Riot Games has announced that the final patch for 2XKO will release on November 12. It has also revealed the patch notes for the update.
The patch notes are as follows:
Akali
Nerfs
Slightly reduced height of S2’s farthest hitbox.
In the last patch, we adjusted the hitbox of Akali’s S2 moves. We’re slightly cutting the top portion of the hitbox off of the farthest hitbox, so it anti-airs more like it did prior to the patch.
S2 Super no longer enables Handshake Tag on whiff while Akali is using Double Down.
We are aligning that grab supers follow the same rules as traditional grabs. Akali got hit here because of the crimes Sett committed.
Bug Fix
H>H can now be cancelled into Tag Launcher during the hitpause of the attack.
Braum
We have one minor nerf to Braum in our last balance pass.
Nerfs
Health reduced from 1100 to 1075.
Over time, we have moved our health pool to increment by 25 health. Braum was an exception, as he had 50 health more than the next highest health champion, who is Blitzcrank. This is no longer the case, which brings him more in-line with other champions.
Lux
We wanted to give a bit of love to Lux for our last balance pass. She is getting a buff with a reduction of H recovery, and a quality of life change by increasing S1 hitstun on grounded opponents, allowing her to confirm into S1 super more easily.
Buffs
Lux’s H has 2 frames less of recovery.
Lux is less vulnerable to Retreating Guard, and is more effective in neutral.
Lux’s mid-air S1 and S1 has 4 more grounded hitstun frames.
Lux’s fireball is now easier to confirm into supers.
Samira
Samira has landed well, but we think she can make a bigger splash. To ensure she stays stylish by using every move in her kit, we have given her numerous improvements to underused moves.
Her S1 suite is now more effective at combating Retreating Guard and is more flexible in pressure. In addition, both her assists and air hop have increased offensive potency. Finally, Samira can now mash S2 while tagged out, enabling fun duo play and combo options.
Buffs
S1 suite has additional projectile destruction capabilities.
Previously, this did not destroy all projectiles. It now destroys most standard projectiles, such as Braum’s Poro Toss.
Right Diagonal S1
Widened cancel window into other specials by 9 frames.
Increased hitbox size. Now it hits slightly farther.
Down S1
Widened cancel window into other S1 specials by 2 frames.
The second hit now hits low.
Increased hitbox size. Now it hits slightly farther.
Mid-air S1 has increased blockstun by 1 frame.
Left Diagonal S1 hitstun on mid-air opponents increased by 1 frame.
S2
Mash sequence can now be continued while Samira is tagged out by pressing S2 repeatedly.
The final shot size has been expanded vertically.
Samira lacked a puppetable move, which felt out of character for a high-execution character. She can now mash S2 while tagged out. In addition, the final shot was smaller than the initial shots. It’s now slightly higher.
M has an increased collision size upwards
Opponents will not pass underneath Samira as much when she performs the move.
H
Increased collision size upwards
Increased hitbox size. Now it hits slightly higher.
Opponents will not pass underneath Samira as much when she performs the move, and the move is more consistent against airborne opponents.
Mid-air charged H has 1 additional frame of air hitstun.
Mid-air Down H
Has an increased hitbox size. Now it hits slightly farther and lower.
Equalized launch duration between grounded and aerial hit.
Mid-air Down H > mid-air S2 can now connect on grounded opponents.
Left S2 charged and uncharged version have new VFX before making contact with the opponent.
It is now easier to differentiate between charged and uncharged versions.
Charged Left S2
Increased blockpause by 3 frames, which reduces distance between Samira and the opponent.
Reduced blockstun on second hit by 2F.
Reduced A+ rank followup final hit damage by 10.
Charged Left S2 now has less separation between Samira and the opponent, at the cost of reduced frame advantage. (Results in +1 after block, instead of +3 like it was on previous patch)
Down S2 now has an adjusted hitbox behind her. Combos more consistently when hitting opponents backwards on the final slash.
Coin projectile (Down Down Down)
Air blockstun increased by 8 frames.
Air launch duration decreased, opponent now falls slightly faster after being hit.
Increased air hitstun by 3 frames.
Is now lightly affected by hitstun decay.
Samira’s coin has slightly worse combo potential, but has more stable outcomes when blocked by aerial opponents.
