2XKO Patch Notes: 1.2.5 (July 23, 2026)

In this patch, we have lots of changes for champions and some of our biggest Fuse adjustments yet. We’re excited to see how this shakes up the meta across all skill levels.
As always, the game will be down starting from 9am PT when the patch drops on July 23. You can always check the status of the patch here or in the 2XKO client. Online matchmaking will become available once maintenance is complete. In the meantime, you can still play in Offline mode.
To access Offline mode on console, you must disconnect from the internet before launching 2XKO.
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
+
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.
>
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
or
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
range, which favored faster champions. You will now have an adequate opportunity to fight back post-throw tech.
- Guessing correctly on throw often led to being in stand
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
Super, Senna
Super, and Yasuo
had altered frame data when parried.
- Fixed an issue where mashing parry at round start would result in a
instead of a parry.
- Fixed an extremely rare situation where players could Handshake Tag after being parried.
- Juggernaut:
- Fixed an issue where ranged Supers performed with Juggernaut would not generate Break meter.
- Fixed a bug where Juggernaut Eject did not cost meter against Juggernaut/Sidekick players.
- Teamfight:
- Fixed a bug that caused players to automatically block all attacks if the opponent was KOed during Teamfight under specific conditions.
- Fixed an issue where the Assist champion could activate Teamfight one frame faster than the Point.
- Fixed an issue where the “Punish” notification wouldn’t pop up when punishing Teamfight activation.
- Fixed an issue where the Teamfight graphic would stay onscreen when using save states in Training mode.
Champion Adjustments
Just want the high-level changes? There’s a summary at the top of each section. Dive into the details below.
We entered this patch with simple goals. Nerf Ahri, Thresh, and Illaoi, improve Assist damage for high-damage champions, and make all champions more consistent.
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
+
+
, then trying to forward dash by inputting neutral
+
will result in a second backdash, instead of the intended forward dash. You can avoid this issue by using the dash macro, or holding
while 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.