2XKO patch 1.3.1 is the game’s largest content patch yet, adding Lux, expanding The Climb, overhauling defense and progression, disabling Ranked, standardizing hurtboxes, and making major balance changes to Akali, Senna, Thresh, Warwick, Yasuo, Darius, Teemo, Illaoi, and more.
The September 8, 2026 update also unlocks every champion automatically, removes Champion Tokens and the Battle Pass, uncaps Credits, expands Private lobbies to 40 players, changes the store around a $39.99 Ultimate Bundle, and adds new skins and stages. For competitive players, the most important immediate changes are stronger pushblock and Break options, higher true damage to Assists, a lighter Freestyle Break penalty, and large character-specific adjustments.

What matters most in 2XKO patch 1.3.1
The final 2XKO patch 1.3.1 notes confirm a much broader update than a normal balance pass. Lux is the headline addition, but the patch also reshapes how defense, Assists, progression, lobbies, PvE, and the store work.
| Patch area | What changes | Why it matters |
|---|---|---|
| New champion | Lux joins the roster on September 8 | Every champion is now unlocked automatically, so Lux can be played immediately. |
| The Climb | Expert and Pro difficulties, Ascension, and Tales of 2XKO | PvE gets harder repeatable runs plus new dialogue for Lux, Thresh, and Senna. |
| Ranked | Ranked is disabled starting in patch 1.3.1 | Players will need to use the remaining matchmaking and lobby options instead of the Ranked ladder. |
| Private lobbies | Large Private lobbies now support up to 40 players | Community sessions and online events can keep more players in one room. |
| Progression | All champions unlocked, Champion Tokens and Battle Pass removed, Credits uncapped | The game moves away from its previous live-service progression loop. |
| Defense | Pushblock travels 33% farther, Break and pushblock can phase Point champions out after a tag | Defenders get more reliable ways to reset pressure and protect Assists. |
| Assists | Assists take 75% true damage | Calling an Assist carries more lasting health risk even as defensive protection improves. |
| Freestyle | Break meter penalty drops from 35% to 20% | Freestyle remains costly, but the defensive downside is substantially lighter. |
| Champion balance | Large Akali, Senna, Thresh, Warwick, Yasuo, Teemo, Illaoi, and Darius changes | The meta should shift through both buffs and targeted reductions to frustrating tools. |
| Store | Rotating shop and Starter Editions are removed, Ultimate Bundle becomes the only store item | Most cosmetics move toward Credits or the $39.99 bundle. |
For continuing coverage, use RiftDaily’s 2XKO hub, follow breaking gaming news, browse the patch notes archive, and check game updates as the post-patch meta settles. RiftDaily’s patch 1.3.1 preview is also useful for comparing Riot’s early goals with the final numbers.
Lux arrives in 2XKO patch 1.3.1
Lux, the Lady of Luminosity, is the new champion in 2XKO patch 1.3.1. Riot describes her as an all-rounder mage who controls space with light-based projectiles while using distinctive air movement to change her approach angle. Because the progression system now unlocks every champion automatically, there is no Champion Token, Credits, or recruitment requirement attached to playing her.
If you were tracking her reveal before release, RiftDaily’s Lux 2XKO release guide covers the buildup to September 8. Riot’s official 2XKO YouTube channel also hosts the champion videos that show her kit in full.

