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FGM Odyssey Extraction

Odyssey: Extraction

Odyssey: Extraction was a temporary game mode released to commemorate the Odyssey Veteran profileicon 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 (Odyssey Jinx Odyssey Jinx, Odyssey Malphite Odyssey Malphite, Odyssey Sona Odyssey Sona, Odyssey Yasuo Odyssey Yasuo, Odyssey Ziggs Odyssey Ziggs and Odyssey Kayn Odyssey Kayn).



Map: Crash Site 5vE
Mode: Co-op vs AI
Win Condition: Defeat a series of monsters, culminating into a large Boss Fight against Odyssey Kayn Odyssey Kayn.

The Odyssey game mode has five different queues — from easiest to hardest there is:

  1. Intro
  2. Cadet
  3. Crewmember
  4. Captain
  5. 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 Kayn Kayn), 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, Resuscitate Resuscitate and Warp Warp. In this game mode, you do not have access to runes, instead you can edit your 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 600 RP 600 or 10,000 BE 10,000, but each augment owned reduces the RP price by 8, down to a minimum price of 215 RP 215.

Augment Effect
Odyssey Augment Jinx The Pilot
The Pilot
  • Get Excited! Get Excited! activates when Jinx kills shiny monsters, and applies itself to all crew members.
  • +10% bonus healing for all damage dealt (33% effectiveness for AoE).
  • +50% ultimate cooldown reduction.
  • +20% bonus attack speed.
  • +15 bonus mana regeneration per second.
Odyssey Augment Jinx Antsy
While Jinx has Get Excited! Get Excited!, she can cast Warp Warp infinitely.
Odyssey Augment Jinx Eager
Whenever Jinx or one of her allies casts an ultimate, she gains Get Excited! Get Excited!.
Odyssey Augment Jinx Barrage
For every stack of Rev'd up Rev'd up Fishbones Fishbones fires 2 additional rockets to enemies near her target. The bonus rockets deal 40% damage.
Odyssey Augment Jinx Slow-Slow
Pow-Pow Pow-Pow Slow icon slows enemies by 25% for 1 second and shreds 2 armor and 2 magic resistance, stacking up to 20 times.
Odyssey Augment Jinx Whalebones
Fishbones Fishbones rockets no longer cost mana and its bonus attack range and explosion size are doubled.
Odyssey Augment Jinx Runaway
Zap! Zap! no longer stops on the first target hit, and deals 40% bonus damage for each successive target hit.
Odyssey Augment Jinx Splitter
Zap! Zap! fires 2 additional beams in a spread shot. Multiple hits on a target deal 50% damage.
Odyssey Augment Jinx Tag!
Zap! Zap! Slow icon slows for twice as long and Jinx's first basic attack on a Zapped! Zapped! target is an automatic critical strike and has unlimited attack range.
Odyssey Augment Jinx Bamboozle
Jinx tosses 9 Flame Chompers! Flame Chompers! in a circle around herself and Flame Chompers! Flame Chompers! deal 15% bonus damage.
Odyssey Augment Jinx Hoppers
Flame Chompers! Flame Chompers! hop towards enemies and reduce Flame Chompers!'s Flame Chompers!'s remaining cooldown by 10% for each enemy hit.
Odyssey Augment Jinx Scorcher
Flame Chompers! Flame Chompers! Root icon root for twice as long, up to 3 seconds, and while Root icon rooted enemies take 30% bonus damage from all sources.
Odyssey Augment Jinx Arsenal
Jinx now carries 3 Super Mega Death Comets! Super Mega Death Comets! in her arsenal, and they recharge 25% faster.
Odyssey Augment Jinx Comet
Instead of exploding on contact, Super Mega Death Comet! Super Mega Death Comet! leaves a fire trail for 6 seconds that Slow icon slows enemies by 40% and burns them for 100 / 200 / 300 (+ 120% AD) (+ 60% AP) physical damage each second.
Odyssey Augment Jinx Plan-A
Ability hits deal 50 (+ 50% bonus AD) (+ 30% AP) bonus true damage over 2 seconds and casting abilities grant a stack of Rev'd up Rev'd up.
Odyssey Augment Jinx Plan-Z
Items that grants armor, magic resistance, or health grant 25 bonus attack damage and 25 ability power.

