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Odyssey: Extraction Guide (Onslaught)

Odyssey: Extraction Guide (Onslaught)

Updated on October 19, 2018
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League of Legends Build Guide Author PsiGuard Build Guide By PsiGuard 61 1 91,694 Views 16 Comments
61 1 91,694 Views 16 Comments League of Legends Build Guide Author PsiGuard Build Guide By PsiGuard Updated on October 19, 2018
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Choose Champion Build:

  • LoL Champion: Yasuo
    Odyssey Yasuo
  • LoL Champion: Jinx
    Odyssey Jinx
  • LoL Champion: Malphite
    Odyssey Malphite
  • LoL Champion: Sona
    Odyssey Sona
  • LoL Champion: Ziggs
    Odyssey Ziggs

Introduction

Hey guys, I'm PsiGuard and this guide is to help people who are struggling with Onslaught mode in Odyssey: Extraction. I've cleared this mode on Onslaught a number of times with various team compositions, builds and augment restrictions so I thought I could share some tricks I learned through my own experience. I hope the builds and tips in this guide help you finish off the more difficult missions for the event.

Be sure to check out our official post about Odyssey: Extraction including info on all the champion passives, buffs and enemies in the game mode. You can also see all of the augments for each champion in your game client under Collection -> Augments.

Let's get started!

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Builds

You can see a few example item builds by clicking each Champion icon in the cheatsheet at the top of this guide. These are just some guidelines you can use if you're not sure what items to build. You can always adjust your builds and augments as you see fit, but these builds above are ones I've tested myself or had friends test for me, so they should be good enough to beat Odyssey Kayn on Onslaught difficulty.


Augments

Augments give your champion an extra starting level and each of them can massively increase your champion's power through additional passive ability effects. Choosing the right augments is important to success in Onslaught, as is matching your augments to your item build. Here are some suggestions for each champion to get you started. The augments will be listed in order of priority if you're limited on augment slots.

Note that for the missions requiring you to take only a few augments (4, 3 or 2), the mission doesn't count your champion's passive augment. You can always take at least 2 augments in addition to your champion's passive augment (the one you can't remove) and finish all the missions.


Yasuo - Tempest Build

1. Tempest - Last Breath makes Yasuo invulnerable and fires two tornadoes per unit hit.
2. Wandering - Tornadoes deal increased damage and return to Yasuo.
3. Windwalker - Last Breath gains extra damage, duration, and range, and can be re-cast on other enemies.
4. Growing - Tornadoes grow in size as they travel.
5. Horizon - Basic attacks and Steel Tempest gain extra range. Basic attacks reduce cooldowns.


Tempest has massive damage potential if you're able to cast Last Breath on a large number of enemies in a group. This works great for clearing out big waves of enemies and can also be used to deal a ton of damage to Kayn if you can hit a large number of units along with Kayn at the same time. Wandering tornadoes effectively double your crowd control and add a ton of damage to your Last Breath combo, while the other augments allow you to hit more enemies with Tornadoes and cast Last Breath more often.


Yasuo - Chivalrous Build

1. Chivalrous - Sweeping Blade can be cast on allies and applies Way of the Wanderer's shield to you both.
2. Flicker - Sweeping Blade becomes a blink with doubled range that applies on-hit effects.
3. Honed - Sweeping Blade's damage amplification has a higher cap and stacks twice as fast.
4. Silvered - Bonus Attack Damage also grants bonus Spell Damage.
5. Infinity - Steel Tempest heals Yasuo and clears Sweeping Blade's cooldown from its targets.


This one's a little weirder but it can be fairly effective, especially if you have several Yasuos on your team. The Chivalrous build sacrifices huge potential damage from Last Breath for higher mobility and the ability to shield your teammates. I've seen some people build AP as well but I can't really vouch for its viability as much, so try it at your own risk. :P



Jinx - Comet Build

1. Comet - Mega Death Comet passes through enemies and leaves a trail of fire in its wake.
2. Arsenal - Carry up to 3 Mega Death Comets at a time. Mega Death Comets have a lower cooldown.
3. Plan: A - Spell hits deal extra damage over time and grant stacks of Rev'd Up.
4. Eager - Any time Jinx or one of her allies casts an Ultimate, Get Excited!
5. Antsy - While Jinx has Get Excited, she can cast Warp infinitely.


