Riot Games is deploying 2XKO Update 1.1.1 with Season 1 on January 20-21 depending on region, and the patch doubles as the fighting game’s console release for Xbox Series X|S and PlayStation 5. Riot’s release patch contains the full list of changes and is the largest 2XKO update so far.
The patch schedule is:
- 6:00 p.m. PT, January 20
- 9:00 p.m. ET, January 20
- 2:00 a.m. GMT, January 21
- 3:00 a.m. CET, January 21
- 11:00 a.m. KR, January 21
New champion and how to get her
The Sheriff of Piltover, Caitlyn, joins the roster. She will be available from launch via premium currency, a character token, or within a Battle Pass bundle. Riot also plans a three-week quest event that grants Caitlyn; after that window she will be purchasable with in-game credits for 10,000 credits.
Trailers
Console launch and platform details
2XKO arrives on PlayStation 5 and Xbox Series X|S alongside Season 1. PlayStation 5 trophies and Xbox achievements are now live. Crossplay is enabled so players on PC, PS5, and Xbox Series X|S can match together.
PlayStation Plus subscribers receive a special chroma, an avatar item, and Battle Pass level skips. Those cosmetics are also purchasable with Credits via the in-game Collections tab for non-subscribers.
Players can link their Riot account to console accounts to carry progress across platforms. Riot warns to be careful to link the correct Riot account.
High-level patch themes
Riot says the update focuses on readability and balance. Projectiles are being nerfed in a broad rule change to make outcomes easier to interact with. The patch also adjusts dash frame timing, gives a 1-frame universal light attack buff to a small set of champions, and tightens assist behavior to make switching out riskier versus runaway strategies.
Training mode saw quality-of-life improvements to guard action timing and bot behavior, and Riot fixed a lengthy list of input and behavior bugs ahead of the console rollout.
Key gameplay changes called out
- Projectiles now disappear if the firing champion or the Point champion is hit, on throw tech, or under other interrupt conditions. Ultimates and several specifically listed moves are exempt. Projectile attacks that are chargeable will fire automatically on Handshake Tag, and hitting a champion during recovery from firing a mid-air projectile causes an interrupt that increases damage, hit stun, and Break meter.
- Backdash startup and wind-down have been evened out to slow chaining. Some faster champions have slowed backdashes while slower champions gained faster forward dashes.
- Illaoi, Braum, Darius, and Blitzcrank receive a 1-frame startup buff to their universal light attack L (from 8 to 7 frames).
- Hitting an Assist now applies a 4-second cooldown. Assists lose collision on parry. Assist UI appears about five frames faster.
- Break now places your Assist on a 2-second cooldown and still allows a small Handshake Tag window before cooldown starts.
- Juggernaut Fuse received several buffs: max health bonus increased from 120% to 130% base health, Break meter gain per unblocked hit increased, Eject heals more and now gains Break meter on clean hit, advantage on hit increased, and corner pass-through enabled.
- Level 1 Supers can no longer be kara canceled into level 3 Supers.
Bug fixes and quality-of-life highlights
Riot fixed a long list of bugs including input issues that resulted in unintended neutral jumps, various local versus locking and Offline Mode regressions, assist-related and bot behavior bugs, and frame bar display problems. Training mode and bot settings had multiple fixes to make labbing and trials more reliable.
Champion balance focus
Because the roster is still small, Riot targeted a handful of champions for reductions to overall power and others for buffs. The patch aims to pull down Ahri, Ekko, Teemo, and Yasuo while buffing Blitzcrank, Darius, Braum, Jinx, and Vi among others. The update includes many specific hitbox, hurtbox, frame, damage, and combo adjustments for each champion.
Riot also added new cosmetics and Battle Pass content that will be available at launch.
PATCH NOTES
The following is the full patch text as published by Riot Games.
2XKO Patch 1.1.1 (January 20) – Major balance changes ahead of Season 1
The wait is finally over – 2XKO is heading to consoles. With the release of Season 1 tomorrow, Riot’s fighting game will arrive on Xbox Series X|S and PlayStation 5.
