Patch 1.3.3 is the last major content update 2XKO will ever receive, and Riot sent it out with two new free champions, a working competitive leaderboard, offline PvE support, and a full round of balance changes. Samira and Sett complete the roster, and they could not play more differently. Here is everything you need to know about what changed, what it means for your team, and what happens next.

Samira and Sett join the roster
Who are Samira and Sett?
Both champions dropped on October 27, 2026. Riot revealed them together on October 7 via the official 2XKO account, with Sett arriving as a genuine surprise. Samira had been on the roadmap since her reveal alongside Lux at EVO Vegas in June. Sett had not been publicly announced before that October 7 trailer.
2XKO developer Shaun Rivera confirmed on X that the team wanted to give players one final surprise, noting that the team poured love into Samira and found a way to do the same for Sett. Sett's production reportedly started in mid-February 2026 as a self-imposed challenge by a small internal pod, pulling forward a character originally planned for mid-2027. The team set a July checkpoint: if Sett was not meeting the quality bar of 2XKO's other champions by then, he would not ship. He made it.
Who is Samira in 2XKO?
Samira, the Desert Rose, is a Noxian mercenary who fights with a sword and firearms. Her defining mechanic is Style, which she earns by varying her offense rather than repeating the same attack sequence. Accumulating Style points empowers her moves, giving her an extra decision layer beyond raw damage output.
Her ultimate, Inferno Trigger, is the flashiest thing in her kit and worth watching in the official Champion Spotlight to understand her rhythm and spacing requirements.
| Samira at a glance | Detail |
|---|---|
| Combat identity | Stylish, aggressive weapon fighter |
| Weapons | Sword and firearms |
| Signature mechanic | Style points empower moves |
| Availability | Free for all players |
| PvE content | New Tales of 2XKO chapter and champion-specific Augments |
Is Samira good for beginners? Her Style mechanic adds a genuine layer of complexity. She is not unplayable for new players, but she rewards a gradual approach: learn a reliable opener and a safe return to neutral first, then start building varied routes once the basics feel stable.
Who is Sett in 2XKO?
Sett, the Boss, is a pit-fighting crime boss from Ionia. His kit in 2XKO combines a brawler's heavy strikes with a grappler's chainable throws, making him especially dangerous at close range. Balance lead Dawn 'Yohosie' Hosie noted in the official blog that Sett's empowered Haymaker, a 25-frame startup full-screen attack that wall slumps, is likely the best move on paper in the entire game, and that balancing it required work from every discipline on the team.
The mistake most players make against grapplers is defaulting to blocking at close range. Sett punishes exactly that habit. His brawler attacks support the grab threat, so opponents have to actively manage spacing and timing rather than sitting on defense.
| Sett at a glance | Detail |
|---|---|
| Combat identity | Grappler-brawler hybrid |
| Main threat | Powerful, chainable grabs |
| Preferred range | Close range |
| Availability | Free for all players |
| PvE content | New Tales of 2XKO chapter and champion-specific Augments |
Samira vs. Sett: Which should you try first?
| Preference | Samira | Sett |
|---|---|---|
| Main approach | Varied weapon attacks and offensive creativity | Close-range strikes and grappling |
| Defining mechanic | Style points empower moves | Chainable, explosive grabs |
| Skills to develop | Combo variety, routing, Style building | Approach timing, spacing, strike-versus-grab pressure |
| Best fit | Players who enjoy expressive offensive combos | Players who prefer powerful close-range mixups |
Both are free, so a few Training Mode sessions with each will tell you more than any tier list. Try Samira if you like practicing routes and making creative decisions mid-combo. Try Sett if you want to force opponents into uncomfortable defensive choices at close range.
For more on individual champion depth, the Ekko champion guide is a useful reference for understanding how 2XKO's more technical fighters are structured before you start learning Samira.
What changed in The Climb and offline play?
The Climb receives three meaningful additions. New Tales of 2XKO chapters for Samira and Sett give the mode fresh story content. Champion-specific Augments built around each fighter's kit also enter the mode, making it a useful sandbox for learning their mechanics outside of live matches.
The most practical addition is offline support. The Climb is now fully playable without an online session, which removes a barrier for players who want to practice PvE content independently.
| The Climb activity | Online | Offline |
|---|---|---|
| Play The Climb | Yes | Yes |
| Try Samira and Sett | Yes | Yes |
| Use champion-specific Augments | Yes | Yes |
| Progress chroma and avatar item quests | Yes | No |
How does the new LP leaderboard work?
Ranked remains disabled in patch 1.3.3, but Casual Lobbies now track Leaderboard Points (LP). Players who reach at least 2,900 LP qualify to appear on their current lobby's leaderboard. Rankings update almost immediately after each match.