Air hop startup decreased by 1 frame.
Samira’s mobility, neutral, combos, pressure, and blockstrings are all improved.
Right T now moves farther forward during startup.
Both of Samira’s assists were underperforming. is now significantly better in 2x Assist, and more often connects if you are performing normals against her midscreen.
Left T
Launches the opponent lower.
Increased Air hit stun by 2F.
It’s now easier to convert off this move
Nerfs
Samira’s ability to build Style gauge in the pre round countdown by using taunt has been removed.
Bug Fixes
Fixed a bug where Samira’s S1 super input prompts would rarely get stuck on screen.
Fixed a bug where handshake tagging out during S1 super in Double Down and performing another Super would sometimes break the camera.
Fixed a visual bug where Samira’s Down L had its swipe visuals get detached if the player performed it out of a dash.
Senna
Only a bug fix for Senna!
Bug Fix
Fixed a visual bug where Senna’s icon would occasionally stay as Wraith Senna even when she returned to base form – creating clarity problems with assists
Sett
Sett is receiving a large amount of changes to improve his kit in neutral. Most of Sett’s attacks have received improvements in startup, active frames, recovery, or hitboxes. Standout moves are S1, Right S1, mid-air S1, L, M… actually, just his whole kit is better. Most of his moves should feel better to use in subtle ways.
On offense, Sett’s M/H/Right Diagonal H have improved forward movement and less pushback, this should let him better combat retreating guard. We’re decreasing his power while using Double Down and removing the ability to avoid damage and hitstun scaling by super canceling before the strike, and we’ve also removed the ability to handshake tag on whiff.
Buffs
L recovery reduced by 1 frame. Was 14 frames, is now 13 frames.
M
Now travels slightly farther.
Increased active frames by 2. Was 2, is now 4.
Slightly reduced pushback on block.
Down M has slightly reduced pushback on block.
H & charged H
Reduced recovery by 2 frames. Was 28 frames, is now 26.
H
Reduced startup by 1 frame. Was 16 frames, is now 15 frames.
Slightly increased travel distance.
Slightly reduced pushback on block.
Launches opponents slightly less high on air hit.
H is now more effective neutral and pressure, and is less punishing on whiff. Additional combos are now possible, and comboing off airborne hits is more reliable.
Charged H travel distance has been increased.
Sett travels farther when performing charged H than he does performing H.
Down H
Increased size of hitbox. Now hits higher and more inwards.
Removed flag that causes the attack to only hit opponents in front of Sett.
Reduced pushback on block.
Sett’s combos Down Hare now more consistent, and Sett’s anti-airs work more predictably.
Right Diagonal H
Now travels farther.
Decreased hitbox size.
Increased active frames by 1.
Sett was struggling to meaningfully deal with Retreating Guard. The move now travels farther forward, but the hitbox size was reduced to match the VFX. This results in an overall farther range. Combined with improvements to his normals, Sett now can adequately chase Retreating Guard with Right Diagonal H.
Mid-air H and charged Hnow hit higher.
This move will no longer whiff on opponents above Sett as easily. His air combos are now more stable.
Down S1 charged and uncharged air block launch on the first hit has been adjusted.
Sett now has 2 frames more advantage on average when blocked by airborne opponents.
Charged Down S1 blockstun improved by 6 frames through Blockpause adjustment. Was -4, is now +2.
Given the hurtbox and charge time, Sett did not deserve to be minus here. Blockpause was adjusted rather than blockstun so that retreating guard cannot be used to make this move -4 on block.
S1
Increased active frames by 1. Was 3 frames, is now 4 frames.
Increased hitbox size. Now hits slightly farther and hits lower.
Increased distance Sett moves forward prior to performing the move
This now hits farther forward, improving its effectiveness against retreating guard and its usage in neutral. It also hits lower, which prevents opponents from going underneath the move when performing crouching normals.
Decreased recovery by 2 frames. Was 29 frames, is now 27 frames
In addition to being improved in neutral and on block, new combos are enabled.
Now destroys projectiles.
Extended hurtbox is now projectile invulnerable.
Sett was struggling hard against projectile based champions. To help him in those matchups, all variations of Sett’s Haymaker assists and S1 now destroy projectiles. While we don’t expect Sett to be winning those matchups with this change, this change (particularly when Sett has Power Fist) will help him compete.