The release patch contains lots of changes, additions, and tweaks. This is the biggest 2XKO patch to date, and it’s not a big surprise. Many treat this as the game’s official launch, despite it being available to play for several months.
season 1 patch notes. check out the changes in game on jan 20 at 6pm pt
our patch notes article covers everything in detail. read it here: https://t.co/KJ7eKxm3bC pic.twitter.com/hF9tnvMh9I
— 2XKO (@Play2XKO) January 19, 2026
When does the Patch 1.1.1 release
Season 1 will likely give us some clues into what the balance and update cadence for the future will be, but for now, we only have the date for the current patch. Update 1.1.1 will be released on January 20-21, depending on the region:
- 6:00pm PT, January 20
- 9:00pm ET, January 20
- 2:00am GMT, January 21
- 3:00am CET, January 21
- 11:00am KR, January 21
New champion – Caitlyn
The most notable addition is the newest champion, Caitlyn. The Sheriff of Piltover will join her fellow Arcane castmates Jinx, Vi, Ekko, and Warwick.
She can be bought with premium currency, a character token, or within a battle pass bundle. She’ll also be obtainable through a quest event for three weeks, after which you’ll be able to purchase her with in-game currency of 10,000 credits.
Patch notes are very long, so let’s get into it.
Console-specific updates
- 2XKO Trophies (PlayStation 5) and Achievements (Xbox Series X|S) are now live.
- With PlayStation Plus, you can now earn a special chroma, avatar item, and Battle Pass level skips.
- The chroma and avatar item can also be purchased for Credits via the in-game Collections tab.
2XKO on Console – FAQ
Q: Will I be able to get content from PC Early Access?
A: Yes! We’re bringing back some of the content that was available during Early Access. Details to come in later patches.
Q: Is crossplay enabled?
A: Yes. No matter what platform you log in on, you can play with any of your friends on PC, Xbox Series X|S, or PlayStation 5.
Q: I’ve already played on PC. Can I use the same account on console?
A: Yes. Just link your Riot account with your console account by signing into your Riot account on the console of your choice. Be extra careful to link the correct Riot account!
Q: Do I need to pay to play 2XKO on console?
A: No. The game is completely free to play, so no subscription is required to get online. As mentioned above, PlayStation Plus subscribers can earn a few in-game cosmetics. Non-subscribers can purchase them with Credits.
Core gameplay changes
Projectiles
Projectiles have long been quite powerful in 2XKO, so Riot Games decided to decrease their overall power and increase the readability of the outcomes.
Projectiles now disappear under these conditions:
- When the champion that fired the projectile is hit by an attack.
- When the Point champion is hit.
- When a throw tech occurs.
- The following moves are not impacted by this change:
- All Ultimates.
- Jinx: P’Choo Bang Pew Pew Boom Boom (S1 Super), Zaaaapp! (S2 Super).
- Braum: Glacial Fissure (S1 Super), Shattering Spires (Unbreakable 2S2), Glacial Fissure Assist (2T), Leap, Little One (6S1).
- Teemo: Noxious Sweeper Assist (2T). Noxious Surprise (S2 Super) will explode on contact.
- Illaoi: all tentacle attacks.
- Projectile attacks that are chargeable now fire automatically when performing a Handshake Tag.
- Charging a projectile and handshake tagging was particularly hard to interact with. Compared to physical strikes where parry or active hitboxes are a viable option, often your only decision was to drop your combo to avoid the projectile.
- Hitting a champion during the recovery frames of firing a mid-air projectile will cause an interrupt.
- Interrupts result in more damage, hit stun, and Break meter.
- If an Assist fires multiple projectiles, hitting the Point champion will prevent more projectiles from firing.
- Notable moves include: Jinx Tons of Fishbones Assist (2T), Teemo Darts Assist (4T, Ahri Foxfire Rain Assist (6T).
Backdash and forward dash adjustments
Backdashes in 2XKO had much faster startup frames than wind-down ones. Now, dashes will become even across the board. This will overall slow their chaining down a bit, but the distance will remain the same.
- Slowed backdash on faster champions: Ahri, Ekko, Warwick, Vi, and Yasuo.
- Movement has been distributed more evenly across the dash animation
- Sped up forward dash and chain dash on slower champions: Blitzcrank and Braum.
Universal L
Illaoi, Braum, Darius, and Blitzcrank received a 1-frame buff to their universal light attack.
