This article or section may contain obsolete information, but exists here for historical purposes.
Odyssey: Extraction
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]
Win Condition: Defeat a series of monsters, culminating into a large Boss Fight against Odyssey Kayn.
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.
In this gamemode you can only play as an Odyssey champion. All the Odyssey champions are available (excluding 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.
Exclusive to this gamemode are two available summoner spells, Resuscitate and 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 or 10,000, but each augment owned reduces the RP price by 8, down to a minimum price of 215.
Instead of exploding on contact, Super Mega Death Comet! leaves a fire trail for 6 seconds that slows enemies by 40% and burns them for 100 / 200 / 300 (+ 120% AD)(+ 60% AP) physical damage each second.
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.
Plan:Z
Items that grants armor, magic resistance, or health grant 25 bonus attack damage and 25 ability power.
Augment
Effect
The Muscle (Innate)
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.
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
Seismic Shard deals 100% bonus damage and when it hits its primary target it shatters and strikes every enemy behind them.
Fracture
Seismic Shard fractures enemies for 4 seconds. Basic attacks break the fracture, knocking up the target and dealing 125 (+ 75% AP) magic damage.
Sharpened
Seismic Shard gains 50% bonus cast range, steals 50% more movement speed, and has a 50% reduced cooldown.
Charged
While Brutal Strikes is active, Malphite leaps to targets outside his basic attack range and deals 150% damage.
Concussive
Brutal Strikes cleave size is tripled and deals 50 (+ 5% of his maximum health)bonus magic damage.
Unstable
Activating Brutal Strikes consumes 20% of Malphite's health, but grants him 5% bonus omnivamp and 50% bonus critical strike chance.
Echo
Enemies hit by Ground Slam 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 Ground Slam change their active target to Malphite and lose 30% of their armor and 30% of their magic resistance for 3 seconds.
Aftershock
Ground Slam's area of effect is 50% bigger, and leaves cracks on the ground that erupt 2 seconds later, repeating the damage.
Unstoppable Force 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.
Power Chord now affects all enemies in an area around its target.
Rhythm
Hymn of Valor's cooldown is reset when Sona casts another ability.
Rowdy
If 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.
Rouse
Allies buffed by Hymn of Valor's aura deal 75% increased damage with their next basic attack.
Song of Celerity's aura cleanses allies of crowd-control, and its bonus movement speed is tripled.
Retrograde
Song of Celerity's aura additionally pulses to slow nearby and deal 5 – 90 (based on level)(+ 50% AP) magic damage per second.
Cascade
Hitting an enemy with Crescendo recasts the ability behind them. Each Cascade reduces the cooldown of Crescendo by 5 seconds, up to 5 times.
Concerto
Crescendo 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.
+10% bonus healing for all damage dealt (33% effectiveness for AoE).
+50% ultimate cooldown reduction.
+10% bonus movement speed.
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 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
Tornadoes grow in size as they travel, up to +150%.
Infinity
Hitting a unit with Steel Tempest clears Sweeping Blade's cooldown from that unit and heals Yasuo for 5% of his missing health.
Wandering
Tornadoes return to Yasuo and deal 75% bonus damage.
Burst
Yasuo and allied champions that pass through Wind Wall gain 100% bonus critical strike chance, 40% ability power, and 40% bonus movement speed for 8 seconds. Wind Wall now moved 6 times further.
Gust
Wind Wall's width is doubled and its cooldown is reduced by half.
Retribution
When Wind Wall blocks a projectile, it returns a tornado in the opposite direction (0.5 second cooldown).
Honed
Sweeping Blade's damage amplification stacks up to +350%, and stacks twice as fast. Damage amplification increases Sweeping Blade'stotal damage, instead of just the base damage.
Bouncing Bomb throws 3 bombs in a spread out formation. Multiple hits on a target deal 50% damage.