Increased size of hurtbox.
To align with the extended hitbox, the hurtbox on this move has been enlarged.
Power Fist S1
Increased hitbox size. Now it hits lower.
Now destroys projectiles.
Extended hurtbox is now projectile invulnerable.
Increased minimum damage scaling from 15% to 20%.
Mid-air S1
Second hit’s active frames increased by 1. Was 1, is now 2.
First hit now has more hitstun on grounded opponents
Mid-air S1 > S1 will no longer drop if only the first hit connects on grounded opponents.
Second hit launches less far and over a longer period of time when hitting grounded opponents.
It is now easier to connect lights and mediums if Sett’s hits grounded opponents with this move.
Increased size of first and second hitboxes.
Blockstun on grounded opponents increased from 16 to 21 frames.
Blockpush decreased.
Sett is now +2 on average when a grounded opponent blocks this move while falling, and -2 if a grounded opponent blocks this while Sett is rising. Sett was at disadvantage here previously, which did not feel appropriate given how difficult it is to have mid-air make contact with blocking opponents at a time where a jumping normal would not.
Increased meter gain by 2. Was 6, is now 8
Mid-air S1 > S1
Increased size of hitbox vertically.
Increased meter gain from 16 to 20.
Increased damage from 90 to 100.
Right S1
First hit’s active frames increased by 1. Was 1, is now 2.
Adjusted movement.
Now moves farther forward over a longer period of time.
Sett now moves farther forward when throwing the second punch.
Air blockpush of first and second hit adjusted. Now pushes less far and opponents fall slower.
Right S1 will now fully connect with airborne blocking opponents more reliably, and will now be more advantageous for Sett.
Adjusted block pause on first hit.
It now connects into the second hit more reliably on air and ground block, and the first hit is less susceptible to retreating guard.
Reduced hitstun of first hit from 45 to 36 on grounded opponents.
This prevents a niche combo that we don’t want you doing.
Increased meter gain by 1. Was 7, is now 8.
S2 has 3 frames less recovery on whiff. Was 52 frames, is now 49 frames.
Sett now recovers at a timing more appropriate for the animation.
H Grab level 2 and H Grab level 3 now recover 2 frames sooner. Sett is now +12, up from +10.
Sett was sometimes choosing to release opponents in the corner after grabbing them rather than going into H followups for more advantage. We are improving the frame advantage of Sett after H grab so that it’s easier to pressure the opponent afterwards.
Down S2
Adjusted hitbox. Now hits higher and farther, but less behind Sett.
Now has a custom hurtbox. The arm hurtbox is turned off during active frames.
This is now easier to combo into, while being slightly worse at grabbing opponents in the middle of crossing Sett up. It is also prone to losing outright to jump-ins less often now.
Right T
Reduced startup by 1 frame. Was 34 frames, is now 33 frames.
Reduced size of hurtbox
Increased air blockstun by 16. Was 16, is now 32.
Slightly increased size of hitbox vertically.
Right T is not intended to be a great assist, but it was not performing as expected. The hitbox now matches the VFX better, and the startup change improves the move’s responsiveness.
Left T
Increased hitbox size. Now hits lower and slightly farther.
Increased active frames by 1. Was 3, is now 4.
Now destroys projectiles.
Matches changes made to S1. This change improves Sett’s assist utility against projectile based champions.
Power Fist left T
Increased hitbox size. Now hits lower.
Now destroys projectiles.
Super Assist
Increased blockstun by 6. Was 29, Is now 35.
Reduced damage of final hit by 20. Was 280, is now 260.
Forward throw now has reduced combo time penalties. Was 5 seconds of combo time penalty, is now 2 seconds.
Air throw has 1 less frame of recovery.
Sett can now block the opponent’s Break if the opponent breaks as soon as Air Throw connects.
S1 Super is now projectile invulnerable after the super flash. He loses invulnerability after the active frames end.
Sett is struggling against projectile champions. He can now use Super to blast through projectiles, giving him additional options in the matchup.
S2 Super
Now has a frame of invulnerability after superflash.
This prevents a bug that disables the opponent champion in extremely rare situations.