- L startup is now 7 frames for champions that had an 8-frame L: Illaoi, Braum, Darius, and Blitzcrank.
Assists
Switching out now became riskier to combat the run-away strat.
- Hitting an Assist now causes a 4-second cooldown.
- This also applies to hitting a Super Assists and Sidekick Assists
- When an Assist is parried, they now lose collision.
- This coupled with the previous full screen parry adjustment will allow you to more consistently punish the opponent when you Parry their assist.
- Assist UI now appears faster when performing an Assist.
- On average, this happens 5 frames faster.
- Dead champions should ruin less Happy Birthdays.
- Dead champions often contributed to Happy Birthdays dropping at unintended timings. Now, they will disappear as soon as they are hit. No more spoiling the party.
Break
- Activating Break will now put your Assist on a 2 second cooldown. You still have a small window to Handshake Tag while your Assist is still on the screen before the cooldown starts.
- Previously, this only applied when using Freestyle Fuse.
Juggernaut Fuse buffs
- Base health has been increased.
- Juggernaut Fuse’s maximum health bonus has been increased by 10%. It was 120% base health and is now 130% base health.
- Break meter gain per unblocked hit has been increased for the Juggernaut player.
- Break meter gain has been increased by .01 per unblocked hit. It was .01 and is now .02.
- Eject power has been increased.
- If the juggernaut player has recoverable health, a successful Eject hit will now heal 50 more health. It used to recover 50 health, and it now recovers 100.
- Now gains Break meter on successful clean hit.
- Advantage on hit has increased.
- Can now pass through an opponent in the corner.
Input changes
- Level 1 Supers can no longer be kara canceled into level 3 Supers.
Training mode
- “Guard Action” settings: when set to “Push Block,” push block timing for bots now accounts for hitstop.
- You can now lab real-world pushblock scenarios.
- “Bot Position” settings: when set to “Crouch,” bots will now perform a Retreating Guard reversal action.
Bug fixes
Being a game fresh out of the beta, it’s understandable that it had a hefty amount of leftover bugs. Thankfully, Riot Games managed to fix a sizeable portion of them before the game’s console release.
- Fixed various input bugs that resulted in a neutral jump instead of a forward jump.
- Fixed a bug where players couldn’t go back after locking in their champions while their opponent(s) had the Controls menu open in Local Versus.
- Fixed a bug that reverted some core gameplay adjustments when launching the game in Offline Mode.
- Fixed a bug that occasionally caused champions to jump in the wrong direction while turning around.
- Fixed a bug that caused champions to jump in the wrong direction after being hit by Break in very specific circumstances.
- Fixed a bug where champions were able to perform a Push Assist into an Assist while using 2X Assist Fuse.
- Fixed a bug where hitting an Assist with a sweep at high hit stun would cause the Assist to fall indefinitely.
- Point champions will no longer warp to unexpected locations after a Limit Strike wall bounce while their Assist champion was onscreen.
- Double Down Fuse: fixed a bug that would occasionally cause Double Down to not activate.
- Sidekick Fuse: can no longer perform two Supers for the cost of one.
- A variety of Training mode bugs have been fixed.
- Across all bot settings: setting bot to “Random” no longer performs the same action when loading a save state.
- Ultimates no longer mess up “Counter Hit” settings for bots.
- Fixed a bug that prevented bots from being interrupted while performing wakeup reversals.
- Fixed a bug where Tag Launcher didn’t display active frames in the frame bar when hitting an opponent.
- Fixed a bug where bot reversal actions after block didn’t work correctly.
- Fixed a bug where setting a bot’s “Counter Hit” setting to “Always” would stop working correctly after a ground tech.
Champion balance updates
2XKO doesn’t have a huge character pool for now, so every champion that stands out for being too strong ot too weak can shape the entire meta around itself. The Season 1 release patch is aimed at bringing down the overall power of Ahri, Ekko, Teemo, and Yasuo, while buffing underperformers like Blitzcrank, Darius, Braum, Jinx, and Vi.
Ahri
Projectile adjustments
- Mid-air Foxfire Blast (6S1, 2S11) now has a custom hurtbox.
- Mid-air Foxfire Blast (6S1, 2S11) and Foxfire Leap ( > ) are now in an interrupted state during recovery frames.