Lux Move List gives a focused look at Lux in motion, so you can connect the patch notes to how her tools actually behave in a match.
Watch for the spacing, air movement, projectile timing, and assist interactions, because those details are what determine whether Lux fits better as your Point champion or as the partner that completes an existing team.
Lux Champion Spotlight gives a focused look at Lux in motion, so you can connect the patch notes to how her tools actually behave in a match.
Watch for the spacing, air movement, projectile timing, and assist interactions, because those details are what determine whether Lux fits better as your Point champion or as the partner that completes an existing team.
Lux Gameplay Reveal Trailer gives a broader match-level look at how her light-based toolkit flows between neutral, pressure, and conversions.
The footage makes the all-rounder description easier to understand. Lux has tools for several ranges instead of being locked into one pure zoning pattern, while her air movement gives experienced players room to vary how they approach.
The Climb expands in 2XKO patch 1.3.1
The Climb gets three meaningful additions in 2XKO patch 1.3.1: harder difficulty options, an extended-run system called Ascension, and story dialogue through Tales of 2XKO. Together, they give PvE players more challenge and more character-specific content without creating a separate mode.
Expert and Pro difficulty
- Expert and Pro are now selectable when beginning a run.
- Both are intended for players who want encounters to demand more than the standard difficulty.
Ascension after the final boss
- After beating The Climb’s final boss, you can choose to continue the same run through Ascension.
- Each Ascension continuation asks you to select a debuff, increasing the difficulty of later encounters.
- The system turns a successful run into a longer challenge instead of forcing an immediate reset.
Tales of 2XKO
- Choose Lux, Thresh, or Senna as the Point champion to enter Tales of 2XKO.
- Tales adds new dialogue between encounters, giving these three champions extra story material inside The Climb.
The Climb bug fixes
- Juggernaut and Sidekick teams no longer lose Super and Break meter between rounds after swapping champions at the start of a round.
- Blitzcrank’s Ultimate now works correctly with the Roll for Crit augment.
- Meter drainage during screen-freeze events, including Ultimates, is corrected when using the Open Cancel augment.
System changes in 2XKO patch 1.3.1
Ranked is disabled
Ranked mode is disabled starting in 2XKO patch 1.3.1. That is a structural change rather than a seasonal reset, so players should not expect the usual Ranked ladder to remain part of the patch 1.3.1 experience.
Private lobbies now support 40 players
A new larger Private lobby option can hold up to 40 players and uses the same map as the Casual lobby. The extra capacity is particularly useful for communities, online brackets, and groups that previously had to split across multiple rooms.
Progression is simplified
- All champions are unlocked automatically.
- Champion Tokens are removed.
- The Battle Pass is removed.
- Season 3 is extended with no end date.
- The Credits cap is removed from its previous 12,000 limit.
- Most avatar customization, including outfits, emotes, and stickers, can be unlocked with Credits.
- Chromas, stages, and some player cards can also be unlocked with Credits.
These progression changes are among the biggest reasons 2XKO patch 1.3.1 feels different from an ordinary content drop. The patch does not simply add Lux and rebalance characters, it changes what players own by default and what earned Credits can buy.
Core gameplay changes in 2XKO patch 1.3.1
The system-level balance pass in 2XKO patch 1.3.1 is built around consistency and stronger defensive decision-making. Hurtboxes become more standardized, pushblock creates more room, Break gains a safer tag interaction, Freestyle’s defensive tax is reduced, and Assists take more lasting damage when they are caught.
Hurtboxes are standardized
Standing and crouching hurtbox heights now use broader size buckets, which should reduce character-specific combo failures caused by small differences in model height. Riot also standardizes head positioning for most of the roster and removes champion-specific wall-slump collision behavior.
| State | Bucket | Champions listed in the patch notes |
|---|---|---|
| Standing | Unique | Braum, Ekko, Teemo |
| Standing | Medium | Ahri, Akali, Caitlyn, Darius, Jinx, Lux, Senna, Vi, Warwick, Yasuo |
| Standing | Large | Blitzcrank, Illaoi, Thresh |
| Crouching | Small | Ekko, Lux, Teemo |
| Crouching | Medium | Ahri, Akali, Caitlyn, Darius, Jinx, Lux, Senna, Vi, Yasuo |
| Crouching | Large | Braum, Blitzcrank, Thresh, Warwick, Illaoi |
Riot’s published table places Lux in both the Small and Medium crouching lists, so that specific classification is internally inconsistent in the notes. The broader intent is still clear: comparable body types should produce more predictable hit and combo behavior.
- Head hurtboxes are aligned across the cast except for Braum and Warwick.
- Every champion now uses the same collision pill, hurtbox, and throwbox wall during wall slump.
- Champion-specific wall-slump combos should therefore disappear.
Freestyle gets a lighter Break penalty
- The Freestyle Break meter penalty drops from 35% to 20%.
- Freestyle Assists now use the standard 4-second cooldown when they are hit after pushblock or Break.
- Dead Assists also receive the standard 4-second cooldown after being hit.
The practical effect is that Freestyle still asks you to trade defensive security for stronger team offense, but the 20% Break penalty is much less punishing than the previous 35% value.
Pushblock is stronger
- Handshake Tagging after a pushblock, without taking another action first, immediately phases the Point champion out.
- Pushblock sends the opponent 33% farther.
- Pushblock recovery increases by 4 frames.
- Jump-ins and jabs can still retain pressure, while most blocked mediums, heavies, and specials should end the attacker’s turn more cleanly.
Break gets the same immediate tag protection
- Handshake Tagging after a Break, without performing another action, immediately phases the Point champion out.
- The change gives teams another way to protect a vulnerable character or Assist after successfully spending Break.
Assists now take 75% true damage
Assists take 75% true damage in 2XKO patch 1.3.1. That means a larger share of the health lost while an Assist is exposed will not be recoverable. Riot is pairing this with stronger pushblock and tag-protection tools so Assist calls remain powerful without becoming low-risk.
Getup attacks require a four-frame hold
- Break and Fury Break can no longer activate during a getup attack.
- A getup attack now requires holding S1 or S2 for 4 frames instead of checking whether the input happens to be held on one specific frame.
- Screen freeze from actions such as Handshake Tag and Supers counts toward the hold window.
- This makes it easier to deliberately choose between a getup attack and a wakeup special, including Lux’s true invincible special.
Throw tech and movement cleanup
- Projectile instances that previously survived a throw tech have been removed, with champion-specific examples listed in the balance sections.
- When a throw is teched in the air, both players now land at the same time.
- Throw-tech pushback during Teamfight is more consistent.
- Parry animations are adjusted to better match each champion’s static hurtbox.
- Fury and Juggernaut make forward dash cancels on cross-up moves easier, including back throws and Yasuo’s charged heavy.
Core gameplay bug fixes
- Break can no longer be activated during a throw tech.
- Sidekick no longer accesses an outdated version of pushblock.
- Sidekick can now pushblock correctly with less than one bar of meter.
- Rare counterhit cases that turned comboable knockdowns into soft knockdowns are fixed.
- Projectile Ultimates no longer fizzle simply because the opponent activates Teamfight.
- A Teamfight reaction to an opponent’s Ultimate no longer disables the reacting player’s Assists.
- Save-state interactions with the Teamfight cinematic are cleaned up.
- The input error that could produce a forward dash while attempting L + M backdash is fixed.
- Handshake Tag after Break no longer ends unrelated actions earlier than expected.
- Meter-gain penalties from Supers and similar actions are now applied correctly to blocked hits.
- Exiting the Training menu no longer causes D-pad inputs to persist and repeat.
Champion changes in 2XKO patch 1.3.1
The champion balance in 2XKO patch 1.3.1 is not a uniform buff-and-nerf sweep. Akali is pushed much harder toward Twilight Shroud, Senna receives broad help to her Base and Wraith tools, Thresh loses screen control and Assist power, Warwick and Yasuo gain consistency, and several characters only receive projectile or bug cleanup.
| Champion | Direction | Main takeaway |
|---|---|---|
| Ahri | Minor nerf | Stalking Dart disappears on throw tech. |
| Akali | Major rebalance | Base tools are toned down while Twilight Shroud offense, teleports, Supers, and Assists become much stronger. |
| Blitzcrank | Bug fixes | Juggernaut Super and Helping Hand interactions are corrected. |
| Braum | Minor nerf | Unbreakable Iceborn Smash icicles disappear when Braum is hit. |
| Caitlyn | Adjustment / minor nerf | Target Practice Assist gains blockstun, while Enticing Trap disappears on throw tech. |
| Darius | Buff | Faster movement, quicker crouching light, better anti-air utility, and stronger Break the Line interactions. |
| Ekko | Minor nerf | Flip It has less pushback on block. |
| Illaoi | Mixed, leaning nerf | Wrath of Nagakabouros keeps combo value but loses much of its lingering okizeme strength. |
| Jinx | Cleanup | Chompers and Clappy disappear on throw tech. |
| Lux | New champion | The all-rounder mage joins the roster and is unlocked automatically. |
| Senna | Large buff | Base specials, Wraith options, Supers, and Assist utility all become more practical. |
| Teemo | Mixed | Combo consistency improves, but mushroom and Noxious Surprise persistence is reduced. |
| Thresh | Large nerf | Neutral hitboxes, Dark Passage, Spirit Summon, and Assists are all toned down. |
| Vi | No balance change | Vi remains untouched in the final balance list. |
| Warwick | Buff with hurtbox trade-off | Bloodlust lasts longer, anti-projectile options improve, and several moves become safer. |
| Yasuo | Buff | Normals, pressure, conversion routes, Assist consistency, and air-throw follow-up all improve. |
Ahri

