Odyssey: Extraction was a temporary game mode released to commemorate the Odyssey event and the release of the first Odyssey skins. The mode was available from September 12th to October 8th, 2018.[1]
The game mode also featured its own Announcer pack, voiced by the characters that appear in the Odyssey universe (, , , , and ).
Description[]
Overview[]
- Map: Crash Site 5vE
- Mode: Co-op vs AI
- Win Condition: Defeat a series of monsters, culminating into a large Boss Fight against .
The Odyssey game mode has five different queues — from easiest to hardest there is:
- Intro
- Cadet
- Crewmember
- Captain
- Onslaught
You can start playing on the lowest difficulty (Intro), and to unlock following difficulties you have to win a game on the previous difficulty or join a friend that already has done so.
Champion Select[]
In this gamemode you can only play as an Odyssey champion. All the Odyssey champions are available (excluding
), and when selecting a champion the Odyssey skin is automatically selected. When a champion is selected more than once, each same champion has a different chroma.Summoner spells & Runes[]
Exclusive to this gamemode are two available summoner spells,
and . In this game mode, you do not have access to runes, instead you can edit your Augments.Augments[]
- Each time you play the mode, you can earn augments for the characters. You keep these for the duration of the event and equip them between games. Augments have various powerful effects.
- You unlock extra augment slots as you complete missions over time. You can get up to 5 slots and 15 augments per character.
- Each champion has passive augment (innate bonuses) that takes one slot and that cannot be removed.
- A "catch-up" augment bundle is available from September 17 – October 8. The bundle includes all augments for either 10,000, but each augment owned reduces the RP price by 8, down to a minimum price of . or
Augment | Effect |
---|---|
The Pilot (Innate) |
|
Antsy |
While Jinx has | , she can cast infinitely.
Eager |
Whenever Jinx or one of her allies casts an ultimate, she gains | .
Barrage |
For every stack of | fires 2 additional rockets to enemies near her target. The bonus rockets deal 40% damage.
Slow-Slow |
slows enemies by 25% for 1 second and shreds 2 armor and 2 magic resistance, stacking up to 20 times. |
Whalebones |
rockets no longer cost mana and its bonus attack range and explosion size are doubled. |
Runaway |
no longer stops on the first target hit, and deals 40% bonus damage for each successive target hit. |
Splitter |
fires 2 additional beams in a spread shot. Multiple hits on a target deal 50% damage. |
Tag! |
slows for twice as long and Jinx's first basic attack on a target is an automatic critical strike and has unlimited attack range. |
Bamboozle |
Jinx tosses 9 | in a circle around herself and deal 15% bonus damage.
Hoppers |
hop towards enemies and reduce remaining cooldown by 10% for each enemy hit. |
Scorcher |
root for twice as long, up to 3 seconds, and while rooted enemies take 30% bonus damage from all sources. |
Arsenal |
Jinx now carries 3 | in her arsenal, and they recharge 25% faster.
Comet |
Instead of exploding on contact, slows enemies by 40% and burns them for 100 / 200 / 300 (+ 120% AD) (+ 60% AP) physical damage each second. | leaves a fire trail for 6 seconds that
Plan:A |
Ability hits deal 50 (+ 50% bonus AD) (+ 30% AP) bonus true damage over 2 seconds and casting abilities grant a stack of . |
Plan:Z |
Items that grants armor, magic resistance, or health grant 25 bonus attack damage and 25 ability power. |
Augment | Effect |
---|---|
The Muscle (Innate) |
|
Berzerker |
Whenever a shield on Malphite breaks, he gains 120 base attack damage, 60% bonus attack speed and 60% bonus movement speed for 4 seconds. |
Volatile |
Whenever a shield on Malphite breaks, it deals 200 (+ 20% armor) (+ 35% AP) magic damage and slows nearby enemies by 50% for 2 seconds. |
Landslide |
deals 100% bonus damage and when it hits its primary target it shatters and strikes every enemy behind them. |
Fracture |
knocking up the target and dealing 125 (+ 75% AP) magic damage. | fractures enemies for 4 seconds. Basic attacks break the fracture,
Sharpened |
gains 50% bonus cast range, steals 50% more movement speed, and has a 50% reduced cooldown. |
Charged |
While | is active, Malphite leaps to targets outside his basic attack range and deals 150% damage.
