- Players: 5
- Map: Crash Site
- Mode Type: 5 player co-op battle.
- Win Condition: Defeat a series of monsters, culminating into a large Boss Fight against .
The Odyssey game mode is released with five different queues (from easiest to hardest):
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.
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.
- 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
|While Jinx has, she can cast infinitely.|
|Whenever Jinx or one of her allies casts an ultimate, she gains.|
|For every stack offires 2 additional rockets to enemies near her target. The bonus rockets deal 40% damage.|
|slows enemies by 25% for 1 second and shreds 2 armor and 2 magic resistance, stacking up to 20 times.|
|rockets no longer cost mana and its bonus attack range and explosion size are doubled.|
|no longer stops on the first target hit, and deals 40% bonus damage for each successive target hit.|
|fires 2 additional beams in a spread shot. Multiple hits on a target deal 50% damage.|
|slows for twice as long and Jinx's first basic attack on a target is an automatic critical strike and has unlimited attack range.|
|Jinx tosses 9in a circle around herself and deal 15% bonus damage.|
|hop towards enemies and reduce remaining cooldown by 10% for each enemy hit.|
|root for twice as long, up to 3 seconds, and while rooted enemies take 30% bonus damage from all sources.|
|Jinx now carries 3in her arsenal, and they recharge 25% faster.|
|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|
|Ability hits deal 50 (+ 50% bonus AD) (+ 30% AP) bonus true damage over 2 seconds and casting abilities grant a stack of .|
|Items that grants armor, magic resistance, or health grant 25 bonus attack damage and 25 ability power.|
|Whenever a shield on Malphite breaks, he gains 120 base attack damage, 60% bonus attack speed and 60% bonus movement speed for 4 seconds.|
|Whenever a shield on Malphite breaks, it deals 200 (+ 20% armor) (+ 35% AP) magic damage and slows nearby enemies by 50% for 2 seconds.|
|deals 100% bonus damage and when it hits its primary target it shatters and strikes every enemy behind them.|
|knocking up the target and dealing 125 (+ 75% AP) magic damage.fractures enemies for 4 seconds. Basic attacks break the fracture,|
|gains 50% bonus cast range, steals 50% more movement speed, and has a 50% reduced cooldown.|
|Whileis active, Malphite leaps to targets outside his basic attack range and deals 150% damage.|
|(+ 5% of his maximum health) bonus magic damage.cleave size is tripled and deals 50|
|Activating 20% of Malphite's health, but grants him 5% bonus omnivamp and 50% bonus critical strike chance.consumes|
|Enemies hit byecho the ability, dealing its damage to nearby enemies. Any unit can be damaged at most twice by a single cast.|
|Enemies hit by 30% of their armor and 30% of their magic resistance for 3 seconds.change their active target to Malphite and lose|
|area of effect is 50% bigger, and leaves cracks on the ground that erupt 2 seconds later, repeating the damage.|
|deals 60% bonus damage. Each enemy affected by reduces its cooldown by 15%, up to 5 enemies.|
|now dashes in a target direction until Malphite collides with terrain, carrying enemies he passes through along with him.|
|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.|
|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.|
|Sona gainsafter casting 2 basic abilities. Using lowers the cooldown of by 6 seconds.|
|now affects all enemies in an area around its target.|
|cooldown is reset when Sona casts another ability.|
|Ifactive damages its maximum number of target, its next cast hits an additional target and gains 100% bonus damage, stacking up to 4 times.|
|Allies buffed byaura deal 75% increased damage with their next basic attack.|
|active heals one additional ally.|
|(+ 6% AP) health per second.aura continually pulses to heal all allies inside by|
|shield is increased by .|
|active blocks all nearby projectiles, turning them into healing missiles that seek out nearby allies.|
|aura cleanses allies of crowd-control, and its bonus movement speed is tripled.|
|slow nearby and deal (+ 50% AP) magic damage per second.aura additionally pulses to|
|Hitting an enemy withrecasts the ability behind them. Each Cascade reduces the cooldown of by 5 seconds, up to 5 times.|
|now fires in 8 directions around Sona. Multiple hits on a target deal 50% damage.|
|Sona gains (100% AP) as base attack damage.|
|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.|
The Captain (Innate)
|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.|
|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.|
|grow in size as they travel, up to +150%.|
