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Fuse System Guide

All five Fuse modifiers explained — when to pick 2X Assist, Double Down, Freestyle, Juggernaut, or Sidekick

Beginner 8 min read

What is a Fuse

A Fuse is a team-style modifier chosen at champion select. Once the match starts, it cannot be changed. Fuses are independent of champion choice and define the core way the team operates together.

As of May 2026, five Fuses are available to all players (plus Teamfight, exclusive to Duo teams).

Double Down (Recommended: Beginners)

The Fuse where both champions use supers together.

Effect: When you use a super, the assist champion simultaneously fires their own super. The assist champion chooses which super to use independently.

Strengths:

  • Extremely simple to execute (one super input)
  • Effectively doubles the value of the super meter
  • Generates big impact without needing deep tag knowledge

Weaknesses:

  • Requires good super meter management since timing matters
  • The simplicity means experienced players can anticipate it

Recommended for: Beginners, players who prefer straightforward execution


2X Assist (Recommended: Intermediate)

The Fuse that lets you use two assist attacks back-to-back.

Effect: A single assist call becomes two consecutive assist actions. To perform the second assist, input direction + T roughly when the first assist action finishes.

Strengths:

  • Significantly extends combos with two assist hits
  • Creates two-layer pressure that's hard to block
  • Opens up creative combo routes

Weaknesses:

  • The timing window for the second assist is strict
  • Requires deeper understanding of the assist champion's moves

Recommended for: Intermediate players who want to push combo damage and assist usage


Freestyle (Recommended: Advanced)

The Fuse that enables two extra handshake actions per assist call.

Effect: Each assist call allows two additional handshake transitions. This unlocks new combo routes, mix-up options, and oki setups.

Strengths:

  • The widest variety of combos and mix-ups of any Fuse
  • Creates setplay that is extremely difficult to counter
  • Adds an entirely new dimension to offense

Weaknesses:

  • Hardest of all five Fuses to learn
  • Requires in-depth knowledge of both champions' moves
  • Timing is extremely strict

Recommended for: Advanced players, FGC veterans, players willing to invest in deep learning


Juggernaut (Recommended: FGC Veterans)

The 1v2 Fuse that removes the assist entirely.

Effect: The assist champion is completely removed. In return, the point champion is enhanced:

  • Max HP +20%
  • Damage reduction +25% at 500 HP or below

Strengths:

  • No need to manage two characters simultaneously
  • Remarkable staying power when at low HP
  • Feels closer to a traditional 1v1 fighting game

Weaknesses:

  • Gives up the biggest tool in 2XKO — assists
  • Fewer combo routes and mix-ups than assist-based Fuses
  • No screen-control pressure from an assist

Recommended for: Traditional FGC players who want to focus on one champion, players not ready for assist management


Sidekick (Recommended: Newcomers)

The safety Fuse where the assist champion cannot be KO'd.

Effect: The assist champion cannot be KO'd or tagged to. The assist champion still has unique tools to support the point champion.

Strengths:

  • No risk of losing the assist champion
  • Still provides some level of assist support
  • Allows gradual learning of 2XKO mechanics one step at a time

Weaknesses:

  • Assist tools are more limited than Double Down
  • Does not teach full assist-based offense

Recommended for: Brand new players worried about managing two characters


Teamfight (Duo Only)

A Fuse exclusive to Duo teams playing together.

Effect: Both players can be active on screen at the same time, fighting side by side simultaneously.

Note: Cannot be used in solo play. Requires a Duo partner.


Fuse Selection Summary

Fuse Difficulty Style Best For
Double Down ★☆☆ Simultaneous super Beginners
Sidekick ★☆☆ Safe assist Newcomers
Juggernaut ★★☆ Single character power FGC veterans
2X Assist ★★☆ Double assists Intermediate
Freestyle ★★★ Maximum freedom Advanced

Start with Double Down or Sidekick, then graduate to Freestyle or 2X Assist as you develop confidence with the core systems.