Concussive |
(+ 5% of his maximum health) bonus magic damage. | cleave size is tripled and deals 50
Unstable |
Activating 20% of Malphite's health, but grants him 5% bonus omnivamp and 50% bonus critical strike chance. | consumes
Echo |
Enemies hit by | echo the ability, dealing its damage to nearby enemies. Any unit can be damaged at most twice by a single cast.
Intimidating |
Enemies hit by 30% of their armor and 30% of their magic resistance for 3 seconds. | change their active target to Malphite and lose
Aftershock |
area of effect is 50% bigger, and leaves cracks on the ground that erupt 2 seconds later, repeating the damage. |
Onslaught |
deals 60% bonus damage. Each enemy affected by reduces its cooldown by 15%, up to 5 enemies. |
Relentless |
now dashes in a target direction until Malphite collides with terrain, carrying enemies he passes through along with him. |
Transmute |
Malphite gains 1 bonus attack damage for every 3 ability power, and he gains 3 ability power for every 4 bonus attack damage. Does not stack with itself. |
Goliath |
Malphite's size and attack range scales with bonus health, and for every 100 bonus health he gains 3% increased damage, capped at 3500 bonus health. |
Augment | Effect |
---|---|
The Seer (Innate) |
|
Cadence |
Sona gains | after casting 2 basic abilities. Using lowers the cooldown of by 6 seconds.
Boisterous |
now affects all enemies in an area around its target. |
Rhythm |
cooldown is reset when Sona casts another ability. |
Rowdy |
If | active damages its maximum number of target, its next cast hits an additional target and gains 100% bonus damage, stacking up to 4 times.
Rouse |
Allies buffed by | aura deal 75% increased damage with their next basic attack.
Benediction |
active heals one additional ally. |
Oasis |
4 − 72 (based on level) (+ 6% AP) health per second. | aura continually pulses to heal all allies inside by
Clutch |
0% − 200% (based on target's missing health). | shield is increased by
Flurry |
active blocks all nearby projectiles, turning them into healing missiles that seek out nearby allies. |
Hyped |
aura cleanses allies of crowd-control, and its bonus movement speed is tripled. |
Retrograde |
slow nearby and deal 5 − 90 (based on level) (+ 50% AP) magic damage per second. | aura additionally pulses to
Cascade |
Hitting an enemy with | recasts the ability behind them. Each Cascade reduces the cooldown of by 5 seconds, up to 5 times.
Concerto |
now fires in 8 directions around Sona. Multiple hits on a target deal 50% damage. |
Harsh |
Sona gains (100% AP) as base attack damage. |
Drop |
Gain 35% of healing and shielding as Ora charges. At 500 charges, her next basic attack deal 750 (+ 75% AP) magic damage to all enemies in a line. Heal and Shield Power increased the damage of this ability. |
Augment | Effect |
---|---|
The Captain (Innate) |
|
Skillful |
Yasuo gains 50% bonus critical strike damage, but cannot gain critical strike chance. Damage dealt by the last 33% range of his basic attacks and always critically strike. Critical strikes grant a burst of movement speed. |
Sunder |
Yasuo's first critical strike against a target deal 15% of target's current health as bonus true damage and sharply slows them. The damage is capped at 1500. |
Growing |
grow in size as they travel, up to +150%. |
Infinity |
Hitting a unit with 5% of his missing health. | clears cooldown from that unit and heals Yasuo for
Wandering |
return to Yasuo and deal 75% bonus damage. |
Burst |
Yasuo and allied champions that pass through 100% bonus critical strike chance, 40% ability power, and 40% bonus movement speed for 8 seconds. now moved 6 times further. | gain
Gust |
width is doubled and its cooldown is reduced by half. |
Retribution |
When | blocks a projectile, it returns a in the opposite direction (0.5 second cooldown).