|Hitting a unit with 5% of his missing health.clears cooldown from that unit and heals Yasuo for|
|return to Yasuo and deal 75% bonus damage.|
|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 futher.gain|
|width is doubled and its cooldown is reduced by half.|
|Whenblocks a projectile, it returns a in the opposite direction (0.5 second cooldown).|
|damage amplification stacks up to +350%, and stacks twice as fast. Damage amplification increases total damage, instead of just the base damage.|
|can be cast on allied champions. Doing so applies shield to each of you.|
|Increasesrange by 100%. It now blinks Yasuo to its target if he's father away. It also triggers on-hit effects.|
|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%.|
|knocked-up enemies.gains 100% bonus damage, duration, and range. During its channel, Yasuo can re-cast on other|
|Gain 150 bonus range on basic attacks and. Your cooldowns are reduced by 0.25 seconds on-hit.|
|For every 2 bonus attack damage, gain 1% bonus ability damage.|
|bounces up to 4 times to a nearby enemy. Bounces only to unaffected targets.|
|cooldown is lowered to 2 seconds and the damage is doubled.|
|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.|
|Every time abounces, it leaves behind a .|
|throws 3 bombs in a spread out formation. Multiple hits on a target deal 50% damage.|
|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|
|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.|
|knocks back all targets twice as far and ability cast while Ziggs is airborne deal quadruple damage.|
|heal allies in their blast radius, and allies can trigger them by their proximity.|
|After ahas completely detonated or expired, a second minefield is generated in the same place as the first.|
|roll towards nearby enemies. They deal 40% more damage, or healing, with Hexhealing.|
|On impact, true damage over 3 seconds.launches 5 Mini Inferno Bombs around itself, and enemies hit take 30% bonus damage as|
|For 5 seconds after casting, Ziggs becomes immune to crowd control, gains 80% damage reduction, and can cast additional at no cost.|
|While under 60% health, gain 100% bonus movement speed, 50% bonus attack speed and 50% cooldown speed on all abilities.|
|Gains 150 bonus attack range and for each 1% bonus attack speed, gain 1 ability power.|
Once it charges up, it rapidly shoots high damage projectiles at you. Run away, interrupt it with some crowd control, or blow it up first.
Once it gets close, it fires lightning bolts into the sky. Keep moving and spread out to avoid getting fried.
Jumps around and hides before striking. Groups of them can be dangerous and will swarm you. Warp away or take a thousand cuts.
Fires dangerous bolts of energy from afar. Get in close to take them out, or get your Captain to protect you with a.
Fires a powerful laser that not even Captain can stop. Strafe around them and attack before they can fire again.
|Champion|| Crimson Stinger
Grabs you with its tail and drags you into danger. Call for backup—your team can free you with crowd control effects.
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.
Emits a protective barrier that blocks all damage to herself and other monsters around her. The barrier doesn't work up close, so get in there.
The tail does a lot of damage and knocks you back. You can run away, or you can get so close that the tail can't hurt you.
These guys aren't super accurate, but if their ground pillars hit you they can do a lot of damage. Just keep moving and you should be OK.
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.
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.
These are aggressive and they try to chase you down. When they slam the ground they leave a deadly red ring. Keep your distance!
Each time they get hit, they'll put up defenses and charge a massive attack. When that happens, run behind them and you can take them out safely.
They get in close and unleash bigger and bigger attacks. Stay away and do damage quickly.
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.
They try to pull you in with their giant tongues. Keep moving around them to avoid it, since it's super gross.
Any enemy can become mutated and grow larger. This gives them a lot more health and damage.
A rare and dangerous super mutation. These enemies are extremely dangerous and can kill you in a single hit.
Uses multiplein 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.
- Quick Charge version. and its upgrades ( ) as well as use the
- 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:
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.
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