2XKO Releases Patch 1.2.5 on July 23

Featuring new nerfs, buffs, and cosmetics.

Published:

Riot Games has officially announced that patch 1.2.5 of 2XKO will release on July 23. The update will add nerfs, buffs, and new cosmetics. 

The patch notes of the update are as follows:

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 light + medium 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.
    • Right – Right 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 medium or heavy 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 medium 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 S2 Super, Senna S1 Super, and Yasuo S2 had altered frame data when parried.
  • Fixed an issue where mashing parry at round start would result in a heavy 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. 
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.

Akali

Akali only has minor changes to make combos and pressure more stable, and her mid-air S2 hurtbox now matches the visual.

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.

Braum

We’re removing the last low-hitting projectile in the game, which is Braum’s Shattering Spires (Unbreakabe down S2). To compensate, we’re slightly increasing this attack’s blockstun.

Darius

Darius’s Assists are getting improvements. Noxian Might Assist (down 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.

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 (S1 Super) and extended the length of her Test of Spirit (Ultimate).

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.

Teemo

Teemo is getting small adjustments to make his combos more consistent, and to make combos against Teemo more consistent.

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.

Vi

We have a large amount of adjustments to Vi’s Footwork suites to help improve its ease of use at intermediate levels of play. Footwork combos are now significantly easier early into a combo, but still require multiple links if you want to maximize their potential.

Warwick

Warwick’s getting combo stability improvements. His Primal Leap suite has had various adjustments to make his combos more consistent, and it’s now easier to combo after using Claws of the Beast (S1) and Rage of the Beast Assist (right T).

Yasuo

Like other champions, Yasuo is getting combo stability improvements to prevent unexpected drops or inconsistencies. In addition, his grounded medium now has additional blockstun to match down medium.

Bug Fixes

  • Hextech charge visual effects (on Vi’s charged normals, Jinx’s zap, Blitzcrank moves, etc.) now display correctly on opponents that are hit during Teamfight.
  • Fixed an issue that caused the game to crash when reloading a capture state after changing reversal settings in Training mode.
  • Fixed an issue where team comps were not remembered correctly in Ranked while queuing as a Local Duo.
  • Fixed an issue where one player adjusting their controls prevented the other players from choosing Fuses in champion select. 
  • Fixed an issue in The Climb where Jinx’s “2X Rockets” augment was not properly shooting 2X rockets as an Assist.
  • Fixed an issue in The Climb that was causing a high number of disconnects and crashes. 

Known Issues

  • Backdashing by inputting left + light + medium, then trying to forward dash by inputting neutral light + medium will result in a second backdash, instead of the intended forward dash. You can avoid this issue by using the dash macro, or holding rightwhile inputting any dash. 

Store and Cosmetics

Culinary Masters Megabundle

Featuring Culinary Masters Akali, Caitlyn, and Teemo, plus a lot more—available for purchase for a limited time starting July 23, and may be available to purchase through other means at a later date. Check the in-game store for more details.

Coven Megabundle

Featuring Coven Ahri, Illaoi, and Senna plus a lot more—available for purchase for a limited time starting August 11, and may be available to purchase through other means at a later date. Check the in-game store for more details.

2XKO initially entered early access on October 7, 2025 for PC (client download), followed by the full launch on January 20 for PC, PlayStation 5, and Xbox Series X|S. In the latest update, Riot Games added new characters Senna and Thresh, alongside a new mode called The Climb. Later this year, Lux and Samira will release as additional characters. 

Saras Rajpal
Saras Rajpal
Saras is a passionate writer, with a love for immersive sims, superhero games, and Persona. He graduated college with a Bachelor of Arts with a concentration in creative writing. He's been with Final Weapon since 2023.

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