Afterburner
Satchel Charge deals double damage, and when Ziggs lands, he is shielded for 3 seconds and knocks up nearby enemies, dealing double the Satchel's initial damage. Shield strength is equal to landing damage.
Mayhem
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.
Daredevil
Satchel Chargeknocks back all targets twice as far and ability cast while Ziggs is airborne deal quadruple damage.
Hexhealing
Hexplosive Minefield heal allies in their blast radius, and allies can trigger them by their proximity.
Refresher
After a Hexplosive Minefield has completely detonated or expired, a second minefield is generated in the same place as the first.
Seekers
Hexplosive Minefield roll towards nearby enemies. They deal 40% more damage, or healing, with Hexhealing.
Fallout
On impact, Mega Inferno Bomb launches 5 Mini Inferno Bombs around itself, and enemies hit take 30% bonus damage as true damage over 3 seconds.
Overkill
For 5 seconds after casting Mega Inferno Bomb, Ziggs becomes immune to crowd control, gains 80% damage reduction, and can cast additional Mega Inferno Bomb 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.
Cute little robot that Ziggs made. He helps you gather Ora and lets you buy things between rounds. A good buddy all-around.
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.
Description
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.
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.
Uses multiple Reaping Slashes in a row, Blade's Reach all around himself, and Umbral Trespass on every member on the team. He can also fire devastating bolts of energy in various directions for a few seconds.
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.
The augments "Comet" and "Arsenal" make for loads of damage with lethality.
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 first is often ideal, as it offers passive armor and splash damage.
Avoid taking the augments focusing on enhancing 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.
The augment "Berzerker" offers base AD, massively boosting the AD offered by the item Sterak's Gage.
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.
The "Wandering" and "Tempest" augments are near mandatory on harder difficulties.
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.
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.
Innate: Whenever Jinx scores a takedown against an enemy champion, epic monster, turret, or inhibitor shortly after damaging them, she gains a burst of movement speed for a few seconds.
During this time, she also gains bonus total attack speed and is allowed to exceed the attack speed cap.
League of Legends content
Switcheroo!
STATIC CD: 0.9
Toggle:Jinx switches between Pow-Pow, her minigun, and Fishbones, her rocket launcher.
Pow-Pow: Basic attacks with Pow-Pow generate stacks of Rev'd up for a short time. Stacks expire one at a time.
Fishbones: Basic attacks with Fishbonescost mana to deal increased physical damage to the primary target as well as surrounding enemies. While using Fishbones, Jinx gains bonus range but loses a portion of her bonus attack speed.
Rev'd up: For each stack, Jinx gains bonus attack speed, with the first stack being twice as potent. Only the first attack after switching to Fishbones will benefit from Rev'd up.
League of Legends content
Switcheroo!
STATIC CD: 0.9
Toggle:Jinx switches between Pow-Pow, her minigun, and Fishbones, her rocket launcher.
Pow-Pow: Basic attacks with Pow-Pow generate stacks of Rev'd up for a short time. Stacks expire one at a time.
Fishbones: Basic attacks with Fishbonescost mana to deal increased physical damage to the primary target as well as surrounding enemies. While using Fishbones, Jinx gains bonus range but loses a portion of her bonus attack speed.
Rev'd up: For each stack, Jinx gains bonus attack speed, with the first stack being twice as potent. Only the first attack after switching to Fishbones will benefit from Rev'd up.
League of Legends content
Switcheroo!
STATIC CD: 0.9
Toggle:Jinx switches between Pow-Pow, her minigun, and Fishbones, her rocket launcher.
Pow-Pow: Basic attacks with Pow-Pow generate stacks of Rev'd up for a short time. Stacks expire one at a time.
Fishbones: Basic attacks with Fishbonescost mana to deal increased physical damage to the primary target as well as surrounding enemies. While using Fishbones, Jinx gains bonus range but loses a portion of her bonus attack speed.
Rev'd up: For each stack, Jinx gains bonus attack speed, with the first stack being twice as potent. Only the first attack after switching to Fishbones will benefit from Rev'd up.
