Tuesday, April 7

2XKO Version 1.1.5 patch notes for Akali, more balance changes, and finally Local Duos mode






Posted by EventHubs • April 6, 2026 at 1:50 p.m. PDT • Comments: 0







2XKO has been in the hands of players for a few months now, and it’s about to dish out one of the biggest updates since launch.






Riot Games has now released the Version 1.1.5 patch notes for 2XKO that brings Akali to the League of Legends fighting game, but also a lot more.









On top of adding the new champion, Riot is also finally bringing in probably the most requested feature for the game, Local Duos.


So now players will finally be able to play with their friends sitting next to them online and not need totally different setups like before.


Since the last patch was more heavily focsued on balance changes, this one doesn’t do as much, though most of the cast is still being adjusted.


Blitzcrank, Caitlyn, and Jinx have all received buffs while Ahri, Braum, Vi and Ekko have all gotten hit with the nerf hammer again.


New Megabundles are being added to 2XKO as well with Spirit Blossom, Blood Moon, and Run it Back cosmetic sets being added to the shop.


The new update will be available on April 7 after 2XKO completes its server maintenance at 9 a.m. PT.


You can check out the full list of patch notes below or on Riot’s website.


New Champion: Akali

Akali, the Rogue Assassin, teleports her way into 2XKO on April 7. She fights with a flurry of blades and Twilight Shroud, a smoke bomb that empowers her other moves. Master her techniques, and you’ll take down enemies with overwhelming speed.

Akali can be purchased immediately with 1,000 KO Points, one Champion Token, or the Ultra Battle Pass bundle. You can also unlock her for free through her Champion Recruitment Event, which lasts for three weeks.

After three weeks have passed, Akali will become purchasable for 10,000 Credits.

If you want to get a sense of how a new champion plays before you unlock them, all champions are available to everyone in Training and Offline mode, even if they haven’t been purchased.

Local Duos

Local Duo mode is available April 7 on all platforms. Grab a second controller and an IRL friend to duo on the same device and 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

In Ionia, the door to the spirit world opens once a year, marked by sacred pink flowers that bloom across the land. Celebrate the Spirit Blossom festival in 2XKO with our in-game event, live April 9-30 2026.

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

Replays are getting an upgrade. When you’re viewing a match Replay, you can now pause to open a menu of viewing options. Use it to enable hitbox/hurtbox/collision display, the frame data bar, input history, and more. Try it out and level up your VOD review.

Community Event Support

In case you missed our short update at PAX East, we’ve officially launched our Community Event Support Program worldwide. By participating in locals that are part of the program, you can earn in-game currency and exclusive avatar items.

System Changes

Our main system changes this patch will smooth off the edges on bugs that affected our core system mechanics. We’ll continue to clean up Happy Birthday consistency and see how those changes land with each patch.

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

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.

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-back or down-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 (ex. holding L, then pressing S1+/M now performs an S1 Super).

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.




• She’s new, and she’s perfect.


No major changes to Ahri, but we’re pulling back some power from Wild Flares (S2). This move was generating quite a bit of meter, and interacting with it after pushblock was difficult due to its deceptive range.

We’ve also reduced the overall length of S2 slightly through hitstop and blockstop to get back into the action even faster.

• Wild Flares (S2) 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 (S2) 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 (S2) 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.

• Fixed a bug where Wild Flares (S2) was cancellable into Stalking Dart (D.S1) as a programmable input.

• Forward and back Spirit Rush (F.S2 and B.S2) are now properly cancellable into Supers.

• Fixed a bug where mid-air forward Spirit Rush (F.S2) 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 F.T was blocked.


Blitzcrank is continuing to get buffs via hurtbox adjustments to their Rocket Grab (S1) and Rocket Punch (S2) suites. We saw a positive impact with their previous hurtbox adjustments, and we expect these tune-ups to do the same.

• D.H now has an additional hitbox at the shoulder, and D.H now has an additional hitbox on the fist.

– D.H will now more consistently combo airborne opponents, and the hitbox better matches the animation.

• Air Purifier (D.S1) and Air Purifier Assist (B.T) 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 (S2) 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 (B.T) now has 4 additional active frames.

– This now matches Air Purifier (D.S1).

• Rocket Grab (S1), mid-air Rocket Grab, and Rocket Grab Assist (T) hurtboxes have been adjusted.

