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.
Synergies
Classes
Class | Effect | Champions | Items |
---|---|---|---|
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 ability 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.
|
Origins
Origin | Effect | Champions | Items |
---|---|---|---|
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 ability 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 ability 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
Champion | Tier | Origin | Class | Ability |
---|---|---|---|---|
2 | Orb of Deception | |||
2 | Galaxy Shield-Blast | |||
3 | Enchanted Crystal Arrow | |||
5 | Mobilize the Fleet Active: Launches fighters that fly out to random enemies, each dealing 100 / 150 / 750 AP magic damage and then return to him. Launches all ready fighters plus 3 additional when he casts. Fighters randomly target enemies. | |||
2 | Rocket Grab | |||
1 | Ace in the Hole Active: Takes aim at the furthest enemy for 1.1 seconds, firing a deadly bullet towards them that deals 750 / 1500 / 2250 AP magic damage to the first enemy it hits. | |||
4 | Rupture Active: After a 1.5-second delay, ruptures a 2-hex circle dealing 150 / 200 / 1000 AP magic damage and knocking up all enemies within, stunning them for 2 / 2 / 4 seconds. | |||
2 | Dreadnova Guillotine Active: Dunks an enemy in 3-hex range, prioritizing his attack target, dealing 400 / 500 / 750 AP magic damage, doubled against enemies below 50% health. If this kills the target, he immediately casts again. | |||
5 | Chronobreak Active: Shatters the timeline, freezing all units in time before attacking each enemy, dealing 225 / 400 / 2000 AP bonus magic damage and applying on-hit effects. Ekko cannot die while he has stopped time. | |||
3 | E.M.P. Active: Fires an electromagnetic pulse at a random enemy that explodes on impact in 2-hex radius, dealing 200 / 300 / 600 AP magic damage to all nearby enemies and increases the cost of their next spell cast by 40%. | |||
1 | Riposte | |||
4 | Chum the Waters | |||
5 | Orbital Strike Passive: Upgrades: • 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 0.3 / 2 second delay, dealing 50% bonus damage. Active: 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 | |||
4 | Bladesurge Active: Dashes past her target in 3-hex range, basic attacking them for 175 / 250 / 500% AP physical damage. If this kills the target, she casts again immediately at the enemy with the highest mana. | |||
1 | Ageless Standard Active: Calls down his standard to a nearby location, granting all nearby allies in 3-hex radius 65 / 75 / 85% AP bonus attack speed for 6 seconds. | |||
3 | To the Skies! Active: Jumps into the air and slams his hammer, dealing 450 / 600 / 1200 AP magic damage to nearby enemies in 1-hex radius. | |||
4 | Whisper Passive: Converts every 1% bonus attack speed he has into 0.8 bonus attack damage. Additionally, every fourth basic attack deals 244 / 344 / 4444% AP physical damage. | |||
4 | Get Excited! Passive: After her first takedown, gains 60 / 75 / 100% bonus attack speed. After her second takedown, swaps to her rocket launcher, causing her basic attacks to deal 125 / 200 / 750 AP bonus magic damage to all enemies adjacent to her target. | |||
2 | Missile Rain | |||
3 | Inspire | |||
3 | Force Pulse | |||
4 | Divine Ascent Active: Ascends until the end of combat, causing her basic attacks to launch waves that deal 125 / 200 / 600 AP bonus magic damage to enemies. | |||
1 | Taste their Fear | |||
1 | Cyber Barrier | |||
2 | Relentless Pursuit Active: Dashes away from the current target and then attacks twice. The first attack is a standard basic attack that deals physical damage, while the second deals 150 / 200 / 375 AP magic damage. | |||
5 | Mass Polymorph | |||
3 | Lurid Binding | |||
1 | Energy Shield | |||
3 | Chosen One | |||
5 | Bullet Time Passive: Upgrades: • 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. Active: 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. | |||
2 | Indestructible | |||
3 | Pop Blossom | |||
1 | Buckler Toss | |||
2 | Grand Entrance | |||
3 | Flamespitter Active: 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. | |||
3 | Deceive Active: Teleports and backstabs his target, dealing 200 / 225 / 250% AP physical damage, while also critically striking. | |||
2 | Future's Refuge | |||
2 | Aria of Perseverance | |||
4 | Wish | |||
3 | Unleashed Power Active: After 0.75 seconds, pulls in all orbs on the battlefield and creates 3 new ones, then fires them all at the enemy with the most current health, dealing 100 / 150 / 250 AP magic damage per orb. | |||
5 | Temporal Passage Active: Tosses his lantern towards 1 / 1 / 9 random units on your bench, pulling them into combat and granting them 25 / 50 / 200 AP bonus mana. Traits are unaffected. | |||
1 | Wild Cards Active: Throws three cards in a cone that deal 200 / 300 / 450 AP magic damage to each enemy they pass through. | |||
4 | Lifeform Disintegration Ray Active: Channels a 4-hex ray of energy that sweeps across the battlefield in a 60° cone, in 1400 range with 200 width range over 2 seconds, dealing 450 / 600 / 2000 AP magic damage each second with each tick of damage occurring every 0.25 seconds to enemies hit. | |||
3 | Assault and Battery Active: Charges in 1000 speed at the farthest enemy, dealing 150 / 200 / 500 AP magic damage and knocking aside all enemies for 0.25 seconds along the way. Upon reaching her target, deals 400 / 600 / 1200 AP magic damage and knocks them up for 2 / 2.5 / 3 seconds. | |||
4 | Cyclone | |||
1 | Deadly Plumage Active: Creates a storm of feather-blades, gaining 100 / 125 / 150% AP bonus attack speed for 8 seconds. | |||
5 | Abyssal Bombardment | |||
2 | Three Talon Strike | |||
2 | Last Breath Active: Blinks to the furthest enemy within (attack range + 2) hexes and knocks them up, holding them airborne for 1 second and hitting them 4 / 5 / 6 AP times, dealing basic attack damage and applying on-hit effects with each hit. | |||
1 | Bomb! | |||
1 | Sleepy Trouble Bubble |
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