LP changes based on both match outcome and the rating gap between players. Beating a stronger opponent earns more points; losing to a weaker one costs more.
| Match result | LP outcome |
|---|---|
| Win against a higher-rated opponent | Gain more LP |
| Win against a lower-rated opponent | Gain less LP |
| Lose against a higher-rated opponent | Lose less LP |
| Lose against a lower-rated opponent | Lose more LP |
LP decay after 14 days of inactivity
- Grace period: 14 days without playing
- Decay rate: 25 LP per day after the grace period ends
- Minimum floor from decay: 2,800 LP
- How to stop decay: play a match to reset the 14-day timer
Here's why that matters: the qualifying threshold is 2,900 LP. A long enough break can drop you below leaderboard eligibility without a single match loss. A player sitting at 3,000 LP hits 2,800 after eight decay days if they never return to play.
Your personal LP rating is visible at Main Menu > Profile. The leaderboard only shows qualifying players from your current lobby, not a single global ladder.
What changed with matchmaking?
Riot adjusted how queue priority works depending on how you enter the lobby.
| Queue method | Main priority |
|---|---|
| Find Match button | Shorter wait times |
| Training Mode at a cab | More evenly rated opponents |
Neither method is a separate ranked queue. Both pull from the same player pool and simply weight the algorithm differently. Use Find Match when you want a game quickly, especially during off-peak hours. Queue from Training Mode when match quality matters more than wait time.
Every champion change in patch 1.3.3
This is a targeted balance pass, not a full system overhaul. Riot is reducing the most oppressive pressure sequences before the game moves into maintenance, fixing bugs that affect competitive consistency, and giving a few underperforming characters more reliable tools.
| Champion | Direction | Main takeaway |
|---|---|---|
| Akali | Mixed, leaning nerf | Slower normals, less corner pressure, hitbox adjustments |
| Blitzcrank | Adjustment | Rocket Grab into Handshake Tag more reliable |
| Braum | Mixed, leaning nerf | Ultimate easier to punish; charged Leap hits grounded opponents |
| Caitlyn | Quality-of-life buffs | Rifle Shot, Reload Shot, and mid-air Bola more consistent |
| Ekko | Nerf | Three normals each lose one frame of block advantage |
| Illaoi | Bug fix | Yasuo back throw into tentacle grab now works correctly |
| Jinx | Bug fixes | Charged heavy hitbox corrected, Chompers interactions cleaned up |
| Lux | Mixed | Better Twinkle Spark, Glitter Dive, and Final Spark; lower meter gain |
| Senna | Mixed, leaning nerf | Wraith pressure reduced; Assist interactions improved |
| Teemo | Buff | One frame faster normal recovery; Bushfire gains two frames of blockstun |
| Thresh | Mixed | Dark Passage more reliable; Rake Assist loses rear hitbox |
| Vi | Buff | Vault Breaker and Footwork better against aerial blockers |
| Yasuo | Bug fixes | Double Down and tentacle interaction fixed |
| Ahri, Darius, Warwick | Unchanged | No direct balance changes |
Akali nerfs and adjustments
Akali is one of the two main targets of this patch. Her standing light, crouching light, and a third key normal each gain one frame of recovery, making her pressure slightly easier to challenge. The mid-air heavy and charged heavy have shorter horizontal hitboxes.
The biggest competitive change: Kama Slam's three-hit sequence can no longer cancel into specials or Supers when blocked. That removes a significant number of follow-up options in the corner. Twilight Shroud Perfect Execution also loses the ability to combo into charged mid-air heavy at maximum hitstun decay.
On the upside, her double jump has improved input buffering, and the three-hit heavy sequence has better hit detection at extreme distances.
- Heavy first hit damage: 50 to 40
- Heavy second hit damage: 60 to 65 (total drops from 110 to 105)
- Guaranteed hitstun: 50 to 45 frames
- Final hit meter gain: 12 to 8
Ekko nerfs
Ekko loses one frame of block advantage on three normals:
- Standing light: -1 to -2 frames
- Crouching medium: -5 to -6 frames
- Standing heavy: -3 to -4 frames
One frame sounds small. Against fast characters, it is the difference between a pressure sequence being safe and being interruptible. Review your blockstrings before assuming your usual pressure still works.
For a complete breakdown of Ekko's kit and how these changes fit into his overall game plan, the Ekko champion guide covers his mechanics in detail.
Braum Ultimate nerf
Snax Time receives three simultaneous nerfs:
- Recovery: 42 to 47 frames (five extra frames vulnerable on block)
- Blockstun: 20 to 18 frames (two fewer frames of advantage)
- Ground and air block pushback: reduced
Between the recovery increase and the blockstun reduction, opponents gain seven more frames of punish window before factoring in the reduced distance. If you have been blocking Snax Time and not punishing, that changes now.
Lux adjustments
Lux gets better neutral tools and combo consistency but pays for it with lower meter generation and reduced Super damage.
- Twinkle Spark: Two frames less recovery
- Light Geyser blockstun: 14 to 15 frames
- Mid-air Glitter Dive hitstun: 32 to 40 frames (eight-frame gain)
- Final Spark third hit damage: 100 to 125
Meter generation nerfs:
- Charged heavy second hit: 7 to 6 meter
- Rainbow Rain initial hit: 4 to 2 meter
- Light Geyser: 5 to 4 meter
Lucent Singularity Super loses 15 initial hit damage (40 to 25) and gains 10 on the final laser (40 to 50). Combo scaling now applies only to the initial and final hits, making it less efficient when inserted late into a heavily scaled sequence.
