An exciting update for 2XKO has just landed, highlighting the latest features from the game’s second Alpha Lab test. Players can look forward to two fresh Fuses: Juggernaut and Sidekick, alongside ranked lobbies, champion mastery, and sweeping gameplay changes. Mark your calendars if you’re in Canada, the USA, or Brazil, as the action kicks off from April 18-20. Unfortunately, the rest will have to wait for their turn.
This test also marks the debut of Jinx for all players, bringing the total to seven fully playable characters as we steadily approach the game’s official release later this year. Tom Cannon emphasized the decision for a smaller scale test to keep things on schedule, while also hinting at more tests in the pipeline—so sit tight!
Now, let’s delve into what’s new. First, we’ve got the Sidekick Fuse. Originally teased by Shaun Rivera, we now have a clear picture: it locks your point and back-up champions in place while boosting your point champ’s health and defense at critical moments. Plus, activating Sidekick grants Double Down, enabling chained supers, and unleashes super assist and fury break right at the start of rounds.
It introduces a playful mechanic too—allowing the support player to time button presses with enemy moves to lessen damage. It adds a layer of strategy and keeps the support engaged beyond just sitting back.
The second star of the show is Juggernaut. Acting as a flipside to Sidekick, it entirely removes tag interactions, focusing the spotlight on a single champion. Like Sidekick, it comes with health perks and defense boosts when health dips below 30%, along with access to fury break from the get-go.
Juggernaut’s unique twist is “Eject,” forcing opponents to sub in their back-up champ, plus a solo Double Down for individual super combos. It seems ideal for honing skills with one champion—a relief for anyone who struggled with juggling two in Alpha Lab 1, myself included.
The universal new mechanic, Fury Break, is another game changer, replacing the old Fury Fuse. It triggers when a champion is knocked out, providing a significant power boost. Choose to dash-cancel an attack, and you’ll trade five seconds of this buff. A strategic tweak that adds layers to gameplay.
Meanwhile, the Pulse Combo Fuse has evolved into a nifty setting you can toggle on during champion selection. It eases new players into auto combos while still allowing access to other Fuses.
As for Ranked Lobbies, they’re introducing a familiar ranking system akin to League of Legends, from Aspirant to Challenger, ensuring players face opponents with comparable skills. It’s a welcome move, especially when the original Alpha Lab mixed veterans and rookies, often to the detriment of the latter.
And there’s more. Push Assist, the removal of Last Stand, new Assist dynamics when down a champion, and limit strike combo enders round out the gameplay changes aimed at dynamic battles. Check out the developer update for deeper insights.
Beyond gameplay, several quality-of-life improvements are being implemented. The control scheme and visual clarity are getting a boost, along with some fresh additions to public and private lobbies. On the cosmetic front, players can dive into a store packed with new skins and finishers, highlighted by the Pool Party styles for Ahri, Darius, and Jinx.
Mastery rewards also make an entrance. By completing specific champion missions, you can snag exclusive cosmetic prizes, including Avatar clothing and more. It’s a call to action for players ready to earn rewards through dedicated play.
Although some of us outside the Americas might feel left out, this testing phase still promises valuable insights, especially regarding these Fuses. Each appears geared towards easing newcomers into the game in distinct ways. It’ll be interesting to see if these changes translate to better retention among players still finding their footing.
How are you feeling about this announcement? Eager to dive into the updates next month? Share your thoughts below!