2XKO move list and roster — every champion and how they play
2XKOA compact rundown of the current 2XKO roster, signature tools, and the core mechanics that drive team play.

2XKO is a two-on-two tag fighter built around League of Legends champions. The current build features 11 confirmed characters spanning grapplers, rushdown, zoners, and stance-driven duelists. Below is an at-a-glance roster, followed by officially named moves where available and the defining mechanics that shape match flow.
2XKO roster (current)
Champion | Status |
---|---|
Warwick | Confirmed |
Teemo | Confirmed |
Blitzcrank | Confirmed |
Vi | Confirmed |
Jinx | Confirmed |
Braum | Confirmed |
Ahri | Confirmed |
Darius | Confirmed |
Ekko | Confirmed |
Yasuo | Confirmed |
Illaoi | Confirmed |

Officially named moves (per champion)
These are the in-game move names currently surfaced for select champions. Notes like “Air OK” and “Hold OK” indicate air usability or charge properties.
Champion | Official move names |
---|---|
Vi | Blast Shield • Footwork • Vault Breaker (Hold OK, Air OK) • Denting Blows (Can be Mashed) • Crater Maker (Can Hit Off the Ground) • Crater Maker (Air) (Air Only, Can Hit Off the Ground) |
Ahri | Foxfire Leap • Wild Flares • Spirit Rush • Bounce! • Foxfire Blast (Air) • Spirit Rush (Air) • Trickster's Flight |
Ekko | Temporal Slip • Timewinder (Air OK) • Timewinder Toss • Chronostrike (Hold OK, Air OK) • Phase Dive (Hold OK) |
Warwick | — |
Teemo | — |
Blitzcrank | — |
Jinx | — |
Braum | — |
Darius | — |
Yasuo | — |
Illaoi | — |

Character archetypes and signature tools
This table focuses on how each champion tends to play and the standout mechanics that define their gameplan.
Champion | Archetype | Signature tools |
---|---|---|
Warwick | Mobile bruiser | Large, leaping attacks that maul; an install super that unlocks a new set of attacks. |
Teemo | Zoner/trapper | Annoying pressure with survival tools, mushrooms, and blow darts that disrupt and harass. |
Blitzcrank | Grappler | Command grabs and a long-range hook to punish hesitation; slower movement offset by assists. |
Vi | Boxer, agile rushdown | Footwork to weave in and out; Blast Shield that shocks attackers and creates combo opportunities. |
Jinx | — | — |
Braum | — | — |
Ahri | High-mobility rushdown | Exceptionally flexible movement with a multidirectional, attack-capable air dash; chains specials into follow-ups. |
Darius | Heavy hitter | Long-reaching, slow startup specials; applies Wounded to deal extra chip while the foe blocks until Darius or his partner is hit. |
Ekko | All-rounder with time mechanics | Forward Air Hop–style movement; simple special kit; projectile that slows; afterimages from Special 2 enable rewinds and empowered variations. |
Yasuo | Stance/mix with counters | Multiple follow-ups from Quickdraw Stance; can cancel into stance from specials; Wind Wall deletes a projectile, with a follow-up that reflects it. |
Illaoi | Rushdown with summons | Golden totem summons spirit tentacles; Special 2 summons, Special 1 times attacks. One super is a grab series; another summons giant tentacles or upgrades existing ones. Ultimate is invincible on startup and a strong combo ender. |

Core team mechanics that shape move usage
- Dynamic Save: With a full Dynamic Save meter, your partner jumps in and blows the opponent off you during their offense. This also tags your ally in, unless they’re knocked out.
- Fuse (picked before the match, persists for the match):
- 2X Assist: Fire two assists back-to-back instead of one.
- Double Down: Combine your level 1 ultimate with your partner’s level 1 ultimate, then tag them in.
- Fury: Below 40% health, gain bonus damage and a special dash cancel.
- Freestyle: Perform two Handshake tags in a single combo.

Starter combo route that works on most of the cast
If you’re learning a new character, a consistent grounded string is:
Light > Medium > Heavy > Down + Heavy
From there, many characters can jump-cancel or route into aerial hits or a special/super cancel. The exact follow-ups vary, but the basic chain above gives you a reliable confirm into either a launcher or a knockdown that your partner can capitalize on with an assist or Handshake tag.
Picking partners around moves and assists
Assists and tags compensate for slow startups or neutral gaps. A grappler like Blitzcrank benefits from a partner who can force blocks at range so the hook or command grab becomes a real threat. Darius appreciates a fast-firing partner who can start a string safely, then tag him in to cash out with high-damage, slower specials. Teemo’s traps and blow darts support a defensive, screen-control plan; pairing him with a character who can quickly convert a stray mushroom pop into a tag combo helps turn nuisance damage into momentum.

The roster leans into clear identities—from Ahri’s freeform air aggression to Ekko’s rewinds and Yasuo’s stance cancels—so build duos that cover each other’s approach patterns and capitalize on the game’s Fuse options. As new champions roll out, expect those team routes to matter even more than any single move list.
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