Ahri receives no major balance shift in 2XKO patch 1.3.1. Riot is satisfied with her current strength and weakness profile, so the only direct gameplay change is part of the patch-wide projectile cleanup.
- Stalking Dart now disappears whenever a throw is teched, regardless of which player initiated the throw.
Akali

Akali gets one of the most consequential redesigns in 2XKO patch 1.3.1. Riot wants Twilight Shroud to define her game plan more clearly, so several normal attacks and standard specials lose range, safety, or meter while Shroud-enhanced options gain damage, speed, invulnerability, routing, and mixup value.
Akali general and normal changes
- Backdash speed is reduced by 10%.
- Her aerial collision pill and hurtbox are raised to match the standard placement used by most champions.
- Standing M has a taller collision pill, helping it connect against low airborne opponents.
- The H > H > H target combo receives more minimum air stun on its second hit, allowing the full string to connect deeper into scaled combos and improving Shroud setup.
- Crouching H > crouching H damage rises from 45 to 55.
- Standing L loses horizontal range and gains a hurtbox above Akali.
- Crouching L loses horizontal range.
- Crouching M can no longer hit grounded opponents.
- Down-forward H changes from two hits to three. Its new damage split is 25 + 25 + 30 = 80, up from 35 + 40 = 75, but the extra hit adds another step of combo scaling.
- Crouching H damage falls from 70 to 65.
- Mid-air crouching H meter gain falls from 4 to 3.
- Mid-air H loses hitbox size, loses the hitbox behind Akali, can no longer cross up, and generates 3 meter instead of 4.
- Charged mid-air H damage drops from 80 to 75, meter gain drops from 7 to 6, its hitbox is smaller, the rear hitbox is removed, and grounded blockstun drops from 30 to 20 frames.
- Charged mid-air crouching H damage drops from 80 to 75 and meter gain drops from 7 to 6.
- Forward throw adds more hitstun decay.
Akali Twilight Shroud buffs
- Charged kunai attacks now use more consistent air-block behavior, with normalized blockstun and blockpush.
- Dusk Step can cancel into another special when Akali finishes the teleport inside Twilight Shroud.
- The down teleport variant of Dusk Step now reappears behind Akali’s previous position.
- The forward Dusk Step variant gains additional invincibility, and every Dusk Step variation gains more invincibility while Twilight Shroud is active.
- Perfect Execution: Return damage rises from 50 to 70 and meter gain from 3 to 4, while blockstun falls from 23 to 19 frames.
- The Shroud-enhanced Perfect Execution: Return no longer adds hitstun decay, gains 19 frames of blockstun instead of 16, recovers on hit in 9 frames instead of 12, increases its first damage value from 40 to 50, its final hit from 60 to 90, and meter gain from 13 to 24.
- Shroud Twilight Reaper gets a slightly larger and longer hitbox, final-hit damage jumps from 40 to 120, and meter gain rises from 23 to 31.
- Charged Shroud Twilight Reaper starts in 32 frames instead of 41, has 40% damage scaling instead of 10%, reaches farther, and can no longer use team actions during the move.
- Charged Shroud Kunai Strike reaches slightly farther, needs 6 fewer charge frames, and pushes Akali back less when blocked in the corner.
- While running inside Twilight Shroud, projectile invulnerability lasts for the full run as long as Akali remains inside the smoke. Her running throwbox is also larger.
Akali standard special nerfs and adjustments
- Shroud Perfect Execution has 19 frames of blockstun instead of 24, creating a gap before Perfect Execution: Return, but gains strike and projectile invulnerability for its first 3 frames and uses a custom hurtbox.
- If any kunai in an S1 wave is parried, the full wave is now parried.
- Standard Perfect Execution travels less distance, uses smaller hitboxes, has a slightly larger hurtbox, and its blockstun falls from 25 to 17 frames. Damage rises from 60 to 70 and meter gain from 2 to 4, but its neutral dominance is intentionally reduced.
- Mid-air Kunai Strike can no longer be whiff-canceled into its follow-ups, and projectile travel speed is adjusted.
- Crescent Moon Slash has 20% minimum combo scaling, no longer adds scaling on the first hit, and receives collision adjustments for Akali’s standardized aerial hurtbox.
Akali Supers and Assists
- Twilight Bringer Shuriken travels farther, hits more times, deals more total damage, has a larger explosion hitbox, connects more reliably, pushes blockers farther away, and reduces the average gap before the explosion from 11 frames to about 6 frames.
- After Perfect Execution > Perfect Execution: Return is blocked, Twilight Bringer Shuriken now leaves Akali safe even if the Super is parried.
- Final Repose damage falls from 270 to 250 and it no longer removes recoverable life.
- Nightfall Ascension improves from +1 to +9 on hit.
- Kunai Strike Assist carries Akali farther forward, improving combo and blockstring reach.
- Moonrise Cut Assist is no longer considered airborne, gains a taller vertical hitbox, is less vulnerable to anti-air attacks, and connects lower for easier combos.
- Sunset Descent Assist gets a much larger hurtbox, starts in 36 frames instead of 35, and loses one active frame on the final hit.
Akali bug fixes in patch 1.3.1
- Akali no longer passes through an opponent when she hits a prop such as Jinx’s Chompers without hitting the character.
- Whiffing normals no longer causes Akali to leave Twilight Shroud in rare cases.
- The timing exploit that allowed standing L into crouching L is removed.
- Charged H is no longer pushblockable on its first hit.
- Shroud-enhanced specials behave more consistently when used as Twilight Shroud expires.
- Dusk Fall landing recovery can once again cancel into specials when Akali lands inside Twilight Shroud.
- Nightfall Ascension now connects more reliably against highly disjointed hurtboxes such as Blitzcrank’s Rocket Grab.
- Moonrise Cut Assist displays as a mid attack in Training mode instead of a high.
- Akali forward throw now interacts correctly with Illaoi tentacles.
Blitzcrank