Augment Effect
Odyssey Augment Malphite The Muscle
The Muscle
  • Granite Shield's Granite Shield's cooldown is reduced by 1 second for each basic attack hit, and by 2 seconds for each ability hit.
  • +5% bonus healing for all damage dealt (33% effectiveness for AoE).
  • +50% ultimate cooldown reduction.
  • +5% maximum health increase.
  • +15 bonus mana regeneration per second.
  • +100 base attack damage and +100 bonus ability power.
Odyssey Augment Malphite 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.
Odyssey Augment Malphite Volatile
Whenever a shield on Malphite breaks, it deals 200 (+ 20% armor) (+ 35% AP) magic damage and Slow icon slows nearby enemies by 50% for 2 seconds.
Odyssey Augment Malphite Landslide
Seismic Shard Seismic Shard deals 100% bonus damage and when it hits its primary target it shatters and strikes every enemy behind them.
Odyssey Augment Malphite Fracture
Seismic Shard Seismic Shard fractures enemies for 4 seconds. Basic attacks break the fracture, Airborne icon knocking up the target and dealing 125 (+ 75% AP) magic damage.
Odyssey Augment Malphite Sharpened
Seismic Shard Seismic Shard gains 50% bonus cast range, steals 50% more movement speed, and has a 50% reduced cooldown.
Odyssey Augment Malphite Charged
While Brutal Strikes Brutal Strikes is active, Malphite leaps to targets outside his basic attack range and deals 150% damage.
Odyssey Augment Malphite Concussive
Brutal Strikes Brutal Strikes cleave size is tripled and deals 50 (+ 5% of his maximum health) bonus magic damage.
Odyssey Augment Malphite Unstable
Activating Brutal Strikes Brutal Strikes consumes 20% of Malphite's health, but grants him 5% bonus omnivamp and 50% bonus critical strike chance.
Odyssey Augment Malphite Echo
Enemies hit by Ground Slam Ground Slam echo the ability, dealing its damage to nearby enemies. Any unit can be damaged at most twice by a single cast.
Odyssey Augment Malphite Intimidating
Enemies hit by Ground Slam Ground Slam change their active target to Malphite and lose 30% of their armor and 30% of their magic resistance for 3 seconds.
Odyssey Augment Malphite Aftershock
Ground Slam's Ground Slam's area of effect is 50% bigger, and leaves cracks on the ground that erupt 2 seconds later, repeating the damage.
Odyssey Augment Malphite Onslaught
Unstoppable Force Unstoppable Force deals 60% bonus damage. Each enemy affected by Unstoppable Force Unstoppable Force reduces its cooldown by 15%, up to 5 enemies.
Odyssey Augment Malphite Relentless
Unstoppable Force Unstoppable Force now dashes in a target direction until Malphite collides with terrain, carrying enemies he passes through along with him.
Odyssey Augment Malphite 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.
Odyssey Augment Malphite 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
Odyssey Augment Sona The Seer
The Seer
  • Power Chord's Power Chord's effects are modified:
  • +5% bonus healing for all damage dealt (33% effectiveness for AoE).
  • +50% ultimate cooldown reduction.
  • +10% bonus healing and shielding.
  • +20 bonus mana regeneration per second.
Odyssey Augment Sona Cadence
Sona gains Power Chord Power Chord after casting 2 basic abilities. Using Power Chord Power Chord lowers the cooldown of Crescendo Crescendo by 6 seconds.
Odyssey Augment Sona Boisterous
Power Chord Power Chord now affects all enemies in an area around its target.
Odyssey Augment Sona Rhythm
Hymn of Valor's Hymn of Valor's cooldown is reset when Sona casts another ability.
Odyssey Augment Sona Rowdy
If Hymn of Valor's Hymn of Valor's active damages its maximum number of target, its next cast hits an additional target and gains 100% bonus damage, stacking up to 4 times.
Odyssey Augment Sona Rouse
Allies buffed by Hymn of Valor's Hymn of Valor's aura deal 75% increased damage with their next basic attack.
Odyssey Augment Sona Benediction
Aria of Perseverance's Aria of Perseverance's active heals one additional ally.
Odyssey Augment Sona Oasis
Aria of Perseverance's Aria of Perseverance's aura continually pulses to heal all allies inside by 4 − 72 (based on level) (+ 6% AP) health per second.
Odyssey Augment Sona Clutch
Aria of Perseverance's Aria of Perseverance's shield is increased by 0% − 200% (based on target's missing health).
Odyssey Augment Sona Flurry
Song of Celerity's Song of Celerity's active blocks all nearby projectiles, turning them into Aria of Perseverance Aria of Perseverance healing missiles that seek out nearby allies.
Odyssey Augment Sona Hyped
Song of Celerity's Song of Celerity's aura cleanses allies of crowd-control, and its bonus movement speed is tripled.
Odyssey Augment Sona Retrograde
Song of Celerity's Song of Celerity's aura additionally pulses to Slow icon slow nearby and deal 5 − 90 (based on level) (+ 50% AP) magic damage per second.
Odyssey Augment Sona Cascade
Hitting an enemy with Crescendo Crescendo recasts the ability behind them. Each Cascade reduces the cooldown of Crescendo Crescendo by 5 seconds, up to 5 times.
Odyssey Augment Sona Concerto
Crescendo Crescendo now fires in 8 directions around Sona. Multiple hits on a target deal 50% damage.
Odyssey Augment Sona Harsh
Sona gains (100% AP) as base attack damage.
Odyssey Augment Sona 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
Odyssey Augment Yasuo The Captain
The Captain (Innate)
  • Way of the Wanderer's Way of the Wanderer's shield strength and duration are doubled.
  • +10% bonus healing for all damage dealt (33% effectiveness for AoE).
  • +50% ultimate cooldown reduction.
  • +10% bonus movement speed.
Odyssey Augment Yasuo 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 Steel Tempest Steel Tempest always Critical strike icon critically strike. Critical strikes grant a burst of movement speed.
Odyssey Augment Yasuo Sunder
Yasuo's first Critical strike icon critical strike against a target deal 15% of target's current health as bonus true damage and sharply Slow icon slows them. The damage is capped at 1500.
Odyssey Augment Yasuo Growing
Tornadoes Tornadoes grow in size as they travel, up to +150%.
Odyssey Augment Yasuo Infinity
Hitting a unit with Steel Tempest Steel Tempest clears Sweeping Blade's Sweeping Blade's cooldown from that unit and heals Yasuo for 5% of his missing health.
Odyssey Augment Yasuo Wandering
Tornadoes Tornadoes return to Yasuo and deal 75% bonus damage.
Odyssey Augment Yasuo Burst
Yasuo and allied champions that pass through Wind Wall Wind Wall gain 100% bonus critical strike chance, 40% ability power, and 40% bonus movement speed for 8 seconds. Wind Wall Wind Wall now moved 6 times further.
Odyssey Augment Yasuo Gust
Wind Wall's Wind Wall's width is doubled and its cooldown is reduced by half.
Odyssey Augment Yasuo Retribution
When Wind Wall Wind Wall blocks a projectile, it returns a tornado tornado in the opposite direction (0.5 second cooldown).
Odyssey Augment Yasuo Honed
Sweeping Blade's Sweeping Blade's damage amplification stacks up to +350%, and stacks twice as fast. Damage amplification increases Sweeping Blade's Sweeping Blade's total damage, instead of just the base damage.
Odyssey Augment Yasuo Chivalrous
Sweeping Blade Sweeping Blade can be cast on allied champions. Doing so applies Way of the Wanderer's Way of the Wanderer's shield to each of you.
Odyssey Augment Yasuo Flicker
Increases Sweeping Blade's Sweeping Blade's range by 100%. It now blinks Yasuo to its target if he's father away. It also triggers on-hit effects.
Odyssey Augment Yasuo Tempest
Yasuo is Unstoppable icon Unstoppable and Cosmic Radiance Invulnerable during Last Breath Last Breath. Upon landing, for each unit hit, Yasuo fires two tornadoes tornadoes and Last Breath's Last Breath's cooldown is reduced by 10%, up to a maximum of 50%.
Odyssey Augment Yasuo Windwalker
Last Breath Last Breath gains 100% bonus damage, duration, and range. During its channel, Yasuo can re-cast Last Breath Last Breath on other Airborne icon knocked-up enemies.
Odyssey Augment Yasuo Horizon
Gain 150 bonus range on basic attacks and Steel Tempest Steel Tempest. Your cooldowns are reduced by 0.25 seconds on-hit.
Odyssey Augment Yasuo Silvered
For every 2 bonus attack damage, gain 1% bonus ability damage.

