Set 3 was added to the public beta alongside the V10.6 content for League of Legends. Titled Galaxies, set 3 features a collection of champions, origins and classes themed around the out of this world and space themes from the League of Legends skin Multiverse.
|Blademasters' basic attack have a chance to trigger 2 additional attacks against their target. These additional attacks deal damage like basic attacks, trigger on-hit and on-attack.|
|Every fourth attacks from Blaster fire additional shots at random enemies. These shots deal damage like basic attacks, apply on-hit effects and can critically strike.|
|Brawlers gain additional maximum health.|
|While at least 2 Demolitionists are in play, all Demolitionist's spells stun for 1.5 seconds, once per spell cast.|
|Infiltrators gain bonus attack speed for 6 seconds at the start of combat, refreshed on takedown.|
|While at least 2 Mana-Reaver are in play, Mana-Reaver's attacks increase the cost of their target's next spell cast by 40%.|
|While a Mercenary is in play or on the Bench, players will have the opportunity to access the 8 Spell Upgrades pool of their Mercenary, each upgrades only appears once purchased.|
Each Mercenary type can be upgraded up to 3 times.
Selling Mercenarys does not revert to Spell Upgrades later.
|All allies gain bonus magic resistance.|
|Protectors gain a shield based on their health for 4 seconds whenever they cast a spell. The shield doesn't stack.|
|While at least 2 Snipers are in play, Snipers deal 15% increased damage for each hex of distance between themselves and their target.|
|All allies gain spell power.|
|Starships gain 40 mana per second, continuously maneuver around the board, and are immune to movement impairing effects, but can't basic attack.|
|Vanguards gain bonus armor.|
|All allies heal based on damage dealt with spells and attacks.|
|All allies gain 15% bonus attack speed at the start of combat and then every few seconds.|
|Cybernetics with at least one item gain bonus health and bonus attack damage.|
|When a Dark Star unit dies, all other Dark Star units gain bonus attack damage and spell power.|
|While at least 3 Mech-Pilots are in play, at the start of combat, three random Mech-Pilots are merged into a Super-Mech until it dies. The Super-Mech has the Traits of its Pilots, as well as 3 random items from among them. When the Super-Mech dies the Pilots are ejected and they continue to fight.|
|At the start of combat, Rebels gain a shield and bonus damage for each adjacent Rebel. The shield lasts for 8 seconds. The shield does not scale with spell power.|
|Whenever a Space Pirate lands a killing blow on a champion there is a chance to drop extra loot.|
|Whenever a Star Guardian casts a spell, an amount of mana is evenly distributed among all other Star Guardians.|
|While at least 2 Valkyries are in play, Valkyries basic attacks and spells always critically strike targets below 40% health.|
|While at least 3 Void units are in play, basic attacks and Special Abilities from Void units deal true damage.|
List of champions
|2||Orb of Deception|
|3|| Enchanted Crystal Arrow|
Fires an arrow at the farthest enemy that explodes on the first enemy hit, dealing 250 / 350 / 700 (× AP) magic damage to all nearby enemies and stunning them for 2 seconds.
|5||Mobilize the Fleet|
|1||Ace in the Hole|
Enters a defensive stance for 1.5 seconds, becoming immune to damage and enemy spell effects. Upon exiting the stance, deals 200 / 300 / 450 (× AP) magic damage to the closest enemy, favoring her attack target, and stuns them for 1.5 / 1.5 / 3 seconds.
|4||Chum the Waters|
|5|| Orbital Strike|
• Larger Area: Increases impact area to a 4-hex radius.
• Faster Impact: Reduces the delay to 0.3 seconds.
• Two Strikes: Impacts a second time after / second delay, dealing 50% bonus damage.
Calls down a large orbital strike around 3-hex his target after 2 second delay, dealing 450 / 600 / 9001 (× AP) magic damage to all enemies in that area.
|1|| Smoke Grenade|
Launches a smoke grenade toward the enemy with most attack speed. The grenade explodes on impact dealing 150 / 200 / 400 (× AP) magic damage to nearby enemies and causing their attacks to miss for 2 / 3 / 5 seconds.
|3||To the Skies!|
|3|| Force Pulse|
Releases a wave of energy in front of him, dealing 250 / 400 / 800 (× AP) magic damage and disarming all targets hit for 2.5 / 3 / 3.5 seconds.
|1||Taste their Fear|
|5|| Mass Polymorph|
Polymorphs the 2 / 4 / 12 nearest enemies for 3 / 3 / 8 seconds, rendering them unable to attack or cast, and causing them to hop around aimlessly. Polymorphed enemies take 5 / 10 / 25% (× AP) increased damage from all sources.
|3|| Lurid Binding|
Fires a sphere of darkness towards the farthest enemy that passes through enemies, dealing 200 / 300 / 600 (× AP) magic damage and stunning them for 1.5 / 2 / 2.5.
|5|| Bullet Time|
• Larger Cone: Fire in a larger cone of 60°.
• Shield: Grants a 400 / 700 / 1000 (× AP) health shield on cast.
• More Waves: Fire 5 more bullet waves.
Channels and fires 12 waves of bullets in a 45° cone at the farthest target for 2.25 seconds, dealing 60 / 80 / 999% (× AP) of target's maximum health in magic damage to all enemies within over the duration.
|3|| Pop Blossom|
Leaps into the air and slams into the ground, dealing 200 / 275 / 550 (× AP) magic damage and stunning all nearby enemies in 2-hex radius for 1.5 / 2 / 2.5 seconds.
Torches his enemies, dealing 350 / 500 / 1000 (× AP) magic damage in a 2-hex cone over 3 seconds with each tick of damage occurring every 0.25 seconds, and applying Grievous Wounds on them for 5 seconds.
|2|| Future's Refuge|
Creates a zone around himself that follows him for 2.5 / 3 / 5 seconds, allowing adjacent allies to dodge all incoming basic attacks. While active, he gains 15 / 30 / 45 (× AP) bonus magic resistance.
|2|| Aria of Perseverance|
Heals 2 / 3 / 4 injured allies for 150 / 200 / 300 (× AP) health and cleanses them of stuns.
|4||Lifeform Disintegration Ray|
|3||Assault and Battery|
|5|| Abyssal Bombardment|
Transforms, summoning meteors to strike random foes in place of his normal attacks for 6 / 8 / 45 seconds. Meteors deal 300 / 400 / 2500 (× AP) magic damage upon impact and if they kill their target, all adjacent enemies take 75 / 100 / 625 (× AP) magic damage and are stunned for 1.5 seconds.
|2|| Three Talon Strike |
Quickly strikes his target three times, dealing basic attack damage and applying on-hit effects. The third strike knocks his target up for 1.5 seconds and deals 200 / 275 / 375 (× AP) bonus magic damage.
|1|| Sleepy Trouble Bubble|
Kicks a bubble at the enemy with the most current health, stunning them for 2 / 2.5 / 4 seconds and dealing 200 / 275 / 400 (× AP) magic damage.
Set 3 Trivia
- Most champions have one Class and one Origin, with a few exceptions:
- , and have two classes.
- The majority of champions within Set 3 can be seen wearing a skin.
- The only champions that are wearing their default skin, Void origin. , and , have the