Blitzcrank receives bug fixes rather than a balance adjustment in 2XKO patch 1.3.1.
- Juggernaut Blitzcrank can no longer cancel Steam-empowered Static Field into another Static Field.
- Static Field can correctly cancel into Helping Hand under Juggernaut.
- Helping Hand follow-ups that could whiff are corrected.
- Steam-empowered Rocket Grab now pulls a blocking opponent correctly even if Blitzcrank activates Handshake Tag during the animation.
Braum

Braum remains close to Riot’s target in 2XKO patch 1.3.1. His only listed adjustment prevents a lingering projectile from punishing the opponent after they have already hit him.
- Unbreakable Iceborn Smash icicles disappear when Braum is hit.
Caitlyn

- Target Practice Assist blockstun increases from 4 to 11 frames.
- Enticing Trap disappears on throw tech, regardless of who started the throw.
- Enforcer Hexshield now properly destroys Thresh’s ghoul on its second hit.
The net result is a small utility improvement for Caitlyn’s Assist paired with less persistent trap pressure after a successful throw tech.
Darius

Darius is a clear winner in 2XKO patch 1.3.1. The changes help him chase movement-heavy teams, improve his close-range defense, and make Break the Line more dependable against airborne opponents.
- Run speed increases by 5%.
- Crouching L starts in 8 frames instead of 9.
- Standing H reaches slightly higher, making M > H more reliable.
- Coward’s Bane gains anti-air invulnerability starting on frame 4.
- Break the Line launches airborne opponents for longer.
- Break the Line air blockstun increases from 20 to 36 frames.
- When blocked by an airborne opponent in the corner, Break the Line sends Darius farther backward, improving its safety.
- Darius has a smaller standing and crouching hurtbox under the global hurtbox standardization.
- The unintended Juggernaut dash cancel on Grievous Wheel is fixed.
Ekko

- Flip It produces less pushback on block, making it easier for the defender to reclaim a turn.
- Odd interactions involving Afterimage, Eject, and Teamfight are fixed.
Illaoi

Illaoi’s 2XKO patch 1.3.1 changes target okizeme rather than the identity of Wrath of Nagakabouros. Riot preserves the Super’s duration and improves its pop-up reward, but removes much of the lingering tentacle pressure that could punish an opponent even after a successful defensive interaction.
- Wrath of Nagakabouros tentacle pop-up gains 5 frames of hitstun.
- The pop-up hit deals 100 damage instead of 80.
- Regular tentacles disappear on throw tech.
- Wrath of Nagakabouros tentacles also disappear on throw tech.
- Wrath of Nagakabouros recovery increases by 4 frames.
- Without teamplay, Illaoi can no longer use the old mid-air S2 into S2 Super sequence to delay wakeup and then connect crouching L in the same way.
- Tentacle slap active frames drop from 7 to 3.
- Super tentacles stop being active once their visible attack animation finishes.
- Air-block pushback is adjusted so the opponent lands sooner.
- Crashing Waves follow-up attacks are fixed so they do not whiff unexpectedly.
Advanced Wrath of Nagakabouros combos should still exist, but some routes may need small button substitutions. The important competitive change is that escaping the setup or teching a throw should now end more of Illaoi’s residual pressure.
Jinx