Honed |
damage amplification stacks up to +350%, and stacks twice as fast. Damage amplification increases total damage, instead of just the base damage. |
Chivalrous |
can be cast on allied champions. Doing so applies shield to each of you. |
Flicker |
Increases | range by 100%. It now blinks Yasuo to its target if he's father away. It also triggers on-hit effects.
Tempest |
Yasuo is Unstoppable and Invulnerable during . Upon landing, for each unit hit, Yasuo fires two and cooldown is reduced by 10%, up to a maximum of 50%. |
Windwalker |
knocked-up enemies. | gains 100% bonus damage, duration, and range. During its channel, Yasuo can re-cast on other
Horizon |
Gain 150 bonus range on basic attacks and | . Your cooldowns are reduced by 0.25 seconds on-hit.
Silvered |
For every 2 bonus attack damage, gain 1% bonus ability damage. |
Augment | Effect |
---|---|
The Castaway (Innate) |
|
Bounce |
bounces up to 4 times to a nearby enemy. Bounces only to unaffected targets. |
Shorter |
cooldown is lowered to 2 seconds and the damage is doubled. |
Delayed |
bounces up to 6 times, up from 2, and gains 33% damage and 20% explosion radius with each bounce, up to a maximum of 200% bonus damage. |
Leftovers |
Every time a | bounces, it leaves behind a .
Shatter |
throws 3 bombs in a spread out formation. Multiple hits on a target deal 50% damage. |
Afterburner |
knocks up nearby enemies, dealing double the initial damage. Shield strength is equal to landing damage. | deals double damage, and when Ziggs lands, he is shielded for 3 seconds and
Mayhem |
explosion radius is twice as large and its cooldown is lowered by 2 seconds for every target hit, up to a maximum of 90% of the maximum cooldown. |
Daredevil |
knocks back all targets twice as far and ability cast while Ziggs is airborne deal quadruple damage. |
Hexhealing |
heal allies in their blast radius, and allies can trigger them by their proximity. |
Refresher |
After a | has completely detonated or expired, a second minefield is generated in the same place as the first.
Seekers |
roll towards nearby enemies. They deal 40% more damage, or healing, with Hexhealing. |
Fallout |
On impact, true damage over 3 seconds. | launches 5 Mini Inferno Bombs around itself, and enemies hit take 30% bonus damage as
Overkill |
For 5 seconds after casting | , Ziggs becomes immune to crowd control, gains 80% damage reduction, and can cast additional at no cost.
Brink |
While under 60% health, gain 100% bonus movement speed, 50% bonus attack speed and 50% cooldown speed on all abilities. |
Distributor |
Gains 150 bonus attack range and for each 1% bonus attack speed, gain 1 ability power. |
Map elements[]
Monsters | Targeting Type | Abilities |
---|---|---|
Champion | Cyte
These are the little babies from the Alphacytes. Not scary on their own, but can be a real problem in numbers. Use AoE on them. | |
Champion | Arcraptor
Once it gets close, it fires into the sky. Keep moving and spread out to avoid getting fried. | |
Champion | Skitterbeak
Once it charges up, it rapidly shoots at you. Run away, interrupt it with some crowd control, or blow it up first. | |
Champion | Shimmerstriker
around and before . Groups of them can be dangerous and will swarm you. Warp away or take a thousand cuts. | |
Champion | Petalclaw
out gross goo to slow you down and then charges at you in a frenzy. Keep your distance before he ramps up and unleashes a flurry of strikes. Kinda looks like a flower. | |
Champion | Crimson Stinger
you with its tail and drags you into danger. Call for backup—your team can free you with crowd control effects. | |
Champion | Landsquid
Fires dangerous bolts of energy from afar. Get in close to take them out, or get your Captain to protect you with a . | |
Champion | Squidtooth
Fires a that not even Captain can stop. Strafe around them and attack before they can fire again. | |
Champion | Majors
Any enemy can become mutated and grow larger. This gives them a lot more health and damage. | |
Champion | Hogtongue
They try to pull you in with their . Keep moving around them to avoid it, since it's super gross. | |
Champion | Dozermaw
