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2XKO Tier List

Fuses Tier List

Updated on Jun 10, 2026
Jun 10, 2026

Overview

This Fuse tier list ranks each Fuse by competitive viability and discusses each Fuse's strengths and weaknesses.

We understand that the team pairing greatly influences a Fuse's strength. However, even with just the 11 champions available in Early Access, there are already 55 unique teams of two.

These rankings reflect overall competitive viability, and take into consideration the strength of champs that synergize best with each Fuse, as well as average assessment of how much benefit each Fuse's unique power offers to a team.

The Best Fuses in 2XKO

Competitive (Broken)
Teamfight
Competitive (High Ceiling)
Freestyle
Competitive (Easier to Execute)
2X Assist
Double Down
Mostly For Learning
Sidekick
Juggernaut

Broken

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After months of Freestyle being the undisputed best overall Fuse, it's suddenly been replaced by the new Teamfight Fuse.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.

Highest Ceiling

Freestyle

Freestyle Fuse brings incredible versatility for both combos and blockstring pressure. Compared the next tier down, Freestyle's capability to break through the opponent's defense is notably superior.

The primary use for Assists in 2XKO is to cover your approach in neutral, increase block pressure, and convert combos. Freestyle allows you to do all of these at a higher average level than any other Fuse.

At the highest level of play, players have solid defense, and landing a hit that you can convert into meaningful damage is your #1 concern. Being able to add an entire extra layer of mixups from a 2nd HandshakeTag makes successfully defending significantly more difficult.

Additionally, Freestyle's 2nd HSTag can be used for combo extensions for extra damage when you don't need to use your Assist to open up the opponent.

In tournaments and pro-play, you'll see multiple players running Freestyle teams in every top 8.

The only real downside of Freestyle, is that its peak damage from an individual combo is generally lower than Double Down, but for most teams, the benefits outweigh the consequences.

Easier to Execute

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 SuperTag, 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.

SuperTag 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.

Mostly For Learning

Juggernaut and Sidekick

The two Fuses that share the similarity of being limited to a single Point champ have not seen any notable competitive success at this moment. That being said, there are sightings of players using these still, even at Diamond through Grandmaster.

Juggernaut and Sidekick are purposely balanced to avoid being extremely overpowered, making it easier for newer players to pick up 2XKO. Learning how to pilot a single character instead of two characters is literally half the work.

Because you have access to Assists, Sidekick is better for transitioning to one of the three main Fuses.

Juggernaut has the mega benefit of having immediate access to Fury, and every champ has touch of death Fury combos. Even though neither of these Fuses has had much presence in high-level play, it doesn't mean that they aren't still decently strong.

We've seen players climb to GM with only using Juggernaut or Sidekick, so the takeaway here is not that they are too weak to use. Only when compared to the top 3 Fuses, there are notable weaknesses to limiting yourself to a single point champ.