2XKO roster and archetypes — every launch character explained
2XKOA concise look at the launch champions, their archetypes, and what each brings to 2XKO’s 2v2 tag game.

2XKO pulls familiar faces from Runeterra into a two‑on‑two tag fighter where you pick a pair of champions and swap on the fly. The launch roster hits a range of fighting game archetypes from rushdown and grappler to zoner and trap, with kits that often blur those lines. Synergy matters: your duo should cover matchups, control space together, and convert strays into damage.
2XKO roster (early access launch)
Champion | Archetype | Game plan highlights |
---|---|---|
Ahri | Rushdown | High mobility with air dashes, feints, and fast strings; projectile pressure into charm leaves targets open for big follow‑ups. |
Blitzcrank | Grappler | Long‑range grabs and command throws backed by a Steam resource that modifies specials; wants to force close‑quarters guesses. |
Braum | Bruiser | Armored tools and a massive shield to interrupt strings and absorb hits; simple, hard‑hitting confirms with strong defensive utility. |
Darius | All‑Rounder | Mid‑range, poke‑and‑punish “striker‑style” pressure with heavy normals and reward on follow‑ups; air snatch shuts down jump‑ins. |
Ekko | Mixup | Afterimage/rewind specials for layered offense and baits; Timewinder projectile suspends to unlock high‑damage routes. |
Illaoi | Bruiser | Summons tentacles to deny space and extend blockstrings; thrives in prolonged scrambles where setplay snowballs advantage. |
Jinx | Zoner | Traps and multi‑angle projectiles to screen the stage, force mistakes, and convert poor approaches into punish damage. |
Teemo | Trap | Ambush and shroom setups to booby‑trap routes and chip away at life; brush tricks and movement keep opponents guessing. |
Vi | Rushdown | Explosive approach and corner carry with shielded entries; deceptive reach lets her tag opponents who think they’re safe. |
Warwick | Rushdown | Chase‑down pressure designed to stick to targets and cash out momentum once he’s in. |
Yasuo | All‑Rounder | Stance character (Calm) with multiple exits into strikes, dashes, throws, and pass‑throughs; Wind Wall answers projectiles. |

2XKO archetypes explained
- All‑Rounder: Balanced tools across ranges; flexible responses on offense and defense.
- Bruiser: Close‑range brawlers that can take hits and win trades with sturdy, straightforward damage.
- Grappler: Command grabs and strike/throw pressure that force high‑stakes guesses at close range.
- Mixup: Unpredictable offense with movement layers, left/right or high/low threats, and tricky cancels.
- Rushdown: Aggressive approach, fast buttons, and frame pressure aimed at smothering opponents.
- Trap: Sets hazards that control space over time and funnel opponents into punishable paths.
- Zoner: Controls distance with projectiles and long‑range tools to keep opponents out.
- Striker: Mid‑range emphasis on pokes, whiff punishes, and confirms that reward spacing and timing.

Pick by playstyle (quick suggestions)
- Want constant movement and air control: Ahri.
- Prefer command grabs and high‑reward guesses: Blitzcrank.
- Like armored answers and simple, heavy punishes: Braum.
- Enjoy mid‑range control and big normals: Darius.
- Need layers and feints to open defenses: Ekko.
- Love setplay that snowballs advantage: Illaoi or Teemo.
- Favor screen control from a distance: Jinx.
- Crave direct, in‑your‑face pressure: Vi or Warwick.
- Want depth and stance routes to master: Yasuo.

Building a team: synergy and coverage
In a tag fighter, the best duo covers each other’s gaps. Pair a rushdown point (Vi, Warwick, Ahri) with a partner who controls space (Jinx, Illaoi, Teemo) to create safe entries and sandwich pressure. Or combine a tanky bruiser (Braum) with a mixup threat (Ekko) to punish panic options after a blocked shield. Think in matchups: have at least one answer to zoning, one reliable anti‑air, and a tag route that converts stray hits into stable knockdowns.
Seasonal updates will expand the roster, but the launch cast already supports distinct paths to winning—bullying in close, locking down space, or dancing at mid‑range until it’s time to cash out.

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