2XKO Early Access Season 0 Patch Notes

blitzcrank nerfs 2xko

blitzcrank nerfs 2xko

Want a full breakdown of the 2XKO early access patch notes? Then you're in the right place.

Ahead of the impending early access launch of 2XKO, which marks the end of closed betas, giving access to everyone on PC (and console in the future), Riot Games has prepared two patches for release.

The first, patch 1.0.1, will launch on October 7. A couple of days later, on October 9, patch 1.0.1.1 will add even more content.

2XKO Early Access Patch Notes

First, I'll break down what's available on 2XKO patch 1.0.1, then what you can expect once patch 1.0.1.1 drops on October 9.

2xko changes
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Credit: Riot Games

2XKO Update 1.0.1 Patch Notes & Release Date

This update is available as soon as you boot up the game on October 7. Here's what it contains.

  • Exclusive Closed Beta title for beta players
  • First Step Missions: New players will get access to missions that will grant them a Champion Token.
  • Two new Champions: Teemo and Warwick. You'll be able to unlock them via the Champions tab.
  • Combo Trials: Over 250 combo trials to practice. Completing them will grant you Credits.
  • Two new stages: Bandlewood Crossing and Firelight Run. The first can be purchased via the in-game store, while the second one is the first reward of the paid battle pass track.

System Changes

  1. You can now take actions in mid-air after blocking attacks.
  • Throw invulnerability while mid-air has been increased from 5 frames to 8 frames after blocking an attack.
  • Opponents recover from being hit by Break 10 frames earlier
  • Air hurtboxes and air collision is more consistent in any animation where a champion spins through the air.
  • Retreating Guard can no longer be performed by holding back and left. It can only be performed by holding back.
  • Assist cooldown timer now starts as soon as the Assist champion leaves the screen.

Bug fixes:

  • After getting hit by Break or getup attack, you can now perform actions.
  • Double Down damage scaling now properly applies to Jinx's fireworks super P'Choo Bang Pew Pew Boom Boom (S1 Super) and Illaoi's Wrath of Nagakabourous (S2 Super) tentacles.
  • Fixed issue where running jumps could disable inputs on landing in very rare circumstances.
  • The first Quick Tag of a match no longer allows you to block during the Quick Tag animation.
  • Fixed issue where performing some supers would cause projectiles to disappear.

2XKO Update 1.0.1.1 Patch Notes & Release Date

The 2XKO patch 1.0.1.1 will be released on October 9, and it will go live by 12 PM PT/3 PM EST, according to Riot Games.

System Changes

Break is less advantageous when not performing a Handshake Tag.

  • Break advantage on Point champion on the ground is now +6.
  • Break advantage while mid-air can be anywhere from +0 to +11 depending on height.

Meter gain has been reduced overall.

  • Meter gain is now decreased as a combo gets longer.
  • At 8 seconds, meter gain is 80% of normal value.
  • At 11 seconds, meter gain is 50% of normal value.
  • At 16 seconds, meter gain is 10% of normal value.
  • Spending meter now decreases meter gain by 75% for 8 seconds.
  • This penalty goes away once the opponent recovers from a combo.
  • Since parry costs a bar of meter and refunds on success, this change reduces the potency of combos performed after parry.
  • Limit Strike bonus meter gain has been reduced from 40 to 25.
  • Handshake Tag no longer prevents gray health from being accumulated.

Fuses

  • Juggernaut: Break meter on round start has been reduced from 100% to 75%.
  • Double Down: Performing a Double Down Super results in the second super dealing less damage.
  • Sidekick: Performing a Sidekick Super now results in the second super dealing less damage.
  • Double Down and 2X Assist: the cooldown on using Assists after activating Double Down or 2X Assist has been increased to 4 seconds.
  • Sidekick: you can no longer perform more than one Double Down in a single combo.