-The hurtbox adjustment on these moves is substantially less than the one on Air Purifier () and Air Purifier Assist (B.T).

-These moves should behave similarly to their current behavior, with more consistent hurtboxes for both Blitzcrank and opponents.

• These are bug fixes for other champions, but they affect Blitzcrank:

– When Vi ends a combo with Denting Blows (S2) 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.


We’re removing some power from Braum’s Stand Behind Me (B.S2) and Stand Behind Me Assist (B.T) to make fighting the big guy a little easier. Braum is now easier to jump over as he performs these moves, and Stand Behind Me Assist’s smaller collision pill will make it easier to interact with. Also, now that Handshake Tag is -3 across the board, we expect that the power of Stand Behind Me Assist will be significantly lower.

• Braum’s collision is now shorter and thinner when performing B.T.

• Braum’s collision is now shorter when performing Stand Behind Me (B.S2).

– Previously, opponents couldn’t jump over Braum while he was using Stand Behind Me or Stand Behind Me Assist, which made 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 (S1 Super) startup invulnerability has been removed.

• Fixed a bug where the opponent would very rarely be stuck in a floating state after being hit by Battering Ram > Glacier Breaker (F.S2 > F.S2) 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 (S2) 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 is undergoing some significant consistency improvements to improve her overall quality of life. Comboing as Caitlyn and converting off stray hits will be more reliable, particularly with D.H, and Aerial Sniper Assist (T).

Caitlyn felt particularly stuck in the mud when performing normals, so we’ve improved her run momentum on attacks so that she can poke more effectively and chase rolls adequately. She’s still not an expert at this, but it will feel more in-line with the rest of our champions.

• D.M knockback distance on grounded hit has been reduced.

• D.H 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 D.H will be more consistent on hit.

• B.H second hitbox has been adjusted. It is now bigger, but does not hit as low.

– B.H will connect more consistently with opponents if the first hit connects.

• Bola (S2) now has 10 frames more hitstun on counterhit, and launches grounded opponents less high.

– M now connects when Bola hits a grounded opponent, and converting off Bola on counterhit will be much more consistent.

• Enforcer Hexshield (S2 Super) 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 B.H from comboing on the second hit.

• Mid-air M hitbox has been lowered.

– Mid-air LMH now combos more consistently on airborne opponents, and Caitlyn’s jump-in is slightly better.

• H aerial hitstun has been increased from 23 to 25.

– H will now combo into Tactical Dive (F.S2) on airborne opponents.

• Aerial Sniper Assist (T) and Skyward Shot Assist (B.T) shot now always causes the same reaction on the opponent whether grounded or airborne.

• Aerial Sniper Assist (T) and Skyward Shot Assist (B.T) no longer have infinite hitstun on airborne Assists.

• Aerial Sniper Assist (T) 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.

– 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 (T), 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.

• H now pushes blocking opponents less far.

• F 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 H, so H into roll can pass through when spaced correctly.

• Caitlyn can cancel Rifle Shot (S1) 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.

• Caitlyn can no longer mid-air Enticing Trap (mid-air D.S2) into Trick Shot (mid-air D.S1) when tagged out.

• Fixed a visual bug with Caitlyn’s mid-air L recovery animation.

• Caitlyn no longer decides to roll in the wrong direction when cancelling from B.H 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 (S1 Super) through Enforcer Hexshield (S2 Super).

• Fixed bug where Caitlyn would not perform a followup shot when performing Rifle Shot (S2) into Advancing Roll > Steady Shot (F.S1 > S1) when Handshake Tagging at a specific timing.

• Caitlyn’s Tactical Dive (F.S2) now has a consistent hitstun against grounded opponents.

• Caitlyn can now cancel Tactical Dive (F.S2) into airborne Bola (mid-air S2) and Bola Boost (mid-air B.S2) when hitting opponents during late active frames

• Enticing Trap (mid-air D.S2) no longer triggers when champs are projectile invulnerable.

• Fixed a rare bug with Enforcer Hexshield (S2 Super) 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 (S2 Super).

• Removed proximity block from Target Practice Assist (Super T)

– Holding back near this attack will no longer root your champion in place.

• Skyward Shot Assist (B.T) 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 (S1 Super) when she performs air Enticing Trap (mid-air D.S2).