Augment Effect
Odyssey Augment Ziggs The Castaway
The Castaway
  • Short Fuse Short Fuse gains 150 bonus range and deals double damage.
  • +10% bonus healing for all damage dealt (33% effectiveness for AoE).
  • +50% ultimate cooldown reduction.
  • +10% ability power increase.
  • +15 bonus mana regeneration per second.
Odyssey Augment Ziggs Bounce
Short Fuse Short Fuse bounces up to 4 times to a nearby enemy. Bounces only to unaffected targets.
Odyssey Augment Ziggs Shorter
Short Fuse's Short Fuse's cooldown is lowered to 2 seconds and the damage is doubled.
Odyssey Augment Ziggs Delayed
Bouncing Bomb Bouncing Bomb 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.
Odyssey Augment Ziggs Leftovers
Every time a Bouncing Bomb Bouncing Bomb bounces, it leaves behind a Hexplosive Minefield Hexplosive Minefield.
Odyssey Augment Ziggs Shatter
Bouncing Bomb Bouncing Bomb throws 3 bombs in a spread out formation. Multiple hits on a target deal 50% damage.
Odyssey Augment Ziggs Afterburner
Satchel Charge Satchel Charge deals double damage, and when Ziggs lands, he is shielded for 3 seconds and Airborne icon knocks up nearby enemies, dealing double the Satchel's Satchel's initial damage. Shield strength is equal to landing damage.
Odyssey Augment Ziggs Mayhem
Satchel Charge's Satchel Charge's 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.
Odyssey Augment Ziggs Daredevil
Satchel Charge Satchel Charge Airborne icon knocks back all targets twice as far and ability cast while Ziggs is airborne deal quadruple damage.
Odyssey Augment Ziggs Hexhealing
Hexplosive Minefield Hexplosive Minefield heal allies in their blast radius, and allies can trigger them by their proximity.
Odyssey Augment Ziggs Refresher
After a Hexplosive Minefield Hexplosive Minefield has completely detonated or expired, a second minefield is generated in the same place as the first.
Odyssey Augment Ziggs Seekers
Hexplosive Minefield Hexplosive Minefield roll towards nearby enemies. They deal 40% more damage, or healing, with Odyssey Augment Ziggs Hexhealing Hexhealing.
Odyssey Augment Ziggs Fallout
On impact, Mega Inferno Bomb Mega Inferno Bomb launches 5 Mini Inferno Bombs around itself, and enemies hit take 30% bonus damage as true damage over 3 seconds.
Odyssey Augment Ziggs Overkill
For 5 seconds after casting Mega Inferno Bomb Mega Inferno Bomb, Ziggs becomes immune to crowd control, gains 80% damage reduction, and can cast additional Mega Inferno Bomb Mega Inferno Bomb at no cost.
Odyssey Augment Ziggs Brink
While under 60% health, gain 100% bonus movement speed, 50% bonus attack speed and 50% cooldown speed on all abilities.
Odyssey Augment Ziggs Distributor
Gains 150 bonus attack range and for each 1% bonus attack speed, gain 1 ability power.