Tutorials

  • Tutorial UI, flow, and menus have been updated.
  • The First Fight tutorial has received some visual updates.
  • You'll now receive a set of avatar items for completing tutorials.

Champion Buffs & Nerfs

Now, unto the good stuff. Characters like Ahri, Darius, Braum, and Vi got buffed, while Yasuo, Ekko, and Jinx received nerfs.

Ahri

  • Spirit Rush can no longer be performed into another air Spirit Rush if the first Spirit Rush doesn’t connect.
  • Standing M startup has been increased by 1 frame. It was 9 frames and is now 10 frames.
  • Spirit Rush Assist hurtbox size has been increased. It now extends in front of Ahri.

Small adjustments

  • Hyper Spirit Rush (S2 Super) damage has been reduced by 9. It was 272 damage and is now 263
  • Standing H block stun has been reduced by 1.
  • H into Wild Flares (S2) is still a true blockstring.

1.0.1.1 (Live Oct 9)

Ground combo consistency improvements

  • Standing M and crouching M height has been increased, and distance it pushes the opponent has been decreased.
  • Standing H height has been increased.
  • Mid-air down H pushes opponent less on hit.
  • Spirit Rush combos more consistently in a Happy Birthday.
  • Bug fix: Spirit Rush (sideways)into Spirit Rush (diagonal upwards) now properly combos against cornered opponents from max range.

Air combo consistency improvements

  • Crouching H launch height vs. airborne opponents has been adjusted to align with the rest of the roster.
  • Mid-air charged H hit stun has been increased, and launch angle has been adjusted to keep the opponent closer to Ahri.
  • Mid-air Foxfire Blast (S1) hit stun has been slightly increased.
  •  Spirit Rush (upwards) launch value has been slightly adjusted.
  • Mid-air Spirit Rush (any direction) knockback has been adjusted to keep opponents slightly closer.
  •  Spirit Rush (downwards) travel distance has been increased, and it now combos more reliably from mid-air attacks.

Quality of life buffs

  • Foxfire Rain Assist block stun has been increased.
  • Charm projectile hitbox size has been increased.

Blitzcrank

  • Air command grab can no longer be performed while extremely low to the ground.

Blitzcrank bug fixes

  • Fury dash cancel can now be performed at the end of back throw. 
  • Steam no longer decays during screen freeze (like during Handshake Tag and Ultimates).
  • Garbage Collection no longer grants extra meter on counterhit.
  • Helping Hand (S1 Super) no longer grants Blitzcrank steam when using Sidekick Fuse.
  • Mid-air back throw now deals 210 damage (matches mid-air throw).

1.0.1.1 (Live Oct 9)

  • Kara command grab distance has been increased slightly.
  • Steam-empowered Garbage Collection and mid-air down S2 now leaves opponents closer, which allows Blitzcrank to combo into Static Field (S2 Super).

Quality of life buffs

  • Rocket Grab (S1) and Air Purifier (down S1) followups now come out when held or when pressed.
  • When Rocket Grab (S1), Air Purifier (down S1), and mid-air Rocket Grab hit an Assist champion, they now have more hit stun. This also applies when Blitzcrank is tagged out before they connect.

Blitzcrank bug fixes

  • Mid-air Rocket Grab (S1) followup no longer makes opponents enter on the wrong side when a champion is KO’d during the animation.
  • Helping Hand (S1 Super) the spinning arm no longer has a hurtbox.
  • Mid-air Rocket Grab (S1will no longer occasionally fail to pull in an enemy.
  • Rocket Grab (S1will be more consistent in Happy Birthdays.

Braum

  • Stand Behind Me (back S2) and Stand Behind Me Assist (back Tag) now defends a larger area.
  • It Is Easy, See? (down H) hitbox height has been increased to match the animation.
  • Charged Leap, Little One (forward S1) now hits off-the-ground (OTG) to match uncharged behavior.
  • Glacier Breaker (S2-S2) and Winter’s Ride (Unbreakable S2-S2) causes a longer knockdown when it hits an Assist, or when Braum is tagged out before they connect.

