2XKO Closed Beta Patch Notes: Full Gameplay Overhaul, New Champions, and Fresh Features Arrive September 2025
2XKO Closed Beta marks a huge turning point for Riot’s new 2v2 fighter, going live September 9, 2025 with a sprawling batch of gameplay changes, champion reworks, and long-requested features like match replays and the debut of offline tournament modes.
This patch introduces Vi and Blitzcrank as playable characters, expands the roster to nine classic League champions, and cranks up the pace with damage boosts, meter system overhauls, and streamlined unlocks, plus PC players are getting first dibs, but everyone’s progress is getting reset when Beta ends, so it’s a real playground for discovering tech and goofing around before the full release drops.
2XKO Closed Beta Patch Notes and Updates
Here are the full patch notes for the 2XKO Closed Beta launching September 9, 2025. This update reflects an overhaul of gameplay systems, champion changes, new features, and key adjustments drawn straight from player feedback. All progress within Closed Beta (including Ranked and Champion Mastery) will be wiped at the end, but early participants receive an exclusive Challenger title.
Core Patch Highlights
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Closed Beta is PC-only, with backend systems scaled up.
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Invites roll out to eligible players including Alpha Lab participants; new sign-ups open on the official site.
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Progress wipes after Closed Beta ends; rewards for participants.
Champions
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Blitzcrank (Steam Golem): Playable for the first time.
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Vi (Piltover Enforcer): Playable at home for the first time after debuting at Evo 2025.
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Default playable champions: Ahri, Braum, Darius, Ekko, Illaoi, Yasuo.
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Unlockable champions: Jinx, Blitzcrank, Vi (use Champion Tokens from tutorial or Credits from missions).
Champion Mastery
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Reward track includes:
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5-7 pieces of avatar clothing per champ
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4 player titles
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4 stickers (plus 1 animated sticker)
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2 player cards
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3 champion taunts
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1 Mastery chroma
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All Champion Mastery progress resets at the end of Closed Beta.
Match Replays
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Built-in replay system lets you review matches from your profile's match history tab.
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Replays feature pause/play, skip ahead, and skip back controls.
Tutorials
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Learn tab (graduation cap icon) grants access to tutorials, including Fuse lessons.
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New Fuses (2X Assist, Freestyle) unlocked by completing their respective tutorials.
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Double Down, Juggernaut, and Sidekick Fuses are default.
Modes
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Offline modes debut, aimed at tournament organizers.
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Ranked Mode activates on September 18 (week two); Ranked progress wipes post-beta.
Cosmetics
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No champion skins yet.
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Cosmetics bought only with Credits (earned in-game).
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No purchases with real money.
Battle Pass
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No Battle Pass for Closed Beta.
Chromas & Player Cards
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All champions have chromas (change color palette).
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Player cards are new customizable profile features; earned via Champion Mastery.
Stages
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Default unlocked stages: Bridge of Progress, Scuttler's Strand, Spirit Hills, The Brazen Hydra.
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Annihilator's Reach can be purchased with Credits.
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Zaun stage teased but not yet available.
Taunts
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Each champion gets one default taunt; more earned through Mastery.
Major Gameplay Changes
Match Pacing
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Increased starting Super/Break meter, boosted damage, reduced combo starter proration.
Super Meter
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Resets between rounds; teams start with 1 bar by default, 2 with Juggernaut/Sidekick Fuse.
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Parry now results in less damage scaling on follow-up hits; low parry scaling removed.
Break Meter
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Starts at 75% each round.
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Increased bonus gain during long combos.
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No bonus increase during Handshake Tags or cinematics.
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No bonus 50% Break meter on KO.
Defensive Tools
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Backdashing, jump blocking, Retreating Guard, pushblock are all nerfed.
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Pushblock cooldown and push distance increased.
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All assist champion attacks are now mid attacks (no low/overhead).
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Counterhits now grant meter, damage boost, and extra hitstun (including air untechable state).
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Fury Break buffed: longer duration, more chip, faster speed, bigger defense boosts.
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Crossup protection lowered (3 frames → 1).
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Air block punishes getup attacks more easily.
Additional Adjustments
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Gray health (recoverable tagged-out health) recovers slower, and attacks generate less of it.
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Super damage & minimum scaling increased.
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Reduced attack proration in combos.
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Assist champions now take 75% damage as gray health (rest unrecoverable).
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Throws buffed: more damage, longer recovery, counter hit on whiff, new VFX for tech window.
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Consistent throw mechanics across champions.
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Forward/air throws cause hard knockdown; grounded recovery rolls can now be thrown.
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Limit Strike no longer causes hard knockdown.
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Air throw landing recovery lowered; air throws hit behind champions.
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No Handshake Tag when throw doesn't hit.
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Chain-dashing easier; backdash distance reduced for all champs.
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Jump startup slowed (3 frames → 4).
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Double Down timing restriction removed (can trigger anytime during point champion Super).
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Juggernaut Fuse buffed: more Break meter, pushblock now costs Break (not Super), pushes both champs. Clean Eject recovers gray health for Juggernaut, removes more for ejected opponent.
