Set 3 mid-set update was added to the public beta alongside the V10.12 content for League of Legends. Titled Galaxies: Return to the Stars, set 3 mid-set update features a collection of champions, origins and classes themed around the and 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.|
|Ally true damage while all other ally basic attacks are converted to magic damage.basic attacks are converted to|
|Protectors gain a shield based on their health for 4 seconds whenever they cast a spell. The shield doesn't stack.|
|Snipers deal 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.|
|While at least 3 Astros are in play, reduce your Astro units' mana costs by 30.|
|Upon dealing or taking 10 instances of damage, Battlecast units heal if below 50% health, or deal magic damage to the nearest enemy if above 50% health.|
|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 an ally unit dies, all 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 with 35% health 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.|
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 200 / 275 / 500 (× AP) magic damage to all nearby enemies and stunning them for 2 seconds.
|5||Mobilize the Fleet|
|1||Ace in the Hole|
Shatters the timeline, freezing all units in time before attacking 5 / 7 / 20 times, dealing 100 / 150 / 2000 (× AP) bonus magic damage, applying on-hit effects and slowing their attack speed by 50% for 7 seconds. Each strike targets the highest attack speed enemy and can target the same enemy multiple time. Ekko cannot die while he has stopped time.
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!|
|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|| Pop Blossom|
Leaps into the air and slams into the ground, dealing 150 / 250 / 500 (× AP) magic damage and stunning all nearby enemies in 2-hex radius for 1.5 / 2 / 2.5 seconds.
|1|| Unspeakable Horror|
Terrifies his target, stunning them with fear for 2 / 2.5 / 4 seconds and dealing 200 / 250 / 400 (× AP) magic damage over the duration.
Torches his enemies, dealing 500 / 750 / 1500 (× 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.
Teleports and backstabs his target, dealing 250 / 275 / 300% (× AP) AD physical damage, while also critically striking.
|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.
|4|| Satellite Traps|
Scatters 3 traps around the nearest enemy. When an enemy nears a trap, or after 3 seconds, it explodes on nearby enemies dealing 125 / 175 / 550 (× AP) magic damage, knocking them down, and slowing them for 3 seconds.
|5|| Fear Beyond Death|
Fires a drill at the farthest enemy in his attack range, reeling them in over 1.5 seconds. Once they reach him, he repeatedly deals 2000 true damage very quickly until they die. The damage is not preventable and the target cannot be revived. After each successful cast, the mana cost of this ability is reduced by 10 / 20 / 90 (× AP).
|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.
|2||Contempt for the Weak|
|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 3.5 Trivia
- Most champions have one Class and one Origin, with a few exceptions:
- and have two classes.
- All champions within Set 3.5 can be seen wearing a skin.