2XKO Patch 1.1.3 Is Now Out, Big Nerfs ...
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2XKO Patch 1.1.3 Full Breakdown: Ekko, Yasuo, and Meta Shifts

Patch 1.1.3 hits Ekko and Yasuo hardest. Here's every balance change, bug fix, and new content drop explained.

Nuwel

Nuwel

Updated Mar 14, 2026

2XKO Patch 1.1.3 Is Now Out, Big Nerfs ...

Riot Games has dropped 2XKO patch 1.1.3, and it's one of the most targeted balance updates the game has seen since launch. The headline story is clear: Ekko and Yasuo were running the meta, and this patch takes direct aim at the specific tools that made them so oppressive. But there's plenty more to unpack, from Ahri and Warwick adjustments to a wave of system fixes, quality-of-life improvements, and fresh event content.

Patch 1.1.3 champion roster

Patch 1.1.3 champion roster

What Is the Goal of Patch 1.1.3?

Riot's stated philosophy here isn't simply to punish dominant characters. The team is taking a measured approach, trimming the parts of each kit that were creating unintended interactions, then watching how the meta settles before deciding where to add power back. As they put it in the official notes, the goal is to define each champion's weaknesses more clearly so that future buffs can target genuine strengths.

This patch went live on March 10, with server maintenance starting at 9 AM PT. Offline mode remained accessible during the downtime.

Ekko Nerfs: What Changed and Why Does It Matter?

Ekko received the most significant treatment in this patch. His okizeme (wakeup pressure) and neutral presence were both flagged as overtuned, and the changes hit multiple layers of his kit simultaneously.

Okizeme and D.S2 Changes

D.S2 has been changed from strike invulnerable to projectile invulnerable only. This is a big deal. Previously, Ekko could use this move to blow through wakeup attacks and dominate neutral simultaneously. That dual-purpose utility is now gone.

Chronobreak consumption during the Tangled Timeline (S2 Super) install has been raised from 15% to 17.25%. The intent is to eliminate one additional rewind on offense while keeping standard combo routes intact.

Replay (S2 with Afterimage) can no longer be kara-canceled into S2 Super. This specific interaction let Ekko set up a meaty projectile, freeze the screen as the opponent rolled, and even convert throws into full combos using randomly placed Afterimages. Riot originally added the input leniency to improve play feel, but it became a clear power outlier.

Aerial Hitbox Reductions

Ekko's aerial suite was overtuned across the board. The largest reductions land on mid-air S2 and charged mid-air S2, which were winning exchanges they had no business winning. Specific changes include:

  • Mid-air M active frames cut from 5 to 3
  • Mid-air D.H hitstun increased from 22 to 24 frames (a buff to compensate)
  • Mid-air S2 blockstun reduced to -6 at best, often -9 or -10
  • Minimum height for mid-air S2 and charged mid-air S2 raised, preventing the most common Limit Strike combo setups
  • Air Hop (mid-air L+M or double-forward) no longer allows blocking until the animation fully completes

Other Ekko Adjustments

  • Health dropped from 950 to 925
  • H and D.H hitbox sizes reduced
  • F.S1 now has a custom hurtbox
  • S1 Super fully retracts on parry, with the hitbox disabled immediately

Yasuo Nerfs: Is Wind Wall Finally Under Control?

Yasuo was flagged for three specific problem areas, and the patch addresses each one directly.

Wind Wall Duration and Cooldown

Wind Wall (B.S2) duration has been cut from 3 seconds to 2 seconds. Wind Wall > S2 drops from 1.6 seconds to 1.4 seconds, and the cooldown between consecutive Wind Walls has been increased. Combined with a Freestyle bug fix, Yasuo can no longer endlessly stall matches behind projectile walls.

Additionally, Wind Wall > S2 projectile priority has been reduced. Jinx's Zap! now destroys and passes through Whirlwind, which is a direct counter-tool that projectile-based characters can exploit.

Mixup Removal

Riot is repositioning Yasuo as a crossup-focused champion with a deliberately weak high/low game. To that end:

  • Mid-air D.H is no longer an overhead and is now cancelable on block
  • Updraft (Calm stance > S2) startup increased from 13 to 15 frames
  • Updraft travel height reduced (though it now moves farther forward)
  • Mid-air L and mid-air H hitbox sizes decreased
  • Charged mid-air S1 hitbox reduced

Blockstun Reductions

  • Calm stance H blockstun reduced by 2 frames, allowing opponents to jump over a subsequent Calm stance H after blocking the first
  • S1 pushback on hit and block increased, making Assist contact harder and Calm stance canceling less oppressive
  • Charged F.S1 pushback on block reduced
  • F.T blockstun reduced by 3 frames

Ahri and Warwick: Smaller but Meaningful Adjustments

Ahri

Ahri wasn't considered a top-tier problem, but a few of her neutral tools were too difficult for opponents to interact with. The changes here are surgical:

