2X Assist
When you are piloting champs that have outstanding Assists like
Illaoi or
Warwick,
2X Assist can take your team from good, to oppressive.
Anytime you call Assist, the opponent has to be cautious of getting caught by the second attack. This gives you a nice window of time with added pressure, where you can take advantage of the other player's hesitation.
If they decide to keep up the aggression anyway, you can often get the punish with your second Assist.
2X Assist also greatly extends your Point champs block pressure and enables them to repeatedly mix up the defending opponent before the opponent has a chance to counterattack. Having two Assists leaves very few openings in your offensive pressure.
Considering how vital keeping or taking your turn is in competitive play, it's no mystery as to why
2X Assist is such a strong Fuse.
Double Down
Of the main 3 Fuses, Double Down is likely the most team-specific Fuse.
Although not every champ has good synergy with the
Double Down Super combos and Super
Tag, the ones that do make it look like the most busted mechanic in 2XKO.
If you've watched any pro-level
Teemo +
Ahri team use
Double Down, then you know exactly what we are talking about. They can dump two Supers each in one combo for a four Super combo, resulting in extremely high damage.
Tournament matches can be decided by a single successful hit that converts into a big
Double Down Super combo.
Super
Tag is also very effective at creating block pressure and mixup opportunities, similar to
Freestyle and
2X Assist. The only downside is that the Fuse is entirely dependent on Super meter resource.
Teamfight
After months of
Freestyle being the undisputed best overall Fuse, it's suddenly been replaced by the new
Teamfight Fuse.
Teamfight is easily the most broken and overpowered mechanic to ever exist in 2XKO since the earliest Alpha Lab iteration. At a base level, compared to
Double Down, there is no damage scaling during the combos or Supers. Other than the cost of 1 bar of Super from both the Point and Assist champion, there is essentially no benefit of ever using
Double Down over
Teamfight for the purpose of high damage Super combos.
Moreover, the most busted qualities of
Teamfight are that the activation cancels recovery lag on the Point champion's attack, the Assist is immediately actionable, there is no cooldown to reactivate, it can be activated while the Assist is on cooldown, 7 seconds of constant pressure is extremely difficult to successfully defend against, and even correct blocking can result in taking a massive amount of chip damage.
The long combos also build a ton of meter, which allows near infinite looping of
Teamfight uses. Although these extended combos also build a ton of Break meter for the defender, Breaking against a Teamfight user is a big risk. Only one champion needs to be not in the middle of an attack to block the Break. Additionally, if you Break outside of
Teamfight use, the activation cancels all recovery frames, and the screen freeze gives plenty of time to reactively block if you see a Break happening.
Overall,
Teamfight in its current state either needs rebalancing or it will dominate high-ranked and competitive play to such a degree that all other Fuses will be seen as unviable once pro have time to optimize it use.