League of Legends content
Slow
A unit that is slowed has reduced movement speed for the duration. Slow percentages cannot reduce a target below 110 movement speed. Some slows will instead modify the target's movement speed to a static value, which may not be further reduced nor increased.
Only the slow with the highest value is taken into movement speed calculations. All additional slows are ignored until the higher-valued slow wears off. The strength of slows may amplify or decay over their duration. Slows of the same debuff cannot stack and will instead refresh on each application unless otherwise stated.
Active:Jinx fires a shock bolt in the target direction that deals physical damage to the first enemy hit, slowing and revealing them for a short time.
League of Legends content
Flame Chompers!
COOLDOWN: 24 / 20.5 / 17 / 13.5 / 10
Active:Jinx tosses a line of Chompers at the target location that explode after a few seconds, dealing magic damage.
If an enemy champion steps on a Chomper, it will explode, knock them down, and briefly root them.
League of Legends content
Root
A unit that is rooted is unable to control its movement or activate movement spells for the duration. This effect does not innately knockdown a target that is already performing a dash. Rooted units can still be displaced. Root is an immobilizing effect.
Crowd control applied by one's self or an ally cannot be countered in any way, neither reduced in duration, resisted, nor removed unless special cased to do so.
The crowd control effect may still be cleansed if it is applied as a debuff separate from the originated ability.
League of Legends content
Super Mega Death Rocket!
COOLDOWN: 85 / 65 / 45
Active:Jinx fires a rocket in the target direction that explodes upon the first enemy champion hit, dealing physical damage to the target and surrounding enemies.
The damage is increased based on travel time and each target's missing health. Surrounding enemies take reduced damage.
League of Legends content
Granite Shield
STATIC CD:8 / 7 / 6 (based on level)
Innate:Malphiteshields himself equal to a portion of his maximum health, which refreshes after a few seconds without taking damage.
League of Legends content
Seismic Shard
COOLDOWN: 8
Active:Malphite sends a shard to the target enemy that deals magic damage and slows them for a few seconds.
He also gains bonus movement speed for the same duration.
League of Legends content
Airborne
A unit that is knocked airborne undergoes a forced displacement in a specified direction, to a specific point, or for a set duration at its current location, during which it is also unable to control its movement, declare attacks, cast abilities, activate items or use the summoner spellsFlash, Teleport, Hexflash, and Mark / Dash. Airborne is an immobilizing effect.
Crowd control applied by one's self or an ally cannot be countered in any way, neither reduced in duration, resisted, nor removed unless special cased to do so.
The crowd control effect may still be cleansed if it is applied as a debuff separate from the originated ability.
Removed content
League of Legends content
Brutal Strikes
COOLDOWN: 12
Malphite starts to hit with such force that his attacks deal damage to all units in front of him. Passively increases his Armor (this amount is tripled while Granite Shield is active).
League of Legends content
Ground Slam
COOLDOWN: 7
Active:Malphite slams the ground beneath him, dealing magic damage to nearby enemies and crippling them for a short time.
displacement immunity: The dash cannot be deterred by crowd control.
League of Legends content
Power Chord
Innate - Accelerando:Sona gains a permanent stack of Accelerando each time she hits an enemy champion with Hymn of Valor and each time she mitigates sufficient damage or heals damaged allies with Aria of Perseverance. If she has max stacks, she instead reduces the cooldown of Crescendo each time.
Innate - Melody:Sona's basic abilities incur a brief cooldown on her other basic abilities, and cause her to generate a unique aura for a short time that empowers herself and nearby allied champions.
Innate - Power Chord:Sona's basic abilities generate permanent stacks of Power Chord. At 3 stacks, her next basic attack consumes them all to become empowered with bonus magic damage and apply an additional effect based on the last basic ability cast.
Accelerando: For each stack, Sona gains basic ability haste.