This build looks a little strange on paper but constantly pumping out Comets will lay down a huge amount of consistent AoE damage and apply the full Liandry's Torment burn to all targets. The trail burns for a high amount of damage and lasts a while, so you'll constantly have at least one trail on the map at any time. You'll want to focus on getting cooldown reduction and armor penetration to increase your Comet's damage, as well as Liandry's Torment and Sorcerer's Shoes for the Liandry's burn. Even though magic pen only works on the burn, you deal so much damage with Liandry's Torment that it's worth buying.



Jinx - DPS Build

1. Barrage - Stacks of Rev'd up make Fishbones fire extra rockets.
2. Slow-Slow - Pow-Pow slows enemies and shreds their defenses.
3. Eager - Any time Jinx or one of her allies casts and Ultimate, Get Excited!
4. Whalebones - Fishbones range and radius is increased, and firing it costs no mana.
5. Scorcher - Flame Chompers root for longer and amplify damage from all sources.


I haven't tested this one quite as much since the Comet build is super fun and strong, but Jinx can still deal a ton of damage with her autoattacks if she builds for it, so these augments make the most sense to give her ample time to right-click down enemies.



Malphite - Tank Build

1. Relentless - Unstoppable Force is a dash that carries enemies hit until Malphite runs into terrain.
2. Onslaught - Unstoppable Force deals more damage. Reduce its cooldown per enemy hit..
3. Aftershock - Ground Slam has an increased area of effect and repeats its damage after 2 seconds.
4. Echo - Enemies hit by Ground Slam echo the attack, damaging other enemies nearby.
5. Intimidating - Enemies hit by Ground Slam target Malphite and have their defenses lowered.


Tank Malphite deals pretty low single-target DPS but can soak up a lot of damage and is pretty decent at clearing out hordes of weaker enemies. More importantly, his augmented Unstoppable Force can set up a Tempest Yasuo for massive AoE damage. This can also be effective against Kayn if you can push a large mob of enemies into Kayn and knock him up, followed up by Last Breaths from any Yasuo players on your team.



Malphite - Berzerker Build

1. Berzerker - When a shield on Malphite breaks, gain bonus attack damage and movement speed.
2. Charged - Brutal Strikes deals more damage and causes Malphite to leap to distant targets.
3. Unstable - Casting Brutal Strikes damages Malphite, but grants him omnivamp and critical strike.
4. Concussive - Brutal Strikes cleaves a wider area and deals bonus damage based on Malphite's health.
5. Goliath - Bonus HP gives Malphite extra size, attack range, and damage.


Berzerker Malphite is much riskier since you'll be far less survivable, but it solves your single-target DPS problem. If your teammates don't provide much damage, you can build items like Blade of the Ruined King and Guinsoo's Rageblade to significantly increase your own damage output, especially against Kayn. This is also a good way to finish the Hyper Punch Upgrade mission, which requires you to build those two items on Malphite (though you can complete this mission on any difficulty if you're having trouble on Onslaught).



Sona - Healer Build

1. Benediction - Aria of Perseverance's active heals 1 additional ally.
2. Cadence - Gain Power Chord after casting 2 spells. Power Chord lowers the cooldown of Crescendo.
3. Flurry - Song of Celerity's active blocks all nearby projectiles, turning them into heals.
4. Cascade - Crescendo bounces off of enemies hit to hit additional units behind them.
5. Concerto - Crescendo fires in 8 directions around Sona.


Honestly I didn't end up playing much Odyssey Sona . She's a pretty decent healer but doesn't deal as much damage as Ziggs, who can also fulfill a healing role. If you want to play Sona, this build should give you the tools to pump out a lot of healing and keep your allies alive. You'll constantly want to use your Power Chord basic attack after casting Aria of Perseverance, since this will reset your W's cooldown, allowing you to heal twice in a row. Cadence will allow you to refresh your W cooldown more often. Avoid using basic attacks after Q or E since their Power Chord effects aren't as useful as the heal refresh.



