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Odyssey: Extraction Guide (Onslaught)






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Choose Champion Build:
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Odyssey Yasuo
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Odyssey Jinx
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Odyssey Malphite
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Odyssey Sona
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Odyssey Ziggs
Items
Ability Order
Way of the Wanderer (PASSIVE)
Yasuo Passive Ability
Introduction
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!

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 -

2. Wandering - Tornadoes deal increased damage and return to Yasuo.
3. Windwalker -

4. Growing - Tornadoes grow in size as they travel.
5. Horizon - Basic attacks and

Tempest has massive damage potential if you're able to cast



Yasuo - Chivalrous Build
1. Chivalrous -


2. Flicker -

3. Honed -

4. Silvered - Bonus Attack Damage also grants bonus Spell Damage.
5. Infinity -


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

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




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

5. Intimidating - Enemies hit by

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




Malphite - Berzerker Build
1. Berzerker - When a shield on Malphite breaks, gain bonus attack damage and movement speed.
2. Charged -

3. Unstable - Casting

4. Concussive -

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


Sona - Healer Build
1. Benediction -

2. Cadence - Gain



3. Flurry -

4. Cascade -

5. Concerto -

Honestly I didn't end up playing much





Ziggs - AP Build
1. Overkill - After casting

2. Fallout -

3. Brink - While at low health, gain bonus Movement Speed, Attack Speed and CDR.
4. Shatter -

5. Delayed -

Overkill and Fallout is going to give you the most bang for your buck if you're limited on augment slots. Spamming

Ziggs - DPS Build
1. Distributor - Gain extra range on basic attacks. Bonus Attack Speed grants Ability Power.
2. Shorter -

3. Bounce -

4. Brink - While at low health, gain bonus Movement Speed, Attack Speed, and CDR.
5. Overkill - After casting

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

Ziggs - Hexhealing Build
1. Hexhealing - Hexplosive Mines heal allies that activate them.
2. Leftovers -

3. Shatter -

4. Delayed - Bouncing Bombs bounce up to 6 times, and gain damage and range with each bounce.
5. Refresher -

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

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.
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.
- 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.
- 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.
- 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.
- 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.
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.

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

He can also pull enemies to him in a small cone like

![]() Out of the way! |
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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.

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


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.

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.

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





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.

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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