fixed bug where Blinding Dart (Ultimate) did not break armor.
Vi
Vi is receiving two major adjustments in this patch to help remove some unintended power spikes.
We’ve updated Vault Breaker so it automatically fires when you use Handshake Tag during the move’s charge-up. While this change does affect some combos, the previous timing was making the game frustrating and encouraging repetitive actions.
After Blast Shield is activated, you can’t call in an Assist anymore. Using Assists during the conversion process was causing too much damage, so now Vi will have to immediately go into her Super instead.
Nerfs
- Active frames of Vault Breaker level three charge have been reduced from 13 to 12 frames.
- Note: Vi’s hextech gauntlets can charge up to three distinct levels.
- Vault Breaker level three charge now matches Vault Breaker level one and level two in active frames.
- Charged Vault Breaker now autofires on tag out.
- Charged Vault Breaker was particularly hard to interact with, and its ability to turn off combat for multiple seconds was egregiously powerful. We’re removing this play pattern so that she can be powerful up-close, not full screen.
- Vi regains collision after performing punch followup during Blast Shield.
- Vi can no longer call Assists during Blast Shield followup, to align with other similar moves.
- Blast Shield led to incredibly high damage with the right Assists. To align her behavior with other champions such as Darius, we’re removing the ability to call Assists during this special.
- Added additional hurtbox to Relentless Force so punishes no longer occasionally whiff.
Adjustments
- Reduced duration of Denting Blows and removed camera zoom when mashed.
- Denting Blows now gets to the point faster. The damage and meter gain is unchanged.
- Improved input leniency when performing Footwork > One Girl Wrecking Crew by 1 frame.
Bug fixes
- When ending a combo with Denting Blows against Braum and Blitzcrank, Vi will now perform a knockdown consistent with the rest of the cast.
- One Girl Wrecking Crew positioning is now consistent on Player 1 and Player 2 side while the opponent is screen locked.
- Vi will no longer teleport when performing mid-air charged Vault Breaker against Teemo at a specific height.
- Fixed an issue where Warwick failed to steal the corner when Vi performed mid-air Vault Breaker on Player 1 side. Warwick will now always steal the corner in this situation.
Warwick
This patch includes a minor update for Warwick to make it a bit easier to activate his Bloodlust ability during a Pulse Combo. We’re monitoring how Warwick played in the last patch before making any larger changes.
Buffs
- Mid-air Spinning Slicer now sends opponents less far away from Warwick and builds slightly more Bloodlust.
Nerfs
- Warwick no longer generates Bloodlust from hitting tentacles, mushrooms, Chompers, etc.
Bug fixes
- Fixed issues where Warwick would fly across the screen after the opponent blocked Infinite Duress at a specific timing.
- Running sound effect no longer persists if interrupted by an attack during Claws of the Beast and Primal Leap.
- Fixed bug where opponents would be stuck in a falling animation when performing Primal Leap > Snare as Warwick hits the ground.
- Warwick will now properly track Caitlyn with Infinite Duress when she performs mid-air Enticing Trap.
- Fixed an issue where Warwick failed to steal the corner when an allied Vi performed mid-air S1 on Player 1 side. Warwick will now always steal the corner in this situation.
Yasuo
The recent update significantly changed Yasuo, and we’re happy with his current strength. We’ll continue to monitor how he fits into the game before considering any further adjustments.
We’ve made a small adjustment to Yasuo that reduces his damage slightly in certain scenarios, but we don’t anticipate it will affect how often he wins.
Bug fixes
- Storm Breaker now properly starts damage scaling on the first hit.
- Raw S1 Super will do slightly less damage when used early in a combo.
Quality of Life Updates
- Weekly and daily missions can now be progressed while in a Private lobby.
- Per-game Credits, Battle Pass experience, and Champion Mastery will still only be rewarded in a Casual/Ranked lobby.
Bug Fixes
- Added missing VO for some champions when using Tag Launcher.
- Fixed an issue where the mission “Land a special 75 times in a matchmade lobby” would not progress properly.
- Fixed an issue in the post-match screen where the ranked animation would repeat.
- Fixed an issue that prevented certain missions from appearing in the mission menu.
- Fixed an issue that impacted navigating the mission panel with inverted controls on console.
- Fixed a bug where the “Perfect” graphic would sometimes persist between rounds.
- Fixed a bug where the launch cinematic ignored audio settings.
- Increased the overall volume of the game to be more in-line with other games.
Known Issues
Double-check that the region listed on your Riot Account matches the region where you plan to play. If these don’t match, you could have connection issues while gaming.
Switching the region of your VALORANT or Legends of Runeterra account might reset your 2XKO progress. If this happens, please contact Player Support for help.
Check out our Player Support article for more known issues and workarounds.
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2026-04-08 18:20