Ziggs - AP Build

1. Overkill - After casting Mega Inferno Bomb, Ziggs gains 80% damage reduction and can recast continually for 5 seconds.
2. Fallout - Mega Inferno Bomb deals extra damage over time and launches more bombs on impact.
3. Brink - While at low health, gain bonus Movement Speed, Attack Speed and CDR.
4. Shatter - Bouncing Bomb throws 3 bombs in a spread formation.
5. Delayed - Bouncing Bombs bounce up to 6 times, and gain damage and range with each bounce.


Overkill and Fallout is going to give you the most bang for your buck if you're limited on augment slots. Spamming Mega Inferno Bomb gives you far higher damage than you can get with your normal abilities, plus you'll become unstoppable and gain 80% damage reduction, so you can sometimes use R to save yourself from dying to a nasty ability if you can't dodge. Make sure to build magic penetration and ability power to maximize your ultimate damage.



Ziggs - DPS Build

1. Distributor - Gain extra range on basic attacks. Bonus Attack Speed grants Ability Power.
2. Shorter - Short Fuse deals double damage and has a 2 second cooldown.
3. Bounce - Short Fuse bounces to nearby enemies, up to 4 times.
4. Brink - While at low health, gain bonus Movement Speed, Attack Speed, and CDR.
5. Overkill - After casting Mega Inferno Bomb, Ziggs gains 80% damage reduction and can recast continually for 5 seconds.


Distributor is a perfect fit for a DPS build and Ziggs passively heals for 10% of the damage he deals, so you'll have pretty good self-sustain as well. I definitely recommend running a DPS build if you're trying to beat Onslaught with your whole team as Ziggs, since you'll likely be lacking in single-target DPS. You won't be quite as good at clearing out groups of monsters quickly, but you'll be very self-sufficient, able to defend and heal yourself as well as putting out a great amount of DPS against Kayn.



Ziggs - Hexhealing Build

1. Hexhealing - Hexplosive Mines heal allies that activate them.
2. Leftovers - Bouncing Bomb leaves behind a Hexplosive Mine with each bounce.
3. Shatter - Bouncing Bomb throws 3 bombs in a spread formation.
4. Delayed - Bouncing Bombs bounce up to 6 times, and gain damage and range with each bounce.
5. Refresher - Hexplosive Minefield recasts itself at the same location after all mines are detonated.


Ziggs actually makes for a pretty respectable healer if you take the right augments for it. Hexhealing is the obvious core choice since it enables his mines to heal, but you'll generally want 3-4 augments so that you can spawn large groups of mines with your Bouncing Bomb as well. This build isn't as good with only 2 augments since you need a combination of several augments to spawn enough healing mines to consistently heal your team.

An alternative option is to take Overkill and Fallout for the ultimate spam and then add Hexhealing and any other mine-spawning augments afterwards. You won't put out as much healing, but you'll still be able to top up your teammates and keep yourself alive while remaining a bigger damage threat. This can be a good option if your team has other healers and you don't need to shoulder as much of the burden for healing.
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General Tips

Stage 1 - Eliminate Enemies

In the first stage, enemies will slowly spawn at different points on the map. At first you'll be able to clear out each group as it spawns, but eventually you'll start dealing with lots of quick spawns and finally some large monster spawns near the end. Your goal should be to clear out enemies quickly and stay roughly grouped as a team. It shouldn't be too hard to stay alive as long as you and your teammates don't get isolated.

Tips
  • Stay with your teammates (especially your healer(s)).
  • Save your big AoE spells for when lots of enemies spawn and group up.
  • Focus down large monsters one at a time with your team.
  • Don't worry too much about stray Ora. Your Ora Bot will pick it up.