Jinx does not receive a normal balance pass in 2XKO patch 1.3.1. Her changes bring her deployables in line with the new throw-tech cleanup rules.
- Chompers disappear on throw tech.
- Clappy disappears on throw tech.
Lux
Lux has no day-one nerfs or buffs listed separately in the champion adjustment section. Her patch entry simply marks her arrival. The important system interaction is that she is already unlocked for every player when 2XKO patch 1.3.1 goes live.
Senna

Senna is one of the biggest winners in 2XKO patch 1.3.1. Riot is trying to make more of her Base form special moves worth using in neutral, while also giving Wraith form better consistency and more meaningful Super choices.
Senna normals and throws
- Standing H air hitstun increases from 26 to 27 frames.
- Standing H has less hitpush and blockpush, helping it connect into Relic Slam against airborne opponents and into Last Grasp at more ranges.
- Wraith form M spawns its projectile closer to Senna.
- Wraith form M physical hit pushes opponents less far, reducing corner whiffs and allowing more mid-screen routes even when Senna is cornered.
- Senna can call Assists during the recovery of a successful Base form air throw.
- Base form air-throw knockdown is adjusted so Senna can route more easily into Curse of the Black Mist or, with correct timing, End Seeker.
Piercing Light buffs
- Senna falls sooner after every mid-air Piercing Light variation, reducing total recovery by about 5 frames on average.
- Piercing Light (Angled) and its charged version become air-invulnerable on frame 4.
- All Piercing Light variants use a smaller custom hurtbox.
- The Piercing Light suite reaches farther horizontally and can connect beyond standard maximum screen separation.
End Seeker and Last Grasp buffs
- End Seeker gains one extra hit of projectile durability, letting it clash with most projectiles.
- End Seeker can be released on frame 19 instead of frame 24.
- Ground blockstun rises from 12 to 15 frames.
- Ground hitstun rises from 44 to 49 frames.
- Blocking airborne opponents are launched higher, and grounded confirms into Dawning Shadow become easier.
- Last Grasp gains range so extended hurtboxes are less likely to slip out.
Final Embrace buffs
- Final Embrace grenades gain another hit of projectile durability and now clash with most projectiles.
- Grenade and explosion blockstun rise from 26 to 32 frames.
- The grenade explosion now OTGs.
- Grenade arcs are adjusted so the projectile spawns closer to Senna and explodes sooner and nearer to her.
- Startup is reduced by 2 frames.
- Mid-air and charged mid-air recovery drops from 10 to 8 frames.
- Charged ground and charged air versions reach maximum charge 4 frames sooner, while minimum charge time is unchanged.
Wraith form, Super, and Assist buffs
- Wraith Dive knocks opponents slightly farther away so light attacks connect more consistently afterward.
- Wraith Dive receives blockstun and blockpause changes that leave Senna +1 when the opponent uses Retreating Guard.
- Wraith Dive recovery is reduced by 2 frames and blockpush increases, improving follow-up light and throw spacing.
- Wraith Vortex gains 5 additional invulnerability frames and is invulnerable until the frame before it becomes active.
- Dawning Shadow and Wraith form Radiant Dusk gain 15 damage.
- Black Mist Release now scales its damage with the amount of Wraith meter spent, giving a full meter version more payoff.
- Mid-air Dawning Shadow can be used closer to the ground and links from low Piercing Light more consistently.
- Judgment: Redemption and Judgment: Condemnation are invulnerable throughout their active frames.
- Wraith Wave Assist blockstun increases from 18 to 21 frames.
Senna cancel adjustments
- Piercing Light, charged Piercing Light, angled Piercing Light, and charged angled Piercing Light can cancel into End Seeker later in their animations.
- Wraith Shift can cancel into special attacks later in the move.
Senna bug fixes in patch 1.3.1
- Senna no longer begins walking unexpectedly when Wraith form ends during a dash.
- Senna can jump correctly when leaving Wraith form.
- Fury Dash Cancel now works correctly on her S2 specials and S1 beams.
- Last Grasp no longer forces an immediate jump after hitting a dead Assist champion.
- Dawning Shadow no longer pushes Senna back too far against blocking airborne opponents.
- Curse of the Black Mist and Black Mist Release now play their startup sounds correctly.
Teemo

Teemo’s 2XKO patch 1.3.1 changes are deliberately mixed. His air routes and Bandle Dash become more consistent, but Noxious Trap and Noxious Surprise lose the lingering behavior that could keep punishing opponents after a throw tech or after Teemo was hit.
Teemo buffs
- Bandle Dash gets a taller final-hit hitbox, giving the uncharged version the same improved consistency against opponents above Teemo that charged Bandle Dash already had.
- Mid-air H receives a new hit reaction so it links into Cheeky Drop more reliably, especially after Tag Launcher and early in combos.
- Cheeky Drop gains an extra hitbox above Teemo, making Yordle Hike > Yordle Journey > Yordle Summit into Cheeky Drop consistent at more heights.
- The Slingshot badge requirement drops from 6 to 5.
Teemo nerfs
- Noxious Trap mushrooms disappear on throw tech.
- Noxious Surprise dissipates if Teemo or the Point champion is hit before the explosion begins.
- Noxious Surprise also disappears on throw tech.
- Noxious Surprise active frames drop from 50 to 30.
- The Super keeps its combo behavior, but the hitbox no longer lingers well beyond the visible explosion.
Teemo bug fixes in patch 1.3.1
- Teemo no longer appears on an unexpected side when the Point champion crosses up the opponent.
- A rare float after Handshake Tag during charged mid-air Bandle Dash is fixed.
- Blinding Dart Ultimate no longer fails in the rare case where Noxious Surprise hits first.
Thresh