S2 Super now beats strike attacks if they occur on the same frame.
Now is always +5 on hit, regardless of who Sett is throwing.
This was previously inconsistent between characters and was usually +0 to +3. Sett is now always +5, and opponents always land simultaneously, regardless of who he is grabbing.
Ultimate
Increased damage of the stomp portion by 20. Was 30, is now 50.
Decreased damage of the cinematic portion of the ultimate by 20. Was 470, is now 450.
Sett’s Ultimate now does less damage if only the anti-air portion connects.
Increased size of ult stomp hitbox located near Sett
Sett’s Ultimate will now always catch groundbouncing opponents, and will be easier to connect on airborne opponents.
Now launches airborne opponents close to Sett farther and less high
Sett’s ultimate will now connect more reliably on opponents directly over Sett.
Adjustments
Added a visual indicator by the Break meter to help indicate when Sett has his power hand – making it clear even when Sett’s not on screen.
Nerfs
Down S1
Decreased meter gain by 4. Was 8, is now 4
Decreased hitstun by 1. Was 40, is now 39.
To ensure this does not combo into H, hitstun was reduced by 1. Core combos still function at this hitstun value
Charged Down S1 meter gain decreased by 2. Was 8, is now 6.
Sett’s meter gain was moved from his suite to his and mid-air suite.
During S2 Super, Sett can no longer activate Double Down when he pulls in a secondary opponent until the final hit occurs.
Sett was able to skip damage and hitstun scaling and perform extremely damaging combos to multiple opponents by using a Double Down cancel prior to the two opponents connecting. This is no longer possible. Specifically, there are 5 phases to Sett’s Super.
When you start S2 super: You can Double Down here
When you grab the opponent: You can Double Down here
When the opponent’s secondary champion enters: You cannot Double Down here
When Sett smashes the opponent’s together: You can Double Down here.
If Sett’s S2 super whiffs: You can Double Down here.
When Sett attempts to perform S2 Super in Double Down, Sett can no longer perform a handshake tag.
We globally disable handshake tag when attempting to grab opponents, if it does not make contact. This now applies to super command grabs as well, with Sett’s being the most impactful.
Bug Fixes
Right S1 no longer lets Sett maintain momentum when kara-cancelling into S1 Super or Ultimate.
Fixed a bug where Sett performing a Double Down during S2 super on a specific frame would disable team actions from the opponent for 3 seconds.
Sett’s S1 Super now has more hitstun when performed against assists. Previously, assists would drop at high hitstun decay.
Fixed a bug where Sett would not lose Power Hand if he is hit during the release of the power fist empowered S1.
Fixed a bug where if the opponent performed a Break after Sett’s mid-air charged , the camera would stop functioning.
Thresh
Just a bug fix for Thresh!
Bug Fixes
Fixed a bug that caused Thresh to be permanently invisible if the opponent parried a physical assist during specific frames of Thresh’s mid-air
Yasuo
We managed to get a bug fix for Yasuo in the final hour.
Bug Fixes
Fixed a bug where Yasuo’s air back throw had a different falling speed than Yasuo’s air forward throw.
Miscallaneous
Recommended Tournament Settings
Our team has been testing input lag and settings to try to match offline console play as close to PC play as possible, and we wanted to share our findings with the community to help any aspiring or future tournament organizers land on the right settings sooner.
PS5
120hz Mode
VRR on
In-game input lag toggle set to 2 frames of delay
XSX
120hz Mode
VRR on
Vsync in-game on
In-game input lag toggle set to 2 frames of delay
Vanguard
After patch 1.3.3b drops, you will no longer need Vanguard to run or install 2XKO. Vanguard needs constant updates to stay ahead of cheats, and since there won’t be major live patches for the game after this one, we’re removing the requirement going forward.
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 a post on its website, Riot outlines the game’s end:
2XKO’s active development will conclude at the end of 2026. Over the last few months, we’ve been monitoring 2XKO’s trajectory closely, and what we’ve seen is painting a clear, consistent picture: while a lot of you jumped in to try the game and there’s an incredible community that plays every day, we haven’t seen enough players stick with the game to get to a path toward sustainability. Servers will remain on beyond 2026, and 2XKO will be playable on all platforms.