2XKO gets its first major patch after the big layoffs, however the scale here is still just as massive. While not every character received changes, there are some significant-targeted adjustments to Ekko and Yasuo, the two characters who were running the game. Smaller but still meaningful tuning was also applied to Ahri and Warwick, so let's take a look at those. If you want to check out the full patch notes, you can find them on the official website.
Ahri
Ahri is performing very well, but not so much that we need to drastically alter her gameplan. We’re adjusting some of her strongest neutral tools, specifically mid-air d.H and S1 Super. These moves will still be just as strong offensively, but will be easier for opponents to interact with.
Nerfs
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Health has been reduced from 950 to 925.
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d.L is now -2 on block instead of -1.
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Mid-air d.H custom hurtbox is larger.
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S1 Super now dissipates when parried.
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Mid-air d.S1 blockstun has been reduced by 4 frames.
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When tagged out, Spirit Rushes (any direction + S2) can no longer be canceled into mid-air S2.
Bug fixes
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Fixed an issue that caused combos using mid-air f.S2 to be inconsistent between sides.
Ekko
Ekko’s okizeme and neutral presence has proven to be too strong. We’re reducing his okizeme by making d.S2 only invulnerable to projectiles, reducing the duration of S2 Super, and removing the ability to kara-cancel into S2 Super whenever Ekko has an Afterimage out.
We’ve also done a pass on Ekko’s hitboxes to bring them more in-line with the rest of the cast, particularly on his aerial suite, where mid-air H and S2 took up too much space.
Nerfs - okizeme
- d.S2 now is projectile invulnerable instead of strike invulnerable, and has an updated hurtbox.
- d.S2 being strike invulnerable was too strong, both in neutral and as a way to beat wakeup attacks. We’re removing the strike invulnerability to help nerf Ekko’s okizeme and neutral power level.
- Increased Chronobreak consumption while in Tangled Timeline (S2 Super) install from 15% to 17.25%.
- Chronobreak was extremely powerful on offense. This helps eliminate one additional rewind on offense, while keeping his combos generally intact.
- Replay (S2 with Afterimage) can no longer be kara canceled into S2 Super.
- Kara canceling Replay into S2 Super was a powerful option for Ekko, which let him set up a meaty projectile and perform a screen freeze as the opponent rolled. It also allowed Ekko to place Afterimages in random locations, then use them later to get a full combo from a throw. We originally added this input leniency to help with play feel, but it turned into a power outlier for Ekko, so we’re removing it.
- Note: You can prevent teleporting to an Afterimage when performing S2 Super by holding a direction.
Nerfs - aerial power
- Ekko can no longer block after using Air Hop (mid-air L + M or ff) until the animation is complete.
- This matches the behavior of Ahri’s air dash, where Ahri can’t block out of it until she recovers if she decides to not perform an action.
- Mid-air M active frames have been reduced from 5 to 3.
- Mid-air d.H hitstun has been increased from 22 frames to 24 frames.
- Mid-air H, mid-air d.H, mid-air S2, charged mid-air S2, and mid-air S2 with Afterimage hitboxes have been reduced, and hurtboxes have been adjusted.
- Ekko’s aerial hitboxes were overtuned, which let him win interactions unexpectedly. We’re reducing the size of his hitboxes, with the largest reductions on mid-air S2 and charged mid-air S2.
- Mid-air S2 blockstun has been reduced. It is now -6 at best, and is often -9 or -10.
- Mid-air S2 and mid-air charged S2 minimum height has been raised.
- Mid-air S2 suite was pulling a lot of weight in neutral. We’re decreasing its blockstun so that Ekko at least has to commit to Super or Replay to keep advantage.
- You must wait a little bit longer after jumping to be able to use mid-air S2. This prevents the most common Limit Strike combos.
Nerfs - other
- Health has been reduced from 950 to 925.
- H and d.H hitbox size has been reduced.
- f.S1 now has a custom hurtbox.
- S1 Super now fully retracts when parried.
- The projectile will now return to Ekko immediately when parried with the hitbox disabled.
Bug fixes
- Fixed issue where charged d.H was not anti-air invulnerable, and had a hurtbox that did not match d.H.
- Fixed an issue where mid-air S2 > mid-air S2 could hit anti-air invulnerable opponents when landing.
- Fixed an issue that would occasionally cause Ekko to face the wrong direction when Replaying out of S2.
- Fixed a bug that allowed Ekko to Replay out of his Tag Launcher entrance animation.
- Fixed an issue where whiff punishing Ekko’s Ultimate would sometimes trigger his counterhit.
Warwick
Warwick’s S1 is doing too many things too well. We’re reducing its effectiveness as an anti-air, a mid crush, and as a mixup tool. We’re also making it easier to punish some of his air Specials.
Nerfs - S1
- Startup has been increased from 24 frames to 25 frames, and animation has been updated.
- Overall height has been decreased.
- Warwick no longer avoids standing normals as easily by hovering over them while performing this move.
- Blockstun on airborne opponents has been increased from 24 frames to 26 frames.
- Hitboxes have been adjusted.
- Custom hurtboxes have been adjusted to better match new hitboxes.
- S1 is a core part of Warwick’s kit, but it was overloaded. By making these adjustments, we’re opening up room to move power around in other parts of Warwick’s kit.
Nerfs - other
- Bloodlust now expires more quickly.
- Increased hurtbox size of wall cling d.S1 >L
- S1 Super ground recovery has been increased by 9 frames. It was -9 and is now -18 on block.
- d.S1 > L hitbox size has been decreased, and hurtbox size has been increased.
- We’re making d.S1 > L easier to contest in neutral.
- Mid-air S2 minimum height increased.