Thresh is the clearest loser in 2XKO patch 1.3.1. Riot still wants neutral control to be his defining strength, but several hitboxes covered too much space and his Assists created too much value. The patch trims movement safety, normals, specials, and team tools at the same time.
Thresh movement and normal nerfs
- Forward dash loses 1 frame of startup invulnerability.
- Crouching L starts in 8 frames instead of 7.
- Crouching M recovery rises from 19 to 21 frames.
- Standing H recovery increases by 2 frames.
- Flay has a smaller forward hitbox and hits slightly later, while forward-throw combo timing remains intact.
- Rake loses height and width, making it easier to jump over.
- Mid-air H is substantially shorter and its animation is adjusted. Charged mid-air H also reaches slightly less far.
- All mid-air H and mid-air S2 attacks gain an additional hurtbox matching Thresh’s jumping hurtbox, making air backdash offense easier to challenge.
- Mid-air H blockstun falls from 20 to 19 frames and hitstun from 26 to 25.
- Mid-air H can no longer link into standing H against tall standing opponents.
- Scalp Splitter blockstun falls from 20 to 19 frames, creating a larger challengeable gap in common air-dash pressure.
- Standing H hitstun against grounded opponents falls from 38 to 36 frames, reducing confirm time into S1 or Rake.
Thresh special nerfs
- Death Sentence whiff recovery increases by 4 frames.
- Dark Passage recovery increases by 4 frames on the ground and in the air.
- Dark Passage hitpause increases by 4 frames so existing combos still function despite the extra recovery.
- Dark Passage Lantern disappears on throw tech.
- Spirit Summon ghoul explosion hitbox becomes significantly smaller.
- Spirit Summon’s ghoul disappears on throw tech.
- Spirit Torment ghoul also disappears on throw tech.
Thresh Assist nerfs
- Rake Assist gets a smaller hitbox, starts 2 frames later, and drops from 130 to 100 damage.
- Swipe Assist loses the upper hitbox area closest to Thresh, so opponents jumping over it are less likely to be caught.
- Opponents can now use Retreating Guard while blocking Swipe Assist.
- Dark Passage Assist Lantern disappears on throw tech.
Thresh bug fixes in patch 1.3.1
- Thresh can no longer perform a normal forward dash when the teleport dash should occur.
- His crouching throw hurtbox is corrected so it is not slightly smaller than intended.
- A rare camera issue after Break and charged Death Sentence is fixed.
- Spirit Torment no longer launches opponents upward incorrectly.
- Damnation Ultimate now breaks armor as expected.
- Eject and Tag Launcher animation issues are corrected.
- Caitlyn’s Enforcer Hexshield now destroys Thresh’s ghoul on the second hit.
Vi

Vi is unchanged in 2XKO patch 1.3.1. Riot considers her to have recovered into a healthy place after the earlier charged Vault Breaker adjustment.
Warwick

Warwick gets meaningful buffs in 2XKO patch 1.3.1. Riot is making Bloodlust easier to reach during normal successful play and giving him clearer answers to zoning, while the global hurtbox work makes his body easier to hit.
Warwick buffs
- Passive Bloodlust loss while not in Bloodlust is reduced by 30%.
- Ankle Swipe gains more pushback on block.
- Claws of the Beast gains projectile invulnerability for its first 4 frames and more pushback on block.
- Rage of the Beast becomes fully projectile-invulnerable during the attack, giving Warwick a dedicated anti-projectile and anti-trap tool.
- Rage of the Beast also gains more pushback on block, improving safety at more spacings.
- Wall cling > M blockpause is adjusted so Retreating Guard produces the intended advantage.
- No Escape Assist has less knockback on its final hit, making conversions easier.
Warwick nerf and fix
- Warwick’s standing and crouching hurtboxes are larger under the standardized system.
- Handshake Tag now causes Warwick to exit wall cling correctly.
Yasuo

Yasuo’s 2XKO patch 1.3.1 changes are mostly buffs to underused tools rather than new mechanics. His medium and heavy buttons become easier to use in neutral, Ankle Cut punishes Retreating Guard more consistently, and several combo routes stabilize.
- Standing M’s extended hurtbox disappears slightly sooner.
- Crouching M gains a little range.
- Standing M recovery is reduced by 2 frames.
- Crouching M recovery is reduced by 3 frames.
- Standing H and charged H travel farther and gain slightly more range.
- Standing H and charged H push opponents less far on hit, improving M > H and follow-ups into Steel Tempest.
- Ankle Cut travels farther, helping it punish Retreating Guard.
- Steel Tempest pushes opponents less far on hit, improving mid-close conversion consistency.
- Stomp in Calm stance gains 6 frames of counterhit hitstun, enabling medium and heavy follow-ups at ranges that previously failed.
- Sweeping Blade Assist gains hitstun and a lower airborne launch arc, making high-air conversions easier and improving 2X Assist compatibility.
- Yasuo falls faster after an air throw and the opponent lands slightly sooner, improving air throw into Calm stance L.
- Ankle Cut loses its backside hitbox.
- Back throw now interacts correctly with Illaoi tentacles.
- Back throw can now be Fury Dash Canceled.
Quality of life and bug fixes in 2XKO patch 1.3.1
Outside the character-specific fixes, 2XKO patch 1.3.1 includes a short but useful quality-of-life pass. Players who have controller or input-device conflicts with Local Duos can now disable that feature from Settings.
- A new Settings option disables Local Duos.
- Variable Refresh Rate options on PlayStation 5 are fixed.
- The Climb no longer softlocks if the pause menu is opened during a narrow part of a loading screen.
- Caitlyn, Thresh, and Warwick now play the correct sound effects when using their Ultimates.
If patch 1.3.1 produces account, installation, purchase, or platform-specific problems, Riot’s 2XKO support page is the official place to check current troubleshooting guidance.
Store and cosmetics in 2XKO patch 1.3.1