League of Legends content
Hymn of Valor
COOLDOWN: 8
Active:Sona projects sound bolts to the two nearest enemies that each deal magic damage, and she gains a stack of Accelerando for each bolt that damages an enemy champion.
Melody Bonus:Sona and tagged allied champions deal bonus magic damage on their next basic attack within a few seconds.
Power Chord – Staccato:Power Chord deals increased magic damage.
League of Legends content
Aria of Perseverance
COOLDOWN: 10
Active:Sonaheals herself and projects a sound bolt that heals the most wounded allied champion nearby.
Melody Bonus:Sona and tagged allied champions receive a brief shield.
Sona gains a stack of Accelerando whenever she heals an ally or shields a minimum amount of damage for an ally with Aria of Perseverance.
Power Chord – Diminuendo:Power Chord reduces the target's size and damage output for a short time.
League of Legends content
Song of Celerity
COOLDOWN: 14
Active:Sona gains bonus movement speed for a short time, which is extended to a few seconds if she does not take damage during this time.
Melody Bonus: Tagged allied champions gain bonus movement speed for a short time.
Power Chord – Tempo:Power Chordslows the target for a short time.
League of Legends content
Stun
A unit that is stunned is unable to control its movement, declare attacks, cast abilities, activate items or use the summoner spellsFlash, Teleport, Hexflash, and Mark / Dash for the duration. Stun is an immobilizing effect.
Crowd control applied by one's self or an ally cannot be countered in any way, neither reduced in duration, resisted, nor removed unless special cased to do so.
The crowd control effect may still be cleansed if it is applied as a debuff separate from the originated ability.
League of Legends content
Crescendo
COOLDOWN: 140 / 120 / 100
Active:Sona strikes an irresistible chord in the target direction that deals magic damage to enemies hit and briefly stuns them.
He also gains attack damage from excess critical strike chance.
Innate - Resolve:Yasuo's movement generates the Flow resource. He gains a brief shield when taking damage from a champion or monster at maximum Flow, consuming all of it.
League of Legends content
Steel Tempest
STATIC CD:4 – 1.33 (based on bonus attack speed)
Active:Yasuo thrusts his sword in a line in the target direction that deals physical damage to enemies hit and applies on-hit and on-attack effects to the first enemy hit. This can critically strike.
If this hits an enemy, Yasuo generates a stack of Gathering Storm for a few seconds. At 2 stacks, the next Steel Tempest consumes them all to become empowered with a new effect.
If Steel Tempest is cast during Sweeping Blade, it instead affects enemies around Yasuo.
Gathering Storm Bonus:Yasuo unleashes a whirlwind in the target direction that deals physical damage and briefly knocks up enemies hit.
League of Legends content
Critical strike
Critical strike refers to an effect that deals increased damage under specific circumstances, denoted as critical strike damage. The most common form of critical strike occurs on basic attacks, which triggers based on critical strike chance.
By default, a critical strike deals 175% of the normal damage. Critical damage modifiers such as Infinity Edge can increase this percentage.
League of Legends content
Steel Tempest
STATIC CD:4 – 1.33 (based on bonus attack speed)
Active:Yasuo thrusts his sword in a line in the target direction that deals physical damage to enemies hit and applies on-hit and on-attack effects to the first enemy hit. This can critically strike.
If this hits an enemy, Yasuo generates a stack of Gathering Storm for a few seconds. At 2 stacks, the next Steel Tempest consumes them all to become empowered with a new effect.
If Steel Tempest is cast during Sweeping Blade, it instead affects enemies around Yasuo.
Gathering Storm Bonus:Yasuo unleashes a whirlwind in the target direction that deals physical damage and briefly knocks up enemies hit.
League of Legends content
Sweeping Blade
TARGET IMMUNITY: 10 / 9 / 8 / 7 / 6
Active:Yasuodashes in the target enemy's direction, dealing magic damage, briefly becoming ghosted, and generating a stack of Ride the Wind for a few seconds, stacking up to a cap.
