
Back in early December, the 2XKO developers released a hotfix that was intended to tone down Teemo and Ahri. Within the notes for this hotfix, it was mentioned that the developers were preparing for a major patch in January.
More than likely, this major patch will coincide with the release of Caitlyn on January 20. This has seemingly been confirmed by 2XKO combat designer Yohosie.
Over on X, Yohosie provided a sneak peek at what we can expect with the big patch. It’s also been confirmed that patch notes will be released on January 19 at 10 a.m. PT / 1 p.m. ET.
Check out everything Yohosie had to share about the changes below:
Core Gameplay:
We find projectiles lead to a lot of chaos and unclear outcomes, so we’re making changes to their functionality.
1. Most projectiles will be deleted when you hit point champions (or an assist champ, if they fired that projectile). This includes Wind Wall, Timewinder, Rockets, Mushroom, etc.
2. Aerial projectiles now place champs into an interrupt (counterhit) state during recovery.
3. We’re removing the ability to charge projectile assists when tagged out. We aren’t happy with the gameplay that’s emerging from this behavior.
• Hitting assists doesn’t have much meaning and is contributing heavily to runaway, so we’re adding a 4 second cooldown when you hit an assist. We hope this leads to more thoughtful assist calls and lets you swing momentum more easily.
• Assist champions peace out if they get hit while KO’d
• All 8 frame jabs are now 7 frame jabs (Darius, Illaoi, Blitzcrank, Braum). 8 frames was too slow to contest on defense, so these champion’s jabs should feel more usable.
Ekko, Yasuo, Ahri, and Teemo
Ekko, Yasuo, and Ahri continue to be overrepresented in the tournament meta. We have 1 targeted nerf each that we expect will bring down their power, as well as a few points of polish.
• Ekko: can no longer teleport out of grab recovery.
• Ahri: throwing an aerial fireball no longer refreshes her air dash.
• Yasuo: std.M and d.M have significantly more recovery (with an improved hitbox on std.M to compensate).
• Teemo is getting his remaining nerfs from the hotfix that went out late last year. This includes additional requirements for badges, less duration on bush fire in neutral, and small nerfs to S1 Super and Super Assist duration.
Buffs
We have meaningful and targeted changes for all other champions. For some, this is a general suite of buffs on underused moves. For others, this includes changed functionality designed to open up new pressure options.
• Blitzcrank’s hurtboxes and normals (std.M, crc.M, std.H, b.H, running.H) are significantly improved. Blitzcrank often cannot throw out buttons in neutral, and now they’ll win interactions much more often.
• Braum keeps unbreakable when performing S2 super while in unbreakable, and has an enhanced back Assist. Back assist will make Braum feel big and strong and now he has a usable super when cornered while in unbreakable.
• Darius is now able to charge Apprehend (n.S1). You cannot do follow-ups, but are plus after, allowing you to effectively bait parry while on offense.
• Jinx b.S1 is now significantly better on hit with increased hitstun, and it now launches grounded opponents. It doesn’t scale damage nearly as much, and opens up new neutral options and combo routes.
• Illaoi n.[H] and her Just Frame do more damage, but her mediums do less damage. Illaoi players will be rewarded for big punishes now.
• Vi can cancel charged Knuckle Down (forward.S1 > [H]) into Footwork, at the cost of Knuckle Down being slightly lower to the ground. It’ll be slightly worse in neutral, but on offense it opens up new pressure and combo opportunities.
• Warwick is able to combo airborne opponents easier, and S2 rekka into super is much more consistent. His overall power is largely the same, but he’ll feel much more natural to play at beginner and intermediate/advanced levels.
Patch Note Length
Warwick, Braum, and Blitz have some issues we want to clean up for our official launch. These champions have patch notes that are quite long and are designed to clean up rough edges on a wide variety of moves. We will be focusing on high impact changes moving forward.
Bug Fixes
We have a large amount of bug fixes going in to improve controls and polish the game. More details on these to come with the full patch notes.
hello windwallers,
Happy New Year everyone. Coming in with a patch preview to help prepare competitors for Frosty. We’ll be outlining some of our biggest changes here.
Core Gameplay:
We find projectiles lead to a lot of chaos and unclear outcomes, so we’re making changes to…
— yohosie (@yohosiefgc) January 13, 2026
