Update 1.0.1 marks 2XKO's first balance adjustment, focusing on combo stability, fairness, and improving the combat experience for each champion.
| General | Strengths (Buffs / Enhancements) | Weakness (Nerf) |
| Ahri | - Stable combo in air and ground.
- Spirit Rush moves smoother.
- Hyper Spirit Rush damage slightly reduced (−9).
| - Reduced neutral combo ability.
- Spirit Rush cannot be followed up if the first hit misses.
- Light attacks start 1 frame slower.
- Spirit Rush Assist's hitbox is larger.
- Stun duration when blocking is reduced by 1 frame.
|
| Blitzcrank | - Fixed Fury Dash bug.
- Steam effects do not disappear during 'screen freeze'.
- Fixed scoring error when counterhit.
- Normalized mid-air throw damage (210).
- Rocket Grab is easier to combo.
| - Air Command Grab can no longer be used too close to the ground.
- Removes block combo that connects directly to Air Command Grab.
|
| Braum | - Bug fixes and stability improvements.
- Main shield and support shield are wider.
- Charge and basic attack damage increased.
| – |
| Darius | - Increase backdash speed.
- Bleed damage from basic attacks increased.
- Many technical errors are fixed.
| – |
| Ekko | - Increased Assist hitbox.
- Reduced knockback when using Chronostrike mid-air for more consistent combos.
| - Timewinder is made 'riskier' to use.
|
| Illaoi | - Increased tentacle attack hitbox width.
- Charge causes wall collision effect.
- Training mode has added tentacle option.
| – |
| Jinx | - Added ability to cancel Pow Pow to Fishbones.
- Adjust Fishbones' inertia mid-air to open up new combos.
- Fixed Zap!'s hitbox.
| - Super move 'P'Choo Bang Pew Pew Boom Boom' reduces damage by ~20%.
- Fixed some minor combo loops.
|
| Vi | - Fixed character locking error when changing pairs (Tag).
- Improved collision and frame errors.
| – |
| Yasuo | - Adjusted hurtbox and combo to avoid low profile.
- Optimized Turbulent Wind's uptime when juggling.
| - Wind Wall cooldown is 4 frames longer.
- Some combos are shortened or no longer guaranteed.
|
Patch 1.0.1.1 continues to refine balance, focusing on combo stability and nerfing champions that were too strong after patch 1.0.1.
| General | Strengths (Buffs / Enhancements) | Weakness (Nerf) |
| Ahri | - Improved combo stability in the air and on the ground.
- Increase hitstun to keep opponents closer.
- Foxfire Rain Assist increases block stun duration.
- Larger charm hitbox.
- Spirit Rush travels further, mid-air combos are easier.
| - Slightly reduces movement speed and knockback.
- Keep damage reduction from previous version.
|
| Blitzcrank | - Slightly increased Kara Command Grab distance.
- Move with Steam holds opponent closer to connect Super.
- Rocket Grab and Air Purifier work more stable.
| - No damage reduction, but still keeps the limit for Air Grab.
|
| Braum | - Main shield and wider support.
- The normal attack is stronger.
- Glacier Breaker and Winter's Ride stun longer with Assist.
| – |
| Darius | - Backdash speed slightly increased.
- Bleed effect from normal attacks is stronger.
| – |
| Ekko | - Timewinder falls slower → adds cooldown.
- Timewinder cooldown increased from 41 → 47 frames.
- Super Mega Timewinder reduces block stun by 2 frames.
- Reduces advantage when throwing opponents to eliminate 1-frame combos.
- Tangled Timeline ends when the opponent falls.
| - Obvious nerf to Timewinder and Super.
- Completely remove the Tangled Timeline combo.
|
| Illaoi | - Adjusted average skill launch speed to differentiate between hits.
| - Increases the startup frame of medium abilities by 1.
|
| Jinx | - Nerf super power Zaaaapp!
- The final hit has a higher damage reduction factor.
- The combo after Zaaaap! is shorter.
| - Nerf heavily into damage and combo ability after super move.
|
| Vi | - Reduced vertical hitbox.
- Increases height and thrust range when attacking airborne opponents.
- Flying Knee hitbox is higher.
- Vault Breaker damage −5.
- Slightly increased charge follow-up damage.
| - Vault Breaker is 5 damage weaker.
- Changing the hitbox can make old combos less stable.
|
| Yasuo | - Maximum health reduced from 1000 → 975.
- Many basic attacks and skills have increased start-up time.
- Steel Tempest and aerial attacks have longer cooldowns.
- Settling Gale from +2 blocks → −7 blocks.
- Limit hitbox/hurtbox to reduce neutral mobility.
| - Heavy nerf: reduced health, reduced frame advantage, increased recovery on many core skills.
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Did your favorite champion get 'nerfed', or are you an Ahri main who just got a huge buff?
Share your thoughts in the comments section below.