Once angry, they'll charge in a straight line for big damage. Move out of the way or use Warp so you don't get knocked out. | |
Champion | Tuskbeard
Each time they get hit, they'll put up and charge a massive attack. When that happens, run behind them and you can take them out safely. | |
Champion | Razorheart
They get in close and unleash bigger and bigger attacks. Stay away and do damage quickly. | |
Champion | Anchortail
The knocks you back. You can run away, or you can get so close that the tail can't hurt you. does a lot of damage and | |
Champion | Brightcore
Emits a that blocks all damage to herself and other monsters around her. The barrier doesn't work up close, so get in there. | |
Champion | Rhinodon
These are aggressive and they try to chase you down. When they slam the ground they leave a deadly red ring. Keep your distance! | |
Champion | Alphacyte
They don't do much damage, but they spawn eggs that hatch Cytes. Take them out quickly or you'll be fighting a hundred of their little babies. | |
Champion | Terraburster
These guys aren't super accurate, but if their hit you they can do a lot of damage. Just keep moving and you should be OK. | |
Champion | Elites
A rare and dangerous super mutation. These enemies are extremely dangerous and can kill you in a single hit. | |
Champion | Kayn
Uses multiple in a row, all around himself, and on every member on the team. He can also fire devastating bolts of energy in various directions for a few seconds. |
Items[]
General[]
- Quick Charge version. and its upgrades ( ) as well as use the
Exclusive items[]
- and are available.
- Sustain items only grant 25% of their original amount of sustain, and are renamed with a "Space" in the beginning:
- (2.5% lifesteal instead of 10%)
- (2.5% lifesteal instead of 10%)
- (3% healing from Partner damage instead of 12%)
- (3% lifesteal instead of 12%)
- (2.5% spellvamp and lifesteal instead of 10%)
- (5% lifesteal instead of 20%)
- (4% omivamp instead of 15%)
- (2.5% lifesteal instead of 10%)
- (3% lifesteal instead of 12%)
- (4% physical damage healing from 15%)
- Notable Exception: is the only lifesteal item that isn't modified.
- is renamed to , doesn't grant summoner spell cooldown reduction and its caption is changed to "This item is dedicated to space.".
[]
The following items are unavailable in this game mode:
Strategy[]
There are a large number of viable strategies due to the variance you can achieve through augments and build paths. When attempting the onslaught based missions, certain champion augments, builds, and team compositions are far more useful than others.
Tips[]
- General
- When you're ready to continue to the next room, step into the circle generated by Ziggs' robot.
- Make sure to shop between rounds!
- If your ally has died, stand in the circle at their location for four seconds to revive them! If you're in danger, don't worry - both you and your ally will be invulnerable for a short time after.
- Warp makes you invulnerable during its dash, so don't forget to use it to get out of sticky situations.
- Ora
- When fighting, your goal is to collect enough Ora to power up Ziggs' robot. Check the bar at the top of the screen to see your progress!
- Ora Plants reward a large amount of Ora when destroyed, but they disappear after a time. Don't neglect them!
- You don't need to collect all of the Ora by yourself - Ziggs' robot will fetch it for you.
- Augments
- You can equip Augments from your Collections screen between games, or from Champion Select.
- Sometimes, after a room is completed, a bonus grey Relic bead will spawn. Kill it to earn an extra Augment at the end of the game.
- Certain Augments only drop in higher difficulties.
- Harder difficulties will drop more Augments per run, so challenge yourself!
- Some augments will let you make very different builds for champions. Try Healer Ziggs!
- Multiple Augments for the same ability will stack with each other. Try to find the best synergies!
- Monsters
- Dangerous Hazards will appear on Cadet and any difficulty higher than that. Watch out!
- In Onslaught, most monster attacks have less warning time before hitting you. Keep on your toes!