Stage 2 - Kill the Plants

The second stage is a less open map. The bridge in the center connects the two sides while Ora Plants will spawn around the outskirts. At the start of this stage, split up and quickly kill the Ora Plants before they despawn. You'll need to keep killing these plants to ensure you gain Ora quickly enough to end the mission before your team is overwhelmed. After you've taken out the initial few waves of plant spawns, you may need to regroup with your team to ensure you aren't overwhelmed. If you have a self-sufficient team member, you can send them out to kill plants.

Tips
  • Focus on killing Ora Plants until enemies start becoming an obstacle, then regroup with some teammates.
  • Keep an eye out for Lifebeads, Goldbeads, Focusbeads and Orabeads. Killing these is a high priority and you might have to send 1 or 2 team members out to hunt them down.
  • Avoid clumping up on the bridge as you can get surrounded by monsters or trapped by hazards.


Stage 3 - Push to the End

This stage is a mad dash in a straight line past some bramble walls, hazards and enemies. At the end of the path is a large group of Ora Plants that you'll want to kill and collect to make the mission end more quickly. Be sure not to ignore the first enemy spawns, as the Ora Plants will only give you a portion of the Ora needed to complete the mission.

Tips
  • Stay with your teammates and quickly kill groups of enemies that spawn in front or near your team.
  • When the path splits in two, you may want to split your team in half and kill enemies on each side-path. If you're quick, you can regroup before things get too dangerous.
  • Push through and avoid doubling back to kill enemies unless a Goldbead or something spawns behind your team. You need to make sure you reach the end and get the plants.
  • Sometimes ranged Landsquids will spawn near the end of the path, so be prepared for a barrage of projectiles when you're about halfway there. Quickly run through and kill off the squids before they chip away too much of your team's health.



Stage 4 - Eliminate Enemies (again)

This is pretty similar to the first stage, though enemies will be more challenging early on and there will be more hazards to worry about. Avoid getting split up by hazards and help your teammates out if they're in danger. You can apply the same basic principles you used in the first stage here, as you just need to kill off enemies and avoid dying until you have enough Ora to end the stage.

Tips
  • Look ahead of where you're going to avoid hazards that may intercept or block you. Watch for overlapping Ora storms or Ice storms.
  • Stay close to your teammates to avoid being separated by moving hazards like storms and lasers.
  • Quickly stun or kill Crimson Stingers that pull your allies, since they can yank them into hazards and their pull lasts for a long time if not interrupted.
  • Basic attacks aren't as threatening at this stage, but many telegraphed AoE abilities will kill you in 1 or 2 hits. Don't get hit! :P
  • Remember to coordinate ultimate combos like Malphite + Yasuo or Ziggs to create some space for your team when enemy spawns start to be overwhelming.
  • Don't try to revive teammates in high-damage hazards like Ora Storms and Volcanoes as it'll often get you killed as well.
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Kayn Tips

Stage 5 - Kayn

You'll have to kill Kayn 3 times - once as Kayn, once as Shadow Assassin and once as Rhaast. I'll be breaking down this boss fight according to the different attack patterns Kayn has and offer tips how to deal with them. You'll also have to watch out for hazards and enemies that will spawn throughout the fight. Generally you'll want as many people hitting Kayn as possible, but in some cases you can have some teammates focus on clearing out dangerous monsters or large groups of enemies, depending on what they're suited to. Anyone with good single-target DPS should stay on Kayn as much as they can.


Knockback/Pull


When you see the red laser it's time to get punted.

Kayn will target one of your teammates and perform a huge knockback that deals fairly minor damage. This knockback is not dodgeable or blockable (other than with Zhonya's Hourglass). I recommend not to waste any Warp charges if you're targeted by the knockback unless you need to avoid getting knocked into a hazard.

He can also pull enemies to him in a small cone like Apprehend, which deals no damage (or if it does, it's very low). It's not really a big deal if you get hit by the pull in most cases. I wouldn't waste a Warp charge to avoid it.


Reaping Slash


Out of the way!

This ability deals massive damage if you're hit by it and it'll move Kayn around a lot. Feel free to stop attacking Kayn and focus on dodging if he's dashing towards you. You can dodge this ability without using Warp by walking perpendicular and slightly towards Kayn during his dash windup. If you need to, use Warp to avoid being hit, but don't spam it for every spin since he will sometimes keep spinning at you until you're out of Warp charges.