Sweeping Blade cannot be cast on the same target for a period.
Ride the Wind: Each stack increases Sweeping Blade's damage.
League of Legends content
Wind Wall
COOLDOWN: 25 / 23 / 21 / 19 / 17
Active:Yasuo raises a wind wall that drifts in the target direction for a few seconds, blocking all enemy projectiles that hit it.
League of Legends content
Displacement immune
A unit that is displacement immune is immune to all Airborne effects in addition to the following effects:
He becomes empowered for some time, causing his critical strikes to gain bonus-armor penetration.
Bonus-armor penetration affects bonus armor only.
League of Legends content
Short Fuse
STATIC CD: 12
Innate: Periodically, Ziggs' next basic attack will deal bonus magic damage, increased against structures.
Short Fuse's cooldown is reduced whenever Ziggs casts an ability.
League of Legends content
Bouncing Bomb
COOLDOWN: 6 / 5.5 / 5 / 4.5 / 4
Active:Ziggs throws a bomb to the target location that bounces twice forward. It will explode upon hitting an enemy, terrain, or the final bounce, dealing magic damage to nearby enemies.
League of Legends content
Hexplosive Minefield
COOLDOWN: 16
Active:Ziggs scatters proximity mines over the target location that remain a period. Each mine will explode upon contact with an enemy or terrain, dealing magic damage and briefly slowing them.
League of Legends content
Satchel Charge
COOLDOWN: 20 / 18 / 16 / 14 / 12
Active:Ziggs hurls a charge to the target location that remains for a few seconds. Satchel Charge can be recast within the duration, and does so automatically afterwards.
Recast: The charge explodes to deal magic damage and knock back nearby enemies hit. If this hits Ziggs, he will dash farther away.
The explosion will executeturrets hit below a certain health.
League of Legends content
Mega Inferno Bomb
COOLDOWN: 120 / 95 / 70
Active:Ziggs catapults the Mega Inferno Bomb to the target location that deals magic damage to enemies hit, increased at the epicenter.
League of Legends content
Living Artillery
COOLDOWN: 2 / 1.5 / 1
Active:Kog'Maw spits a globule of acid into the air that drops to the target location, dealing magic damage to enemies hit based on their missing health. The damage is further doubled against enemies at low health.
Kog'Maw then gains a stack of Living Artillery, stacking up to a cap.
Living Artillery: For each stack, Living Artillery gains increased mana cost.
League of Legends content
Bio-Arcane Barrage
COOLDOWN: 17
Active:Kog'Maw empowers his basic attacks for a period, gaining bonus attack range and dealing bonus magic damage based on the target's maximum health.
League of Legends content
Leap
COOLDOWN: 20 / 18 / 16 / 14 / 12
Active:Kha'Zixleaps to the target location, dealing physical damage to nearby enemies upon landing.
Evolved Wings
Evolved Bonus:Leap has increased range, and the cooldown resets upon scoring a champion takedown.
League of Legends content
Void Assault
COOLDOWN: 100 / 85 / 70
Passive: Each rank in Void Assault allows Kha'Zix to evolve one of his abilities, granting it additional effects.
Active:Kha'Zix becomes invisible and gains bonus movement speed for a brief time. Upon breaking invisibility, Void Assault can be cast a second time at no additional cost.
Evolved Adaptive Cloaking
Evolved Bonus: The invisibility is extended, and Void Assault can be cast up to 3 times.
League of Legends content
Taste Their Fear
COOLDOWN: 4
Passive:Kha'Zix considers any enemy unit to be Isolated if they are not nearby to one of their allies. His abilities have special interactions against Isolated targets.
Active:Kha'Zix slashes the target enemy, dealing physical damage, increased against Isolated targets.
Evolved Reaper Claws
Passive:Kha'Zix gains bonus range on his basic attacks and Taste Their Fear.
Evolved Bonus: If the target is Isolated, the cooldown is reduced.