Champion-Specific Changes
Ahri
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Minor QOL updates, improved reliability for Charm and Stalking Dart.
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Air normals rebalanced (M slightly worse; H and D.H better).
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Wild Flares cause tumble; Bounce! startup reduced.
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Air Charm enabled; pierces assists/projectiles; new cinematic.
Blitzcrank
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New—no major adjustments in initial release.
Braum
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Slight health nerf and faster normals/overhead.
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Concussive Blow starts up faster.
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Command grab startup increased; “Unbreakable” version causes crumple.
Darius
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Health lowered.
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New projectile (shockwave) on Grievous Wheel.
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Cut Down animation reworked; can cancel into supers now.
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Extra NPC soldiers spawn on Noxus stage.
Ekko
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Forward/air throw improved knockdowns.
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Pulling mid-air H against grounded blockers.
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New cinematics for Attempt #37 and Phase Dive.
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Chronobreak safer on block.
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Timewinder no longer hits knocked-down opponents (OTG consistency).
Illaoi
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Health down; major moves nerfed, tentacle charge added for screen-wide threat.
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Harsh Lesson faster.
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From the Depths (D.S2) track position/charge for longer-range attacks.
Jinx
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Faster setups; Fly Clappy, Fly! and Flame Chompers recover quicker.
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Chompers improved for assists/corner pressure/juggling.
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Zaaaapp! Super hits OTG.
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Fishbones arc can be controlled.
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Watch Your Head! cancels to specials on hit.
Yasuo
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Sweeping Blade charge-up faster; steals corner.
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Turned Wind and Windwall OTG enabled.
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Launcher movement adjusted for balance.
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Updraft, Zephyr Step recover faster.
Vi
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Damage normalized; combo routes refined.
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Blast Shield combos less abusive.
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Footwork > Hook recovery increased; Knuckle Down anti-aired easier.
Quality of Life
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Direct entry to Training mode from lobbies/menu, also duo-ready.
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Matchmaking system expanded to search beyond current lobby during long queue times.
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Casual/Ranked lobby entry via Training mode menu (bug: main menu path loops back).
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Enhanced controls menu for fast remapping.
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In-game reporting/blocking in Avatar Interaction menu, Match History, Social, and chat.
2XKO Closed Beta Release Date
Circle September 9, 2025, at 11 AM PT on the calendar—yep, that’s the official go-live time for 2XKO Closed Beta. Riot’s approach is refreshingly straightforward: barring maintenance emergencies, once servers are up, they’re staying up.
No weekend-only windows, no frustrating shutdowns right after you finally win three matches in a row. Invite emails hit inboxes about an hour before doors open, so don’t be shy about slamming that refresh button, there’s not much more thrilling than spotting the “You’re In!” message at 10:07 AM and realizing you actually got access.
Here’s a handy little timezone cheat sheet (because let’s be honest, half the group chat lives in different cities):
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West Coast US (PT): 11 AM — Right after your morning coffee, perfect timing.
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East Coast US (ET): 1 PM — Honestly, skip lunch, just boot the game.
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Brazil: 2 PM — Post-siesta, pre-dinner, not bad.
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UK (BST): 7 PM — Classic “just got in from work” slot.
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Central Europe (CEST): 8 PM — Wind down with matches and questionable team comps.
Can You View Match Replays in 2XKO?
Absolutely—match replays are a reality in 2XKO Closed Beta. And let me just say: it’s a small thing, but for community tournaments, casual analysis, or just plain watching your own ingenious choke, the addition is a game-changer.
You go into your profile, find your match history, and like magic, you’re rewatching your last clutch comeback or embarrassing whiff.
There’s even pause, skip, and rewind built-in. I spent a good half-hour the other day rewatching a hilariously chaotic 2XKO match, my Ekko sliding all over the place, both teams scrambling after almost dropped combos.
It reminded me of early days grinding old fighting games with friends—the chance to break down moments, see the mistakes, laugh (or groan) over missed opportunities.
Game Modes & Quality-of-Life Surprises
The Closed Beta isn’t shy about adding offline modes—big for tournament organizers and fun for anyone wanting to avoid the “lag spikes ate my inputs” excuse. Ranked doesn’t kick in until September 18 (gotta let the meta stew before the tryhards swarm), and progress will reset anyway, so don’t stress win rates too much.
Cosmetics feel nicely democratized; there’s no battle pass, no skins to drain your wallet, just earnable credits from actually playing. Chromas, player cards, stickers—it’s all there, plus Riot promises more goodies later. It’s weirdly wholesome seeing a game launch into beta without shoving microtransactions in your face.
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No purchases with real money (at least for now—enjoy the grace period).
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Chromas, cards, titles, and stickers—customization vault is open for business.
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Battle Pass is gone for now.
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Stages: the Bridge of Progress, Scuttler's Strand, Spirit Hills, The Brazen Hydra are available for all; Annihilator's Reach can be bought, Zaun’s stage is just a tease for now.