Range improvements

  • L hitbox size has been increased.
  • M hitbox size has been increased.
  • H forward movement has increased.
  • Down S2 forward movement has been increased.

Damage buffs

  • Charged forward H damage has been increased by 20. It was 130 damage and is now 150 damage.
  • Iceborn Smash (down S2) damage has been increased from 30 to 80 when hitting a grounded opponent. 
  • Glacier Breaker (S2-S2) damage has been increased from 30 to 60 when it hits an Assist, or when Braum is tagged out before it connects.

Braum bug fixes

  • Battering Ram (S2) and Glacier Breaker (S2-S2) adjusted to make behavior in Happy Birthdays more consistent.
  • Glacier Breaker (S2-S2) and Winter’s Ride (Unbreakable S2-S2) are no longer classified as high attacks in Training mode when Braum is tagged out before they connect.

Darius

combo trials 2xko
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Credit: Riot Games
  • Backdash speed has been increased by ~10%.
  • Bleed damage dealt by normals has been increased.

Darius bug fixes

  • Salted Earth (down S2) projectile visuals have been updated to fade out, instead of abruptly disappearing.
  • Noxian Guillotine (Ultimate) hitstop has been reduced when connecting with Assists.
  • The Hand of Noxus (S1-H) no longer grants extra meter on counterhit.
  • Savage Tackle Assist (forward Tag) now pushes opponent back if you Handshake Tag to Darius on the first frame it connects.

Ekko

  • Chronostrike Assist  hurtbox size has been increased. It now extends in front of Ekko. 
  • Chronostrike Assist hitbox size has been slightly reduced to match Chronostrike ().

Combo adjustments

  • During mid-air charged Chronostrike, pushback applied to Ekko in the corner on hit and block has been reduced.

Ekko bug fixes

  • Fixed issue where using Ekko counter ultimate the frame an opposing Ekko teleports causing the opposing Ekko to freeze.
  • Attempt #37 (S1+S2) counter version will no longer trigger when Ekko is hit by a parry shockwave. (A parry shockwave happens when a strike is parried by the opponent.)
  • Can now properly buffer inputs when activating Replay during hit stop of charged Chronostrike while grounded. 

1.0.1.1 (Live Oct 9)

  • Mid-air Timewinder, Ekko now falls slightly slower.
  • Timewinder recovery has been increased by 6 frames. It was 41 frames and is now 47 frames.
  • Mega Timewinder  block stun has been reduced by 2 frames.
  • Forward throw advantage has been reduced by 2 frames, disabling the Tangled Timeline combo.
  • Tangled Timeline now ends when Ekko is knocked down.

Ekko bug fixes

  • Step Up (running H) can no longer be canceled into mid-air Timewinder or mid-air Replay while Ekko is tagged out.

Illaoi

  • Tentacle Smash tentacle followup should no longer miss in rare situations.
  • Charged down H’s second hit causes wall bounce (instead of the first).
  • Added Training mode option to set “Initial Tentacles” on reset.

Illaoi bug fixes

  • Crashing Waves hurtbox now appears later.
  • Test of Spirit (Ultimate) now has hitstop when connecting with Assists.
  • Down H’s first hit can no longer be jump canceled.
  • Super Assist special effects now properly disappear when Illaoi is hit during the animation.

1.0.1.1 (Live Oct 9)

  • Down M startup has been increased by 1 frame. It was 10 frames and is now 11 frames.

Jinx

  • Pow Pow P-Pow! can now be canceled into Fishbones! () at any point during the sequence.
  • Mid-air Fishbones, Hop! and mid-air Fishbones! momentum applied to Jinx was adjusted slightly.
  • Mid-air Fishbones, Hop! no longer launches opponents as high
  • P'Choo Bang Pew Pew Boom Boom damage has been reduced by 20% on average.
  • Flame Chompers! block stun on first hit has been increased.
  • Jinx can no longer throw the opponent between hits.