- Monsters in Odyssey do a mixture of physical and magical damage, so be prepared to encounter both damage types.
- Enemies that are glowing blue or red are very dangerous, but will give you a massive Ora reward when killed.
- Bramble walls will repel all attempts to dash through them - even Malphite's Unstoppable Force.
- Bubble Geyser plants will always target a player. When you're being targeted, prepare to dodge!
- Ice Beams and Ice Storms are not very dangerous themselves, but make nearby monsters and hazards much more threatening.
- When a Brightcore has its barrier up, enemies inside its circle is immune to damage and crowd control from players outside. Enter the circle to damage the foes hiding there!
- Keep an eye out for Beads! These creatures will give bonuses upon being killed, such as health, gold, and even Augments!
- The more Shimmerstrikers that are swarming in one area, the more dangerous each one becomes. Watch out!
- Tuskbeards will only put up their shield when attacked, so wait until you have an ally in position to flank them.
- Hogtongues and Dozermaws will not use their abilities on players that are in melee range.
- Once Petalclaws attack several times, they will enrage and start dealing tons of damage. If you avoid them enough, they'll calm down and will have to charge up again.
- Skitterbeaks and Arcraptors will have to recharge if you walk out of their range or if they run out of ammo. Use this window to your advantage.
- Landsquids can become very dangerous if enough of them gather, so make sure to cull their numbers.
- You can free an ally from a Crimson Stinger by crowd-controlling them.
- Most monsters' spellcasts can be interrupted with crowd control.
- Anchortails will do no damage to those in the inner radius of its spellcast.
- Cyte Eggs are much easier to deal with than the Cytes that they hatch, so make them a high-priority target.
- When a Rhinodon dies, the void zone they leave behind dies with them. Use this to free up more space on the map.
- Kayn
- Kayn's abilities are different depending on which form he is in at the time.
- When you are standing between Kayn and the pit, he will sometimes attempt to knock you across it.
- Kayn gains access to more abilities in harder difficulty levels.
Trivia[]
- The monsters featured in this mode reused many animations from various existing monsters and champions.
- The Alphacyte and Alphacyte monsters reused the animations of the .
- The Anchortail, Brightcore and Rhinodon monsters reused the animations of .
- The Arcraptor and Skitterbeak monsters reused the animations of .
- The Crimson Stinger and Petal Claw monsters reused the animations of .
- The Cyte monster reused the animations of .
- The Dozermaw and Hogtongue monsters reused the animations of the .
- The Landsquid and Squidtooth monsters reused the animations of .
- The Razorheart monster reused the animations of the .
- The Shimmerstriker monster reused the animations of .
- The Tuskbeard monster reused the animations of .
- Several monsters feature as PvE Round monsters in Teamfight Tactics Set 3 and Set 3.5.
- Cytes appear in Rounds 1–2, 1–3, 1–4 and conditionally in Round 8–7.
- Terrabursters appear in Round 2–7.
- Anchortails appear in Round 3–7.
- Arcraptors and Skitterbeaks appear in Round 4–7.
Media[]
Patch History[]
- The Seer (Innate)
- bonus damage increased to 125% from 75%.
- Rowdy
- Next cast bonus damage increased to 100% from 50%.
- Retrograde
- Base damage per second increased to 5 − 90 (based on level) from 4 − 72 (based on level).
- AP ratio per second increased to 50% AP from 36% AP.
- Harsh
- AP ratio conversion increased to 100% AP from 75% AP.
- Drop
- Base damage increased to 750 from 500.
- AP ratio increased to 75% AP from 50% AP.
- The Seer (Innate)
- Volatile
- Base damage increased to 200 from 100.
- Landslide
- Bonus damage increased to 100% from 75%.
- Goliath
- Increased damage per 100 bonus health increased to 3% from 2%.
- Volatile
- Runaway
- Bonus damage per target hit increased to 40% from 30%.
- Runaway
- V8.18 - Release
- Featured game mode available from September 12th, 2018, to October 9, 2018 (11:59 p.m. PT).