The store is substantially simplified in 2XKO patch 1.3.1. The rotating shop and Starter Editions are removed, and KO Points are no longer available for purchase. Most avatar items and stages move into the Credits economy, including some content that was previously tied to bundles.
2XKO Ultimate Bundle
The only store item listed for patch 1.3.1 is the 2XKO Ultimate Bundle for $39.99. It unlocks most cosmetics currently in the game, including champion skins, associated chromas, avatar items, finishers, and more.
- The bundle is scheduled to expand again in patch 1.3.3.
- Riot specifically says that later additions will include new cosmetics from that patch, such as Samira’s launch skin.
- Players who already own the Ultimate Bundle will automatically receive the cosmetics added to it later.
- All chromas associated with the champion skins listed in the patch 1.3.1 bundle contents are included.
Full champion skin list in the patch 1.3.1 Ultimate Bundle
- Arcade Ahri
- Arcade Blitzcrank
- Arcade Vi
- Arcana Ahri
- Arcana Blitzcrank
- Arcana Illaoi
- Arcana Vi
- Arcane Caitlyn
- Arcane Ekko
- Arcane Jinx
- Arcane Vi
- Arcane Warwick
- Aureate Darius
- Aureate Vi
- Aureate Warwick
- Bees Ahri
- Bees Blitzcrank
- Bees Teemo (Beemo)
- Blood Moon Akali
- Blood Moon Ekko
- Blood Moon Yasuo
- Boom Boom Blitz
- Chromacrash Caitlyn
- Chromacrash Ekko
- Chromacrash Jinx
- Chromacrash Warwick
- Coven Ahri
- Coven Illaoi
- Coven Senna
- Crime City Braum
- Crime City Darius
- Crime City Jinx
- Culinary Masters Akali
- Culinary Masters Caitlyn
- Culinary Masters Teemo
- Deep Terror Thresh
- Demon Illaoi
- Little Demon Teemo
- Demon Warwick
- Dragonmancer Braum
- Dragonmancer Illaoi
- Dragonmancer Vi
- Dynasty Ahri
- El Tigre Braum
- Faerie Court Lux
- Foreseen Yasuo
- Frame Perfect Ahri
- Frame Perfect Ekko
- God King Darius
- Heartseeker Darius
- Heartseeker Jinx
- Heartseeker Teemo
- Lunar Eclipse Senna
- Neon Strike Vi
- Omega Squad Teemo
- Pool Party Ahri
- Pool Party Braum
- Pool Party Caitlyn
- Pool Party Darius
- Pool Party Jinx
- Pool Party Nights Ahri
- Pool Party Nights Caitlyn
- Pool Party Nights Darius
- Pool Party Senna
- Resistance Illaoi
- Rift Quest Braum
- Rift Quest Illaoi
- Rift Quest Teemo
- Rift Quest Yasuo
- Ruined Braum
- Ruined Darius
- Ruined Ekko
- Ruined Jinx
- Sandstorm Ekko
- Sentinel Ahri
- Sentinel Akali
- Sentinel Illaoi
- Sentinel Yasuo
- Silverfang Akali
- Snow Moon Ahri
- Snow Moon Illaoi
- Snow Moon Warwick
- Spirit Blossom Ahri
- Spirit Blossom Teemo
- Spirit Blossom Yasuo
- Zombie Slayer Jinx
Champion taunts included in the Ultimate Bundle
- Arcana: Ahri "I See Your Fate", Akali "I See Your Fate", Caitlyn "I See Your Fate", Ekko "I See Your Fate", and Warwick "I See Your...Hey, Get Back Here!"
- Arcade: Ahri "Victory Celebration", Blitzcrank "Victory Fanfare", and Vi "Victory Flex".
- Chromacrash: Braum, Illaoi, Teemo, Vi, and Yasuo "Spray It, Don’t Say It".
- Rift Quest: Ahri "Reach for the Sky", Blitzcrank "Robo Jump Rope", Darius "True Noxian Might", Ekko "A Good Knight", Jinx "Pony Up", and Warwick "Call of the Wild".
- Spirit Blossom: Ahri "Ephemeral Blooms", Teemo "Mischievous Wind", and Yasuo "Swordsman’s Solo".
Finishers included in the Ultimate Bundle
- Arcade "Game Over"
- Arcana "Fate Sealed"
- Arcane "Series Finale"
- Bees "Ending Stinger"
- Blood Moon "Sacrificial Rite"
- Chromacrash "Chroma Crashout"
- Coven "Darkness Beckons"
- Crime City "Bag Secured"
- Culinary Masters "Cooked"
- Dragonmancer "Dragon’s Breath"
- Frame Perfect "100% Complete"
- Heartseeker "Love Bombed"
- Pool Party "Coast to Victory"
- Pool Party Nights "Summer Memory"
- Rift Quest "Campaign Complete"
- Snow Moon "Cold Goodbye"
- Spirit Blossom "Petals in the Wind"
New cosmetics in patch 1.3.1
The new cosmetic wave adds Lux’s launch skin, three Demon-themed looks, four Ruined skins, two stages, Halloween avatar items, Ruined avatar items, and rewards tied to The Climb. These new items are also included in the 2XKO Ultimate Bundle.
| Type | New content |
|---|---|
| Champion skins | Faerie Court Lux; Demon Illaoi; Demon Warwick; Little Demon Teemo; Ruined Ekko; Ruined Braum; Ruined Jinx; Ruined Darius |
| Stages | Ruined Courtyard; Grand Hall of Veneration |
| Avatar and PvE items | Halloween avatar items; Ruined avatar items; The Climb avatar item rewards |