Brilliant Revelation Ultimate drops 10 damage (480 to 470) and loses four frames of blockstun (38 to 34). Recheck your Super routing.
Vi buffs
Vi's improvements focus on aerial interactions that previously felt unreliable:
- Mid-air Vault Breaker: two frames less landing recovery on miss
- Charged mid-air Vault Breaker: same two-frame recovery improvement
- Vault Breaker air block pushback: increased on both versions
- Footwork into charged attack air blockstun: 20 to 28 frames (eight-frame gain)
The Footwork change is the most impactful. Airborne opponents can no longer easily escape that pressure with movement alone. For Vi players who found aerial interactions inconsistent, these fixes should make a noticeable difference in actual matches.

Vi's aerial pressure is more reliable
What are the core gameplay bug fixes?
These fixes are smaller than adding two champions, but several of them directly affect competitive outcomes.
| System | Fixed issue |
|---|---|
| Limit Strike | Bonus was missing when defeating an opponent's second champion |
| Tag Launcher | One frame less hitstun than intended in combos without launches |
| Corner defense | Unintended cross-ups after Break or Getup Attack |
| Break / Fury Break | One frame less hitstun when used by player one |
| Throw tech | Teching a throw removed two seconds from the Teamfight timer |
| Training Mode | Restored save states failed to reapply some reversals |
| Input handling | Light and heavy inputs could stay held after entering a new match |
| Fury Eject | Stage-side differences allowed unintended cross-ups |
| Random counterhit | Did not produce genuinely random counterhits |
The Tag Launcher hitstun fix and the Limit Strike bonus correction are the two most likely to affect real matches. A single missing frame of hitstun can break a combo link that looked correct in practice.
Quality-of-life changes
Three smaller additions round out the patch:
- Offline Input Delay setting: Found at Settings > Gameplay > Input. Applies only to offline modes. Riot recommends keeping the default at three frames for PC players.
- Training Mode memory: Online Training Mode now loads your most recent offline Training Mode settings automatically.
- Casual Lobby visuals: Lobbies have a seasonal appearance for October, and Riot confirmed visuals will rotate periodically from patch 1.3.3 onward.
How many new skins are in patch 1.3.3?
Riot adds 35 skins to the 2XKO Ultimate Bundle across 14 champions. Akali and Yasuo receive the most with five each, followed by Vi with four, and Caitlyn, Ekko, and Jinx with three apiece. Samira gets PsyOps Samira and Sett receives Spirit Blossom Springs Sett.
Existing Ultimate Bundle owners receive the added cosmetics without purchasing the bundle again. Samira and Sett themselves are free for everyone, but their skins are part of the bundle system rather than automatic unlocks.
What happens to 2XKO after patch 1.3.3?
Patch 1.3.3 is the final major content update, not a server shutdown. Riot announced in August 2026 that active development would end by December 2026 after the game did not reach the player engagement required to sustain its original development plans. Riot Games co-founder Marc Merrill stated in a Lemonade Stand interview that the project was too expensive to continue.
The remaining announced schedule:
| Date | Event |
|---|---|
| October 27, 2026 | Patch 1.3.3, Samira and Sett |
| November 6, 2026 | Regular 2XKO communications conclude |
| November 12, 2026 | Patch 1.3.3b target (balance and bug fixes) |
| November 20-22, 2026 | Battle Coliseum Major |
| November 27-29, 2026 | MINDSET 2026 Challenger event |
| Early December 2026 | Possible patch 1.3.5 bug fix patch (tentative) |
| After December 2026 | Long-term maintenance, no additional content patches planned |
Servers stay online after development ends. After the game enters maintenance, all champions will be unlocked for players and most cosmetic items will be bundled. Riot refunded all money spent in 2XKO on or before August 20, 2026.
This is a bittersweet send-off for a fighting game that launched in full on January 20, 2026 across PC, PlayStation 5, and Xbox Series X|S. Six new champions shipped in 2026 alone: Akali in April, Senna and Thresh in June, Lux in September, and now Samira and Sett in October.
What should you practice after patch 1.3.3?
- Try both new champions. Learn a simple combo with each, then explore Samira's Style building and Sett's grab-based pressure. Both are free.
- Retest Akali blockstrings. The Kama Slam cancel removal and recovery changes affect corner pressure sequences that previously felt safe.
- Practice punishing Braum's Ultimate. Seven more frames of total vulnerability on block is a real opportunity.
- Review Ekko's pressure. Three normals are each one frame less safe. If your blockstrings relied on those being neutral or plus, they are not anymore.
- Check Lux and Senna combo routes. Meter generation and damage scaling changes make some optimized sequences less efficient.
- Test Caitlyn and Vi against airborne defenders. Several previously inconsistent attacks now behave as intended.
- Check your LP. Players near 2,900 should understand the leaderboard threshold and inactivity decay before going on a break.
For more character-specific depth across the roster, the full 2XKO strategy guides collection covers individual champions in detail.