We think Darius is in a good spot, but we’ll continue to keep an eye on how he’s performing.

• Noxian Might Assist (D.T) 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.

• Champions can no longer perform a Fury Break after dying from chip damage inflicted by Bleed in rare situations.


Ekko is beginning to stabilize in the meta, but there are two remaining options we want to remove from his kit before we say we’re feeling good about his power level. We’re removing two particularly strong power spikes Ekko has: performing a Replay after being hit by Break and getup attack, and performing extremely long break-safe combos while Tangled Timeline (S2 Super) is active.

• Replay (S2 with Afterimage) can no longer be used during an opponent’s Break.

– Ekko had a significant power spike while in install. He’ll no longer be able to react to a Break with a Replay, and now has to preemptively Replay in order to punish Break.

• Ekko install now ends when Ekko is hit by attacks (including Break or getup attack).

– Ekko being able to Replay after being hit by a Break or getup attack made it difficult to reset to neutral after performing these attacks. This also impacts Ekko being hit by stray projectiles, now he no longer makes the opponent guess between all air tech options and an air tech into rewind.

• Ekko can no longer cancel into dash by plinking L+M while rewinding to a Volatile Afterimage (charged clone).

– This was an incredibly powerful option that led to many option selects unique to Ekko. Players are starting to catch on to the power of this, so we’re removing it now before it becomes a big problem.

• Mega Timewinder (S1 Super) now causes a soft knockdown on ground hit when batted. Previously this caused an OTG-able knockdown.

• Hitting an opponent with a batted Mega Timewinder (:2xko_s1: Super) no longer counts as a hit from a Super.

– With the new Break rules, opponents can now Break this hit.

• Chronostrike > Time’s Up (S2 > D.S2) now has a custom hurtbox.

• Mega Timewinder (S1 Super) no longer occasionally sends opponents in the wrong direction when batted.

• Timewinder (S1) retrieval visual effect now goes away when Ekko performs S1 or S2 Super.

• Timewinder Assist (B.T) no longer ignores Assist damage scaling if tagging before Timewinder makes contact with the opponent.

• Fixed an issue where mid-air Replay (S2 with Afterimage) was not being properly anti-aired by air invulnerable attacks.

– You can now D.H Ekko properly when he’s using Replay.


Even with erratic tentacles, Illaoi was still quite strong. We’re removing the ability to charge [] on tag-out, and made some adjustments to Prayer in Stagnation () so that it no longer leads to unblockables. In return, we’re fixing a quirk where tentacles will attempt to pick up knocked-out invulnerable opponents.

• Illaoi tentacles no longer attempt to pick up the opponent if knocked down while invulnerable, i.e. from Limit Strike.

• Illaoi can no longer grab opponents when performing Prayer in Stagnation (DB.S1) while tagged out.

• Illaoi D[S2] autofires on tag out.

– Illaoi D[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.

• Tentacle Smash (S1) is no longer cancelable into Prayer in Stagnation (DB.S1 with tentacle) 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.

• Fixed bug where Tentacle Smash (S1) was not properly triggering tentacle followups while Illaoi was tagged out.

– Tentacle Smash is cancelable into Prayer of Motion (B.S1) when tagged out.

– Tentacle Smash is not cancelable into Prayer in Stagnation (DB.S1) 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 (S2 Super) was ending.

• Guiding Hand Assist (T) 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.

• Illaoi’s tentacles can rarely be disabled if they are hit between specific frames during Wrath of Nagakabouros (S2 Super).


Jinx is underperforming in the meta. We’re giving Jinx some buffs to her normals to help her better fight at the mid range and improve her consistency. In addition, we’ve adjusted hitboxes on mid-air H and mid-air D.H to allow her to combo airborne opponents easier.

Finally, we gave Chompers some love by increasing its projectile durability and reducing the launch height, so it’s easier to convert if it attaches while the opponent is airborne. We’ve also fixed some damage scaling issues on P’Choo Bang Pew Pew Boom Boom (S1 Super), improving Jinx’s overall damage.

• 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.M pushback on hit has been reduced

– Running.M into H often whiffed at the tip of Running.M. This is now significantly more consistent.

• D.M first hit blockstun has been increased from 12 to 14 frames.

