At EVO 2026, we had the opportunity to sit down with Mike Henry, Creative Lead for 2XKO at Riot Games, for an inside look at the game’s development.
During the interview, we discuss the character creation process, Riot’s approach to developing skins, the future of 2XKO, and much more. Mike also shares behind the scenes insight into how the team brings ideas to life and the philosophy that guides many of the decisions players see in-game.
It’s an informative conversation that gives fans a deeper look at 2XKO and offers new perspective on the development process that we haven’t heard discussed in this level of detail before.

With more than 170 League of Legends champions to choose from, building the roster for 2XKO is about more than selecting the most recognizable names. Each character needs a distinctive fighting style, a strong fantasy and a clear reason to exist within the larger roster.
If you’re excited for 2XKO, this is an interview you won’t want to miss. Be sure to check out the full conversation on the video above or the LVLONE Gaming YouTube channel.
Turning League Champions Into Fighting Game Characters
Francisco: With such a large League of Legends roster, how do you decide which characters belong in 2XKO and how their movesets should work?
Mike Henry: It starts with deciding who we are going to make. League of Legends has around 173 champions, so we have this huge pool that we have to narrow down. We look at who will be viable in a fighting game and who would be interesting to develop for one.
We create what we call champion pods, which are groups focused specifically on making one champion. Within that, we have our DNA process, which brings design, narrative and art together.
The team looks at what the game is missing, what archetype the character could fill and which parts of their League fantasy can transfer into 2XKO. From there, it becomes a highly iterative process involving design documents, prototypes and multiple rounds of testing.

Francisco: Do you develop several characters before deciding which one moves forward?
Mike Henry: We generally do not partially develop a character and then shift to another one because it takes so much time and effort to make them.
We go through the champion selection process, weigh several factors and then commit. We trust the team to find something exciting within whichever champion is selected.
One of the most important things they do is take a character from a MOBA and figure out how that character should function in a fighting game.
Expanding the Roster and World
Francisco: Players recently received Senna, Thresh, new stages and nighttime variations. Should they expect that release pace to continue?
Mike Henry: I believe we committed to five characters this year (Six more recently). Players should not necessarily expect releases to happen that close together every time, but we are trying to do more.
We know players want more champions and want us to explore some of the more extreme characters from League of Legends.
Stages also give us a way to show people who may not be familiar with the IP how much variety exists in the world. The more we can explore different locations and ideas, including themed stages like Pool Party, the more players can see what Runeterra has to offer.
Creating Skins That Change the Character
Francisco: The skins in 2XKO go far beyond simple color changes. What determines how far a skin concept can go?
Mike Henry: One of the interesting things about League is that skins are not simply costumes. They can represent different worlds and alternate-reality versions of the characters.

We look at existing skin lines, along with new ideas, and ask what would be exciting for the fighting game community and creatively interesting in general. Once we begin exploring a concept, we determine whether it should become a Mythic skin or fit into one of the other categories.
Sometimes we make that decision early and then change it during development.
Francisco: How early do you have to plan for the different animations, voices and effects that can come with those skins?
Mike Henry: We have a team dedicated to cosmetics, and their work connects with champion development very early.
Even when making the base champion, we have to consider what future skins could mean for rigging, modeling, hitboxes and positioning. The teams work together to determine what is possible and continue modifying the skin throughout development.
Keeping 2XKO Connected to the FGC
Francisco: 2XKO has supported tournaments, prize pools and local events. How has the game’s first major competitive year felt for the team?
Mike Henry: It has been great. Most of our team comes from the FGC, and the last thing we wanted to do was come in and stomp all over the existing competitive scene.
We have been attending EVO, locals and majors for years. We did not want that culture to erode.
People are showing up, playing and having a good time. Most importantly, it still feels authentic, which is what we wanted to maintain.
The Competitive Potential of Duos
Francisco: SonicFox has described Duos as the potential future of 2XKO. How does the team currently view Singles and Duos?
Mike Henry: We want both formats to coexist because players are going to want different things from the game, but we love Duos. It is incredibly fun.
Duos is a unique experience. The victories feel sweeter, and there is something special about working with another player.

When we first tested it internally, we started imagining the stories that could develop around competitive teams. You could have a famous duo that eventually splits up and later competes against each other.
We are not hoping people stop being friends, but that type of competitive drama and dynamic could be really exciting.
How Fuses Add More Ways to Play (added question full video here )
Francisco: What makes a good Fuse, and how do you decide what new options to add?
Mike Henry: Fuses are interesting because they let us add more gameplay diversity without turning every idea into a core mechanic for everyone.
We look at what the game is not currently offering and ask what a Fuse could introduce. Something like 2X Assist can completely change how a team works, but it can remain an option for players who want that experience.

Fuses also create more combinations beyond simply choosing two champions. We want players to feel like there are multiple ways to approach the same team.
At the same time, we do not want to flood the game with too many Fuses. We are still listening to players and trying to find the right balance between offering too much and too little.
Building a Game That Can Last
Francisco: Is the goal for 2XKO to become a game that receives long-term support?
Mike Henry: 2XKO definitely wants to become a forever game, as much as possible.
We are focused on what players are looking for, what we are trying to accomplish and the mission behind the game. We are going to continue doing it for as long as we can.
Francisco: What can the community do to help the game grow?
Mike Henry: More grassroots tournaments, more visibility and more people streaming the game will all help.
It is about people seeing the game, knowing it exists and watching cool moments happen. That can make someone want to jump in and experience it for themselves.
That is one of the reasons we are so happy to be at EVO. Seeing the game on the big stage can create that moment where someone watches it and thinks, “I need to get in there.”

Finding the Right Character for Every Player
Francisco: Some people say they are waiting for the character who finally convinces them to play. How does the team approach that challenge?
Mike Henry: When we listen to players talk about archetypes, we are also listening for the fantasies they want from a character.
When we first showed Warwick, an entire group of people immediately lit up because that was the type of character they wanted.
We choose fighting game characters because of what they can do mechanically, but also because of how they make us feel. We identify with them.
The more we can represent different people, playstyles and character fantasies, the more opportunities we create for someone to find the fighter who brings them into 2XKO.
For us, it comes down to archetypes plus fantasy.

From selecting champions out of League of Legends’ massive roster to adding more strategic freedom through Duos and Fuses, Riot is continuing to shape 2XKO around player choice.
Mike Henry made it clear that new characters and gameplay systems are not being added simply for the sake of more content. Each addition has to fill a need, create a new fantasy or give players another meaningful way to approach the game.
That same philosophy extends to Riot’s relationship with the fighting game community. The team wants 2XKO to grow into a long-running competitive game while still feeling connected to the players, tournaments and local scenes that helped inspire it.
Watch the full LVLONE interview for the complete conversation with 2XKO Creative Director Mike Henry, along with our separate video discussing how Fuses could continue expanding the game.