How 2XKO patch 1.3.1 changes the meta
The most important competitive shift in 2XKO patch 1.3.1 is the combination of stronger defensive separation and more expensive Assist mistakes. Pushblock moving opponents 33% farther gives defenders more chances to reset neutral, while the immediate phase-out option after pushblock or Break makes it easier to rescue the Point champion. At the same time, 75% true damage on Assists means a bad call has more permanent consequences.
Character balance points in the same direction. Thresh loses some of the neutral coverage and Assist power that made his strongest patterns repetitive. Illaoi and Teemo lose setup persistence after throw techs. Akali must engage more with Twilight Shroud to access her best rewards. Senna, Warwick, Darius, and Yasuo gain better consistency or stronger neutral tools.
For teams built around Freestyle, the Break penalty dropping from 35% to 20% is also a major reevaluation point. The Fuse still asks you to accept a defensive cost, but that cost is now low enough that players should retest matchups rather than relying on conclusions from earlier versions.
What to practice first in patch 1.3.1
- Learn Lux’s defensive and air-movement timings. Because everyone owns her immediately, matchup knowledge matters even if you never plan to main her.
- Retest pushblock spacing. The 33% distance increase and 4 extra recovery frames change which pressure strings truly end and which jump-ins or jabs can still continue.
- Practice tag protection after Break and pushblock. The instant phase-out behavior can save a damaged Point champion if you avoid taking another action first.
- Recalculate Assist risk. Taking 75% true damage makes careless calls much harder to heal back.
- Akali players should rebuild around Twilight Shroud. Several default buttons are weaker, but Shroud-enhanced specials now offer dramatically higher reward.
- Senna players should revisit Base specials. End Seeker, Piercing Light, Final Embrace, and Wraith routes now cover more neutral and combo situations.
- Thresh players should retest neutral ranges. Air H, Rake, Flay, Dark Passage, and Assist coverage all changed enough that old spacing assumptions can fail.
Frequently asked questions about 2XKO patch 1.3.1
When does 2XKO patch 1.3.1 release?
2XKO patch 1.3.1 is the September 8, 2026 update. Lux becomes playable with the patch, alongside the new system, balance, PvE, progression, and cosmetic changes.
Is Lux unlocked for everyone in patch 1.3.1?
Yes. All champions are unlocked automatically in 2XKO patch 1.3.1, so Lux does not require a Champion Token, Credits purchase, or recruitment event.
What happens to Ranked in 2XKO patch 1.3.1?
Ranked mode is disabled starting with patch 1.3.1. The patch also adds a larger Private lobby option that can hold up to 40 players.
What changes in The Climb?
The Climb adds Expert and Pro difficulty settings, Ascension after the final boss, and Tales of 2XKO dialogue when Lux, Thresh, or Senna is selected as the Point champion. Several augment and meter bugs are also fixed.
Which champions changed the most?
Akali, Senna, and Thresh receive the largest individual balance sections. Akali is pushed toward Twilight Shroud, Senna gets broad Base and Wraith buffs, and Thresh loses range, safety, and Assist power. Warwick, Yasuo, Darius, Teemo, and Illaoi also receive meaningful changes.
Is the Battle Pass removed?
Yes. The Battle Pass and Champion Tokens are removed in 2XKO patch 1.3.1. Season 3 is extended with no end date, the 12,000 Credits cap is removed, and more cosmetics can be unlocked with Credits.
How much does the 2XKO Ultimate Bundle cost?
The 2XKO Ultimate Bundle costs $39.99. It is the only store item listed for patch 1.3.1 and unlocks most current cosmetics, with another update planned in patch 1.3.3 for later content such as Samira’s launch skin.
What are the biggest defensive changes?
Pushblock sends opponents 33% farther, Handshake Tag can immediately phase out the Point champion after pushblock or Break if no other action is taken, Freestyle’s Break penalty falls from 35% to 20%, and Assists now take 75% true damage.
What to watch as patch 1.3.1 settles
2XKO patch 1.3.1 changes the game on several layers at once. Lux enters an automatically unlocked roster, The Climb becomes deeper and more repeatable, Ranked is disabled, progression is simplified, and the defensive system asks both sides to rethink pressure, Assist calls, and tag timing.
The first week should reveal whether the stronger pushblock and Break tools meaningfully slow the most oppressive offense, whether Akali’s Twilight Shroud incentives create a healthier game plan, and how far Senna, Warwick, Darius, and Yasuo climb after their buffs. Thresh is the character to watch on the other side, because his neutral and team utility were hit from several angles at once.
For more coverage after 2XKO patch 1.3.1 settles, return to RiftDaily’s 2XKO hub, follow gaming news, browse the patch notes archive, and check game updates. You can also revisit the patch 1.3.1 preview to compare the early roadmap with the final changes, or use the Lux release guide for more background on the newest champion.



