Riot Games has revealed the full patch notes for 2XKO Patch 1.2.1 with a few champion adjustments and major additions to the game.
Riot is hoping to make playing as a duo better, with a new Fuse in Teamfight, duo match-matching, and in-game voice chat all being added.
Here is everything that’s being added to the game.
What’s New in 2XKO Patch 1.2.1?
New Fuse: Teamfight
In order to make playing as a duo feel better in 2XKO, Riot has added a new Fuse called Teamfight.
Teamfight allows both champions to be on screen at once and controllable simultaneously for a short window.
Both players have to spend one bar of meter to activate this ability.
Solo players can use Teamfight too, controlling both champions at once using the same inputs.
The rules for Teamfight are as follows:
- Can only be activated on the ground
- Players can cancel attacks immediately into Teamfight activation
- While Teamfighting, your champions can use Supers, but not Ultimates
- The team using Teamfight won’t generate meter while it’s active
- Teamfight lasts seven seconds, but when Teamfight champions are hit, the timer is reduced based on damage dealt
- Teamfight ends instantly if a champion is hit by an Ultimate
Also, while Teamfight is active, the Assist champion has these specific restrictions:
- All their attacks count as mid
- All their attacks will come from the same direction as the Point champion’s attacks, similar to how Assists work
- They cannot throw
Find Duo
A new feature will now allow you to find a random duo partner through the 2XKO client.
When getting ready to queue into a game, select the plus sign and select “Find a Duo” to be paired with another player looking for a partner.
Duo Voice Chat
In-game Duo Voice Chat is now out in 2XKO
Turned off by default, this can be enabled by opening Settings, selecting Text & Voice Chat, then turning on “Duo Voice Chat.”
Then, you’ll automatically enter an in-game voice chat whenever you partner up with someone who also has the setting enabled.
Note, there is no push-to-talk option.
There is, however, a new speech-to-text accessibility option which can be enabled by opening Settings, then selecting Accessibility.
Replay Takeover
You can now take control of either team while watching a Replay. Load up a Replay, pause it, then press the Takeover button. Press Takeover again to reset. Practice strategies from past matches, and one day you’ll block that wack mix.
System Changes
Core Gameplay
- Assist cooldown after being KOed has been reduced by 1 second: 3 seconds > 2 seconds
- This makes it easier to fight your way back into a match after losing a champion. You can now come back more easily with Super Assists and team pushblock, especially while in the corner.
- Blocking Fury activation now always results in a wall bounce, the same as blocking Break
- Previously, activating Fury while you were keeping your opponent in block stun would gain you advantage
- All hit and on-block reactions have been unified to match Break for consistency
Champion Adjustments
Caitlyn
Riot is continuing its efforts to make zoners more viable, and believes there is room to push Caitlyn forward.
- Buffs
- Tactical Dive can now be cannelled into Enticing Trap before making contact
- This gives Caitlyn a bailout option if she doesn’t want to overcommit with Tactical Dive
- Tactical Dive can now be cannelled into Enticing Trap before making contact
Darius
Riot intends to keep Darious simple and make him slightly stronger for those who don’t have time to learn more complex champs.
- Buffs
- Coward’s Bane now knocks opponents less far when blocked by an airborne opponent
- This was previously difficult to follow up with, now Darius can pressure opponents more effectively
- Aprehend blockstun and recovery has been reduced by two
- Apprehend now knocks opponents farther back when blocked by an airborne opponent
- Apprehend was easier to punish when air blocked
- With increased pushback and less recovery, Darius will now be safer if this move is air blocked
- This should lead to new ways to combo too
- Coward’s Bane now knocks opponents less far when blocked by an airborne opponent
Illaoi
Bug fixes have restored some of Illaoi’s overall power and now she needs to be rebalanced with her command grab too strong at multiple distances
- Nerfs
- Prayer in Stagnation recovery has been increased by 6 frames.
- Illaoi’s command grab was difficult to interact with because of its short recovery.
- Now there’s a slightly larger window for counterplay.
- Faith in Motion hitbox size reduced, both on the aerial portion and when landing
- Faith in Motion now has a custom enlarged hurtbox when falling
- The backside of this move was trimmed on the initial strike and now hits less far behind while landing
- This move will still be strong, but less likely to hit in unexpected situations.
- Prayer in Stagnation recovery has been increased by 6 frames.
Jinx
Riot claims Jinx is in a much better place, but is making preemptive changes considering the release of Teamfight.
- Buffs
- Watch Your Head! is now cancellable into Supers and Specials on the frame it connects instead of the frame after
- Because players can now activate Teamfight and Supers at the same time, Riot is making so you can Super immediately when hitting with Watch Your Head!
- This adjustment means you won’t accidentally call Assists when trying to cancel into Teamfight
- Watch Your Head! is now cancellable into Supers and Specials on the frame it connects instead of the frame after
Vi
This small change is another pre-balance move before the release of Teamfight.
- Buffs
- Axe-Handle Crash is now cancelable into Supers on hit
- Because players can now activate Teamfight and Supers at the same time, Riot is making so you can Super immediately when hitting with Axe-Handle Crash
- This adjustment means you won’t accidentally call Assists when trying to cancel into Teamfight
- Axe-Handle Crash is now cancelable into Supers on hit
Warwick
To compensate for Claws of the Beast being nerfed, Riot is trying to help make Warwick a bit more competitive.
- Buffs
- Primal Leap > Snare is now three active frames earlier
- Changing from 21 active frames to 18.
- Primal Leap > Snare recovery has been reduced by five frames after connecting with an opponent
- This move’s long startup was difficult to use
- The startup now better matches the animation and Warwick will have a little more advantage to better set up afterwards
- Improved hitstop on all Savage Slashes hits on counterhit
- The final hit of Savage Slashes now causes a knockdown on counterhit
- Performing frame traps with this was difficult due to the low hitstop
- No Escape Assist damage scaling reduced, now scales on first and final hit rather than every hit
- Starting a combo with this led to low damage combos
- Hitstun of mid-air H has been increased by one
- Now combos into S1 on airborne opponents
- Primal Leap > Snare is now three active frames earlier
What champion are you going to main in ranked next? Let us know on the Insider Gaming Discord.
And soon the biggest fighting game tournament of the year is starting, and 2XKO will have a $75k prize pool at Evo.




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