– D.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 LMH pushback with previous values when you perform the her LMH string.

• DF.H blockpush has been increased.

• DF.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 DF.H will now be safe on block.

• B.H is now anti-air invulnerable on frame 4.

• Mid-air H hitbox expanded to hit higher

• Mid-air D.H hitbox expanded to hit higher.

– Jinx would often whiff mid-air and mid-air against airborne opponents. Connecting these attacks against airborne opponents will now be more consistent.

• 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.

• Forward throw now builds 30 meter.

• Jinx can now cancel Pow Pow Up-Up (B.S1) into Fishbones, Hop! (DB.S2)

• Jinx can now cancel Pow Pow Up-Up (B.S1) into Fishbones! (S2) when holding backwards without a full Zap! meter.

• Performing an “Aerial Twist” no longer disables the “Flip” reaction.

– Performing B.S1 will no longer disable [H] from comboing.

• Jinx’s Pow Pow P-Pow (S1) 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! (F.S1) now spawns in a consistent position on both Player 1 and Player 2 side.

• Fly Clappy, Fly! (D.S1) 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 (S1 Super) 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! (S2 Super).

• 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 (S2 Super).

• This is a bug fix for another champion, but it affects Jinx:

– Warwick no longer generates blood from hitting tentacles, mushrooms, Chompers, etc.


Teemo’s in a good position right now, so he’s getting minimal adjustments this patch.

• 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.

• Fixed issue where slingshot behavior persisted when a mushroom was destroyed mid-air by an opponent’s projectile.

• Guerilla Tactics (d.S2) grass will no longer be positioned in front of Assists.

• Removed invulnerability frames from startup of Bandle Sky Patrol (S1 Super).

• Fixed bug where Blinding Dart (Ultimate) did not break armor.


Vi is receiving two major adjustments in this patch to help remove some unintended power spikes.

Vault Breaker (S1) will now autofire when you Handshake Tag while charging the move. While there are some combo impacts, the difficulty of interacting with this post-Handshake Tag was creating unhealthy play patterns.

Also, you can no longer call an Assist after Blast Shield (d.S1) activates. This move was doing too much damage when Assists were used to help convert, and now Vi will need to go right into Super.

• Active frames of Vault Breaker (S) 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 ([S1]) 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 (d.S1).

• Vi can no longer call Assists during Blast Shield (d.S1) 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 ( Super) so punishes no longer occasionally whiff.

• Reduced duration of Denting Blows (S2) 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 (f.S1) > One Girl Wrecking Crew (M+H) by 1 frame.

• When ending a combo with Denting Blows (S2) against Braum and Blitzcrank, Vi will now perform a knockdown consistent with the rest of the cast.

• One Girl Wrecking Crew (ducking.M+H) 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 (S1) against Teemo at a specific height.

• Fixed an issue where Warwick failed to steal the corner when Vi performed mid-air Vault Breaker (S1) on Player 1 side. Warwick will now always steal the corner in this situation.


Not a lot of big changes for Warwick this patch. We’re making one small adjustment to help players achieve Bloodlust easier when performing a Pulse Combo as we wait to see how the previous patch impacted Warwick’s performance.

• Mid-air Spinning Slicer (S2 > S2) now sends opponents less far away from Warwick and builds slightly more Bloodlust.

• Warwick no longer generates Bloodlust from hitting tentacles, mushrooms, Chompers, etc.

• Fixed issues where Warwick would fly across the screen after the opponent blocked Infinite Duress (S1 Super) at a specific timing.

• Running sound effect no longer persists if interrupted by an attack during Claws of the Beast (S1) and Primal Leap (d.S1).

• Fixed bug where opponents would be stuck in a falling animation when performing Primal Leap > Snare (d.S1 > H) as Warwick hits the ground.

• Warwick will now properly track Caitlyn with Infinite Duress (S1 Super) when she performs mid-air Enticing Trap (mid-air d.S2).

• 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.


The last patch made a big impact on Yasuo, and we’re comfortable leaving his power where it is for now as we analyze his spot in the meta.

We have one bug fix for Yasuo that slightly lowers his damage in some situations, but we don’t expect this to change win rate.

• Storm Breaker (S1 Super) now properly starts damage scaling on the first hit.

– Raw Super will do slightly less damage when used early in a combo.









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