- Warwick can no longer perform mid-air S2 immediately after jumping to overhead standing opponents. Warwick will need to jump-in to get this mixup option.
- f throw launch distance has been increased.
- Warwick can no longer combo f throw into f.S2 midscreen.
Bug fixes
- Fixed an issue where activating [S1] as an opponent was KOed would delay the incoming champion, and cause the next move to be unblockable.
- No more 4000 frame unreactable overhead.
- Fixed an issue where Warwick would take chip damage while in Fury.
- Fixed an issue where performing air throw at certain times would occasionally break the camera of certain Ultimate cinematics.
Yasuo
Yasuo continues to overperform. We’re going to be adjusting three major pain points around the champion that will bring down his overall power level, and build a healthier strength/weakness profile.
- We’re reducing the duration of Wind Wall (b.S2) and Wind Wall > S2 and increasing the cooldown. This, in combination with the Freestyle bug fix, means Yasuo can no longer endlessly stall a match.
- Calm stance S2 is too difficult to counterplay. We’ve made minor adjustments to startup and height to help counterplay, as well as nerfing his aerial normals.
- Mid-air d.H being an overhead is very hard to counterplay at all but the highest levels. We’re removing its overhead properties to allow Yasuo to be a focused cross-up based champion.
Nerfs - Wind Wall (b.S2)
- Cooldown between consecutive Wind Walls has been increased.
- Wind Wall duration has been reduced from 3 seconds to 2 seconds.
- Wind Wall > S2 duration has been reduced from 1.6 seconds to 1.4 seconds.
- Wind Wall > S2 led to stalling play patterns, so we’re reducing the overall duration of this sequence.
- Wind Wall > S2 projectile priority has been reduced.
- Jinx’s Zap! now destroys and passes through Whirlwind.
- Wind Wall > S2 hitbox height has been reduced.
- Hitbox size now matches Wind Wall, and the projectile will be easier to jump over.
Nerfs - mixups
- Mid-air L and mid-air H hitbox sizes have been decreased.
- Mid-air d.H is no longer an overhead, and is now cancelable on block.
- We’re repositioning Yasuo as a champion that has very strong crossups, but a weaker high/low game. As part of this, we’re removing the overhead portion of this move.
- Reduced hitbox size of charged mid-air S1.
- Charged mid-air S1 will still combo opponents, but it won’t hit opponents in neutral quite as easily.
- Updraft (Calm stance > S2) startup has been increased from 13 frames to 15 frames.
- Updraft (Calm stance > S2) travel height has been reduced, but now moves farther forward.
- We’ve slowed down the stance S2 by 2 frames, but lowered the height. This leads to approximately the same timing on when mid-air L connects on a blocking opponent.
- Updraft (Calm stance > S2), mid-air L, and mid-air H hurtbox sizes have been increased.
- Updraft (Calm stance > S2) lacks adequate counterplay. Yasuo is now easier to hit when performing the move, giving opponents more options if they defend appropriately.
Nerfs - blockstun
- Calm stance H blockstun has been reduced by 2.
- If you block Calm stance H, you can now jump over another Calm stance H. S1 pushes the opponent farther on hit and block.
- On hit, Yasuo can still get the same conversions. At farther distances, he’ll have to work harder to convert.
- Increasing S1’s pushback on block prevents Assist from making contact as easily, and the pushback makes Calm stance canceling off this move less oppressive.
- Charged f.S1 now pushes opponents less on block.
- Charged f.S1 still takes hands to punish, but it's a bit easier now!
- f.T blockstun has been reduced by 3.
Adjustments
- M now pushes opponents the same distance regardless of where it hits.
Bug fixes
- Fixed an interaction between Yasuo’s S2 and Jinx’s Flame Chompers! (f.S2).
Fixed an issue where Calm stance d.H wall bounce was immediately triggering Limit Strike.
These changes come alongside more Quality of Life changes and general bug fixes:
Quality of Life Updates
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All champions are now unlocked in Local Versus when online, similar to how Local Versus functions offline.
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Fixed several bugs with virtual devices. Team select screen should now assign P1-4 based on who hits a button first, rather than arbitrarily assigning to peripheral slots.
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Rematch countdown has been added to the post-match screen. When the timer runs out or the opponent chooses to end the set, remaining players can read their mission progress or leave the post-match screen.
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You can now cancel looking for a lobby when entering the Casual Lobby or Ranked Lobby by pressing the back button.
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Alternate skin options now persist through rematches.
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When duoing online, if either teammate has unlocked a tutorial-locked Fuse, it will be available for the entire team to pick.
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Juggernaut and Sidekick Fuse tutorials have been updated and expanded to teach more unique tech.
Bug Fixes
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Screen tearing on consoles has been reduced.
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Fixed an issue where keys re-bound to L3/R3 or the Share/Touchpad button on gamepad would not function properly while playing online.
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Fixed the champion select controls menu to correctly show whether or not the player has Pulse Combo enabled.
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Fixed an issue where the first Limit Strike counter below the combo counter was not displaying in Offline mode.
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Fixed a bug that prevented fully rewinding in match replays.
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Fixed an issue with the “play with <insert champion>” weekly missions that prevented mission progress.
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Fixed a bug that double-counted Ultimate usage for certain achievements or trophies on consoles.
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Fixed several rare audio crashes.
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Fixed several issues with sound effects across the game.
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Fixed an issue that would repeat the sound of Caitlyn’s projectiles.
Lastly, the latest patch comes with a bit of new content in the form of a time-limited event, offering a cosmetic for your avatar, player title, 3 emotes, and pixel-art playercards. Alongside they are adding Duo Emotes, which you can earn by completing weekly duo oriented missions.