Map elements[]

Ora Bot

Cute little robot that Ziggs Ziggs made. He helps you gather Ora and lets you buy things between rounds. A good buddy all-around.

Odyssey Portal Zone Portal Zone

When you clear an area, Ora Bot opens this zone up. Stand in it to go to the next area. It goes faster when there's more people in it.

Odyssey Ora Ora

This is what we're after. Collect enough to charge the Ora Bot and we can move to the next area. They drop from enemies and Ora Plants. Larger enemies drop bigger amounts of Ora.

Ora Plant

Smack 'em if you see 'em, because they drop a bunch of Ora and they can wither away if left alone.


Popping these heals everyone up to full health and mana. They disappear after a while.


How do they have money? Take them out to give everyone an extra 500 Gold 500.


Whoever takes this out gets a massive buff with invulnerability and cooldown reduction. Let your ult fly.


A rare variation that permanently unlocks an augment for everybody. Don't let them get away!


You can't miss these, cuz they're huge and drop a bunch of ora. Keep the damage on them and you'll get to the next area in no time.

Wall Plants

Destructible terrain that blocks your way. Take it down and keep moving. These walls are considered as champions.

Odyssey Darkness Darkness

A spooky time where you can't see much. Stay close to your buddies.

Odyssey Egg Frenzy Egg Frenzy

Sometimes a bunch of Cyte Eggs appear out of nowhere. It's best to take them out before they all spawn.