- Foxfire Rain Assist (4T) is affected by the projectile rules adjustment, and can now be interrupted more easily.
Buffs
- Spirit Rush Assist (6T) is no longer considered an aerial attack, and can no longer be anti-aired.
Nerfs
- Backdash speed has been decreased.
- M range has been slightly decreased.
- Performing mid-air Foxfire Blast (6S1, 2S1) no longer refreshes Ahri’s air dash.
- Always having an air dash after Foxfire Blast made it difficult for Ahri to make mistakes while running away. Engaging Ahri was significantly more taxing than running away as Ahri.
- This change encourages more thoughtful decision making on runaway patterns, without a get-out-of-jail free card.
- Bounce! (2S2) is now considered airborne on frame 10.
- It was previously considered airborne on frame 1, which caused unexpected air hit reactions.
- Spirit Rush Assist (6T) hurtbox height has been increased.
- Spirit Rush Assist can now be hit by more standing attacks.
Adjustments
- Up-forward Spirit Rush (9S2) changes:
- Hit stun has been increased by 2 frames. It was 36 frames and is now 38 frames.
- Now has more hit stun scaling applied in combos.
- The increased hit stun on up-forward Spirit Rush (9S2) allows it to combo against Warwick more easily in Ahri’s core combos. In exchange, we’re applying more hit stun scaling to up-forward Spirit Rush, so that combos after the launch will have similar hit stun.
Bug fixes
- Fixed a bug where Ahri was able to recover quickly from Break if she used it while in Spirit Rush (any direction + S2).
- Mid-air forward Spirit Rush (6S2) now consistently passes through Warwick on hit.
Blitzcrank
Major adjustments
- L startup has been decreased by 1 frame. It was 8 and is now 7.
- Increased forward movement speed.
Hurtbox improvements
- Hurtboxes on Blitzcrank’s hands have been removed on most grounded attacks.
- Hurtboxes on Blitzcrank’s legs have been removed on mid-air M and H.
Consistency improvements
- First hit of 2M hitbox is now slightly taller.
- First hit of 2M hit stun has been increased by 3 frames.
- On airborne opponents, 2L will now combo into 2M more consistently, and the first hit of 2M will now combo into H more consistently.
- With previous tuning, it was difficult to pressure with lows, since lows wouldn’t blockstring consistently against airborne opponents.
- Blitzcrank is now pushed less far back when performing Wrecking Ball (S2) on grounded opponents in the corner.
Buffs
- For a grappler, Blitzcrank had weak standing normals. We’re improving their standing normals to improve their neutral presence.
- M hitbox is now larger.
- H now travels farther.
- This opens up additional pressure strings, helps improve Blitzcrank’s conversion game, and makes this move usable in neutral.
- Rear Compression (H while running) now goes over lows.
- improvements:
- 4H hitbox now hits farther behind Blitzcrank.
- 4H air hit stun has been increased by 5 frames. It was 27 frames and is now 32 frames.
- 4H ground hit stun has been increased by 2 frames. It was 30 frames and is now 32 frames.
- 4H launch height against airborne opponents has been lowered to help with followups.
- 4H was not an incredibly useful button. While we don’t expect this move to be used often, we do want it to properly reward you if you connect with it.
- Air Purifier (2S1) active frames have been increased by 4 to match its animation better.
- Spinning Turbine (6S2) damage per hit has been increased by 5.
- Mid-air Garbage Collection (2S2) now generates 25 Steam on hit, if not at full Steam.
- Mid-air Garbage Collection is underused compared to mid-air Air Purifier (2S1). We’re adding Steam generation to mid-air Garbage Collection to encourage more decisionmaking.
Pulse Combo
- Removed mid-air M from Blitzcrank’s L Pulse Combo to improve consistency.
Bug fixes
- Fixed an issue where mid-air Rocket Grab (S1) followups would sometimes fail when hitting multiple champions.
- Blitzcrank no longer has a hurtbox on their extended arm while performing Steamed Rocket Grab (S1).
- Fixed a bug where some of Blitzcrank’s moves weren’t progressing the “Precisely” Champion Mastery challenge correctly.
End of Riot-published patch content.
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