Jinx bug fixes

  • P'Choo Bang Pew Pew Boom Boom corner hit push caused by projectiles has been removed.
  • Zap! hitbox’s lower portion has been increased.
  • Zap! will now properly hit a crouching Ekko.
  • Fixed issue where Flame Chompers!  would loop audio in Training mode when repeatedly resetting.
  • Fixed issue where Fly Clappy, Fly! could be hit by Jinx after exploding.

1.0.1.1 (Live Oct 9)

  • Forward throw advantage has been reduced.
  • Zaaaapp! power has been reduced.
  • Final hit of Zaaaapp! now has 30% more damage scaling.
  • Combos landed after Zaaaapp! are now significantly shorter.

Vi

  • Tagging during specific times while mid-air Vault Breaker no longer causes a soft lock.
  • Vi and her opponent no longer lose control of their characters when Tagging on the first frame of contact during command throw. 
  • One Girl Wrecking Crew no longer allows opponents to Break during the throw animation.
  • Relentless Force now has proper collision even when it misses.
  • Cease and Desist no longer allows opponents to drop out of the attack during the cinematic.

1.0.1.1 (Live Oct 9)

  • M vertical hitbox has been decreased.
  • H forward movement has been decreased, and launch distance against airborne opponents has been increased.
  • Flying Knee has a taller hitbox.
  • Vault Breaker damage has been decreased by 5. 
  • Footwork all charged followup attack damage has been increased by 5.

Vi bug fixes

  • S1+H charged  is now considered a mid-air attack, and can be anti-aired by .

Yasuo

  • L now has a custom hurtbox.
  • Down L now has a custom hurtbox.

Combo adjustments

  • Mid-air down H hit stun has been decreased late into combos.
  • Turbulent Wind and mid-air Turbulent Wind are now active for 2 more frames, and frames between each hit increased from 2 frames to 4 frames.
  • Wind Wall recovery has now been increased by 4 frames. It was 29 frames and is now 33 frames.

Yasuo bug fixes

  • Gale Blade, Returning Gale, and Settling Gale followup timings are now consistent. It was 26 frames then 30 frames, but is now 25 frames across the sequence.
  • L-L no longer forces a L. 
  • Settling Gale (mid-air) hitbox is no longer active during recovery frames.
  • Down H second hitbox is now the proper size when making contact with the opponent.
  • Turbulent Wind no longer teleports Yasuo when canceling mid-air into a Handshake Tag while in Freestyle.
  • Gale Blade and Returning Gale now regain collision when they miss. 

1.0.1.1 (Live Oct 9)

  • Health has been reduced from 1000 to 975.

Frame data nerfs

  • L and L-L  recovery increased by 2 frames. It was +1 on block and is now -1.
  • Down L recovery increased by 2 frames. It was +0 on block and is now -2.
  • M recovery has been increased by 2 frames. It was 16 frames and is now 18 frames. 
  • Mid-air down H recovery has been increased by 6 frames. It was 24 frames and is now 30 frames.
  • Steel Tempest recovery has been increased by 8 frames. It was 21 frames and is now 29 frames.
  • Mid-air L startup has increased by 1 frame. It was 6 frames and is now 7 frames.
  • Settling Gale (S1-S2) has been changed from +2 on block to -7 on block.

Hitbox and hurtbox adjustments

  • Mid-air charged Steel Tempest hitbox has been shortened in the front.
  • Charged Sweeping Blade can now be thrown while Yasuo is crossing up the opponent.
  • Sweeping Blade Assist now has a hurtbox that extends in front of Yasuo.
  • Lashing Wind (Calm-M) sword swipe now has a hurtbox.
  • Lashing Wind (Calm-M) now launches opponents farther away when they block mid-air.

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