Bubble Geyser Plants

These launch giant bubbles at you that lock you in place if you get hit. Don't stand still!

Odyssey Fire Beam Crystal Fire Beam Crystals

Big rotating beams of fire that hurt real bad. Just stay away from them.

Odyssey Ice Beam Crystal Ice Beam Crystals

Like the fire ones, but these slow you way down instead of hurting you. Again your gameplan here is to not get hit.

Odyssey Ora Storm Ora Storm

A cloud of electrical energy that hurts if you stand in it. Try not to stand in it.

Odyssey Ice Storm Ice a Storm

Like the Ora storm, but they slow you down. You should avoid them, even if you're feeling warm.

Odyssey Volcano Volcano

An unstable patch of ground. Very dangerous. Don't say I didn't warn you. Size increases with time.

Monsters Targeting Type Abilities
Champion Cyte
  • Health: Low
  • Damage: Medium

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
  • Health: Low
  • Damage: High

Once it gets close, it fires lightning bolts lightning bolts into the sky. Keep moving and spread out to avoid getting fried.

Champion Skitterbeak
  • Health: Low
  • Damage: High

Once it charges up, it rapidly shoots high damage projectiles high damage projectiles at you. Run away, interrupt it with some crowd control, or blow it up first.

Champion Shimmerstriker
  • Health: Low
  • Damage: Medium

Jumps Jumps around and hides hides before striking striking. Groups of them can be dangerous and will swarm you. Warp away or take a thousand cuts.

Champion Petalclaw
  • Health: Medium
  • Damage: Medium

Spits Spits 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
  • Health: High
  • Damage: Low

Grabs Grabs you with its tail and drags you into danger. Call for backup—your team can free you with crowd control effects.

Champion Landsquid
  • Health: Low
  • Damage: Medium

Fires dangerous bolts of energy from afar. Get in close to take them out, or get your Captain to protect you with a Wind Wall Wind Wall.

Champion Squidtooth
  • Health: Low
  • Damage: Medium

Fires a powerful laser powerful laser that not even Captain Yasuo Yasuo 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
  • Health: Medium
  • Damage: Medium

They try to pull you in with their giant tongues giant tongues. Keep moving around them to avoid it, since it's super gross.

Champion Dozermaw
  • Health: Medium
  • Damage: High

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
  • Health: Low
  • Damage: Medium

Each time they get hit, they'll put up defenses defenses and charge a massive attack. When that happens, run behind them and you can take them out safely.

Champion Razorheart
  • Health: Low
  • Damage: Medium

They get in close and unleash bigger and bigger attacks. Stay away and do damage quickly.

Champion Anchortail
  • Health: Medium
  • Damage: Medium

The tail tail does a lot of damage and Airborne icon knocks you back. You can run away, or you can get so close that the tail can't hurt you.

Champion Brightcore
  • Health: High
  • Damage: Low

Emits a protective barrier protective barrier that blocks all damage to herself and other monsters around her. The barrier doesn't work up close, so get in there.

Champion Rhinodon
  • Health: High
  • Damage: Medium

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
  • Health: Medium
  • Damage: Low

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
  • Health: High
  • Damage: High

These guys aren't super accurate, but if their ground pillars ground pillars 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.

Kayn OdysseySkin Champion Kayn
  • Health: Massive
  • Damage: Tons

Uses multiple Reaping Slashes Reaping Slashes in a row, Blade's Reach Blade's Reach all around himself, and Umbral Trespass Umbral Trespass on every member on the team. He can also fire devastating bolts of energy in various directions for a few seconds.



Exclusive items[]

Unavailable items[]

The following items are unavailable in this game mode:


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.