  • Health reduced from 950 to 925
  • D.L is now -2 on block instead of -1
  • Mid-air D.H custom hurtbox enlarged
  • S1 Super now dissipates when parried (previously it could still tag you after parrying)
  • Mid-air D.S1 blockstun reduced by 4 frames
  • When tagged out, Spirit Rushes (any direction + S2) can no longer cancel into mid-air S2

Warwick

Warwick's S1 was described as doing too many things too well, functioning simultaneously as an anti-air, a mid crush, and a mixup tool. The adjustments aim to trim that versatility without gutting the move entirely:

  • S1 startup increased from 24 to 25 frames
  • S1 overall height decreased
  • S1 blockstun on airborne opponents raised from 24 to 26 frames
  • S1 Super ground recovery increased by 9 frames (was -9, now -18 on block)
  • Bloodlust expires more quickly
  • Mid-air S2 minimum height raised (no more immediate post-jump overhead)
  • Forward throw launch distance increased, removing the midscreen F.S2 combo route
  • A critical bug was fixed where activating S1 as an opponent was KOed would make the next attack unblockable (noted in the source as a "4000 frame unreactable overhead")
Warwick S1 hitbox tuning

Warwick S1 hitbox tuning

Who Else Got Changes?

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What System Changes Should You Know About?

Happy Birthday Consistency

Assist and Point hitboxes now pull closer together during Happy Birthdays (multi-hit situations where both characters are hit simultaneously). Assists are now dragged toward the Point champion on each hit, tightening the collision window and making these interactions more predictable.

Frame Data Cleanup

A full roster pass was done on startup, active, and recovery states. The practical result is that Interrupts and Punishes should now be more consistent across all champions. This is a background change that won't show up in patch notes highlights but will be felt in the lab.

Training Mode Fixes

Several training mode bugs were resolved that were making it harder to accurately lab matchups:

  • Bots no longer block throws after an immediate reset
  • "After First Hit" option now functions correctly
  • Super meter auto-refill works again
  • Bot backrise and forwardrise now track champion position (especially useful for position-shifting characters like Yasuo)
  • Starting a recording no longer clears input history

New Content: Events, Duo Emotes, and Megabundles

March Event (March 10-30)

A limited-time event runs through the end of March, accessible via the missions icon on the homepage. Completing missions earns:

  • An exclusive avatar outfit
  • A player title
  • Three emotes
  • Pixel art-inspired player cards

First Step Missions

New missions reward players for engaging with the Learning hub:

  • Completing 25+ Combo Trials for a champion unlocks a player title
  • Completing 200+ Combo Trials unlocks the "Bread n' Butter Beanie" avatar item
  • Spending 30+ minutes in Training mode unlocks a player title
  • New accounts must play 15 games before unlocking Advanced Lessons

All rewards are granted retroactively if you've already hit the thresholds.

Duo Emotes

A new weekly mission challenges you to play a match in a duo to earn a synchronized emote. Use it at the same time in the same part of the lobby and your avatars will animate together.

Megabundles Returning to Store

Three Early Access Megabundles are returning for console players who missed them originally:

  • Snow Moon Megabundle (Ahri, Warwick, Illaoi) - available from March 12
  • Aureate Megabundle (Warwick, Vi, Darius) - available from March 19
  • Crime City Megabundle (Jinx, Darius, Braum) - available from March 26

Attract Mode

A short cinematic now plays when launching the game or idling on the Play screen, featuring the song "Let's Go" by Polyphia.

Quality of Life Highlights

  • All champions are now unlocked in Local Versus when playing online (matching offline behavior)
  • A rematch countdown timer has been added to the post-match screen
  • Alternate skin selections now persist through rematches
  • You can cancel lobby searches by pressing the back button
  • When duoing online, a teammate's unlocked tutorial-locked Fuse becomes available for the whole team
  • Juggernaut and Sidekick Fuse tutorials have been updated with additional tech coverage
New rematch countdown timer

New rematch countdown timer

How Does This Change the Meta?

The two characters who were dominating competitive play have both taken meaningful hits to their core tools. Ekko can no longer rely on aerial pressure and Replay kara-cancels to maintain advantage, and his okizeme is substantially weaker. Yasuo loses his stall potential and a significant chunk of his overhead game.

What's most interesting is what Riot didn't do: they left room for future buffs. The framing throughout the notes suggests these nerfs are the first step in a rebalancing process, not a final verdict. Jinx is explicitly flagged for additional buffs once the dust settles. Characters like Blitzcrank and Braum received frame data corrections without balance changes, suggesting Riot is waiting to see how they perform in a lower-power environment.

For players who main Ekko or Yasuo, the fundamentals of both characters remain intact. Ekko still has strong combo routes and Chronobreak utility. Yasuo still has potent crossup pressure. The difference is that opponents now have more clearly defined windows to punish and counterplay both of them.

Guides

updated

March 14th 2026

posted

March 14th 2026