Blade's Reach


We've got your back, Kayn!

Kayn can cast Blade's Reach in a star formation in front of him, which is also pretty easy to dodge. If you're behind him you're totally safe, otherwise you'll just need to reposition slightly between your attacks to make sure you aren't hit.


Ring around the rosie.

As Shadow Assassin Rhaast, he can stand still and spam Blade's Reach while slowly rotating. This is the easiest attack to avoid and also one of the best times to hit Kayn directly since he'll be standing still. If you need to, you can use a single Warp charge to dash past the AoE but generally you can just walk around him and keep your charges for when you need them.


Sheesh, enough hazards?

Rhaast has a slightly more powerful star formation that hits in 6 directions around him rather than 5. This is trickier to dodge since you have a small safe space to work with and can't simply get behind him, but otherwise the ability works the same.


Ring of Blue Circles


I'm not sure what else to call this...

Kayn can summon a ring of blue circles that deal a ton of damage if you're hit by one as it detonates. The ring can either start close to Kayn and expand outward, or it can start far and expand inward. Warp can get you safely past the ring if necessary. You can avoid this attack by getting really close to Kayn, which will also allow you to attack him while he's channeling. If you're not close and you don't have a Warp charge, feel free to just walk out of range until the attack is over.


Orb Charge - Shadow Assassin (projectiles)


Om nom nom...

Sometimes Kayn will stop attacking and summon a large number of orbs that fly towards him, charging up a projectile attack. You can destroy these orbs to reduce the power of his attack and/or you can hit him a lot during this phase. Generally I recommend focusing on hitting Kayn unless you can AoE him and his orbs at the same time.


Taste the wind!

After he's charged up, Shadow Assassin Kayn will fire a barrage of blue projectiles (like the Landsquids) in several directions in front of him. He can also turn to aim at you or your teammates. If you're close to Kayn at this point you can instantly die to the stream or projectiles. Either run out of range and focus on dodging any projectiles that get close to you, or you can use projectile blockers like Wind Wall or an augmented Song of Celerity to nullify Kayn's attacks while you hammer him with damage. If you have 5 Yasuos this is pretty easy, but you'll have to coordinate the order you cast your Wind Walls so you don't overlap them and run out of protection before the attack ends.


Orb Charge - Rhaast


These orbs are spicier than the blue ones.

In Rhaast's version of the orb charge attack, he summons a bunch of spinning scythes underneath and near you and your teammates. The scythes are slightly delayed so you have a little time to try and dodge, but they'll be spawning constantly and will chunk down your health quickly if you're hit by several of them in a row. Focus on dodging the scythes by varying your movement patterns, as the scythes will often spawn ahead of your current pathing. You can use Warp if you're in a tight spot, but this attack lasts for a while so don't burn your Warp charges unless you can't get out of the way in time by just moving.


I don't actually know if these are supposed to be scythes, but they kinda sound like it.


Umbral Trespass - Shadow Assassin / Rhaast


Stay out of my personal space!

The only difference I noticed between Shadow Assassin and Rhaast's versions of this attack is that Rhaast will summon vortexes that damage and slow you underneath all your teammates after the attack completes. Otherwise, they seem to function pretty similarly.

Kayn will jump inside you or one of your allies and you'll see an icon over all of your champions' heads. At this point you need to split up and avoid being too close to your teammates or you'll take massive damage. If your team splits up evenly, no one will take damage and Kayn will pop out of one of your teammates. You don't have much time to move and you'll be slowed near your allies, so feel free to use Warp charges to ensure you create enough space. Try and make sure you don't Warp in the same direction as an ally. :P
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Conclusion

Thanks for reading my Odyssey: Extraction guide! I hope you now feel better prepared to go out and conquer Onslaught mode, beat those missions and nab those sweet rewards. Leave me a comment if you have any comments, suggestions or questions for me. See you next time!
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Odyssey: Extraction Guide (Onslaught)

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