Jinx OdysseyCircle
  • The augments "Comet" and "Arsenal" make for loads of damage with lethality.
Malphite OdysseyCircle
  • While Malphite is traditionally a tank, the augments are focused heavily on dealing damage rather than soaking it up. Thus, it is ideal to build damage on Malphite rather than build tanky.
  • Maxing Brutal Strikes Brutal Strikes first is often ideal, as it offers passive armor and splash damage.
  • Avoid taking the augments focusing on enhancing Seismic Shard Seismic Shard, as they are subpar compared to the other available augments.
  • Specific augment combinations work exceptionally well with specific builds. Some examples include:
    • Augments "Onslaught" and "Relentless" pair exceptionally well to provide a high utility, low CD ultimate.
    • Augments "Unstable" and "Berzerker" pair well, allowing you to apply the effects of "Berzerker" at will.
    • The augment "Transmute" becomes far more useful when paired with Guinsoo's Rageblade Guinsoo's Rageblade.
    • The augment "Berzerker" offers base AD, massively boosting the AD offered by the item Sterak's Gage Sterak's Gage.
Sona OdysseyCircle
  • Maxing Sona's support spells will be highly sought relief in the face of more oppressive difficulties.
  • The mobility of boots isn't as dire in early stages, so you should initially work towards final build instead.
Yasuo OdysseyCircle
  • The "Wandering" and "Tempest" augments are near mandatory on harder difficulties.
Ziggs OdysseyCircle
  • When played as a healer, Ziggs's damage and healing output can both be higher than Sona's. The "Hexhealing" augment synergizes with "Leftovers", which in turn synergizes with "Delayed" and "Shatter".
  • Attack speed on-hit Ziggs is also a viable option, with the "Bounce," "Shorter," "Brink," and "Distributor" augments all benefitting the playstyle.


  • 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.
  • 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.
  • 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!
  • 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'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.


  • The monsters featured in this mode reused many animations from various existing monsters and champions.
    • The Alphacyte Alphacyte and Alphacyte Alphacyte monsters reused the animations of the Blue Sentinel Blue Sentinel.
    • The Anchortail Anchortail, Brightcore Brightcore and Rhinodon Rhinodon monsters reused the animations of Rek'Sai Rek'Sai.
    • The Arcraptor Arcraptor and Skitterbeak Skitterbeak monsters reused the animations of Kog'Maw Kog'Maw.
    • The Crimson Stinger Crimson Stinger and Petal Claw Petal Claw monsters reused the animations of Skarner Skarner.
    • The Cyte Cyte monster reused the animations of Malzahar's Malzahar's Voidling Voidling.
    • The Dozermaw Dozermaw and Hogtongue Hogtongue monsters reused the animations of the Gromp Gromp.
    • The Landsquid Landsquid and Squidtooth Squidtooth monsters reused the animations of Vel'Koz Vel'Koz.
    • The Razorheart Razorheart monster reused the animations of the Red Brambleback Red Brambleback.
    • The Shimmerstriker Shimmerstriker monster reused the animations of Kha'Zix Kha'Zix.
    • The Tuskbeard Tuskbeard monster reused the animations of Bristle Bristle.
  • Several monsters feature as PvE Round monsters in Teamfight Tactics Set 3 and Set 3.5.
    • Cytes Cytes appear in Rounds 1–2, 1–3, 1–4 and conditionally in Round 8–7.
    • Terrabursters Terrabursters appear in Round 2–7.
    • Anchortails Anchortails appear in Round 3–7.
    • Arcraptors Arcraptors and Skitterbeaks Skitterbeaks appear in Round 4–7.


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Patch History[]

V8.19 - September 25th Hotfix[2]
  • Sona Sona
    • Odyssey Augment Sona The Seer The Seer (Innate)
    • Odyssey Augment Sona Rowdy Rowdy
      • Next cast bonus damage increased to 100% from 50%.
    • Odyssey Augment Sona Retrograde 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.
    • Odyssey Augment Sona Harsh Harsh
      • AP ratio conversion increased to 100% AP from 75% AP.
    • Odyssey Augment Sona Drop Drop
      • Base damage increased to 750 from 500.
      • AP ratio increased to 75% AP from 50% AP.
  • Malphite Malphite
    • Odyssey Augment Malphite Volatile Volatile
      • Base damage increased to 200 from 100.
    • Odyssey Augment Malphite Landslide Landslide
      • Bonus damage increased to 100% from 75%.
    • Odyssey Augment Malphite Goliath Goliath
      • Increased damage per 100 bonus health increased to 3% from 2%.
  • Jinx Jinx
    • Odyssey Augment Jinx Runaway Runaway
      • Bonus damage per target hit increased to 40% from 30%.
V8.18 - September 17th Hotfix[3]
  • Ziggs Ziggs
    • Odyssey Augment Ziggs Afterburner Afterburner
      • No longer grants a shield on allied Ziggs.
    • Odyssey Augment Ziggs Mayhem Mayhem
      • No longer gives Cooldown icon cooldown reduction upon hitting allies.
V8.18 - Release
  • Featured game mode available from September 12th, 2018, to October 9, 2018 (11:59 p.m. PT).

See also[]