When heroes alone are not enough… the world needs legends. Having seen the future, one he will desperately try to prevent from happening, time-traveling rogue Rip Hunter is tasked with assembling a disparate group of both heroes and villains to confront an unstoppable threat — one in which not only is the planet at stake, but all of time itself. Can this ragtag team defeat an immortal threat unlike anything they have ever known?
When the Legends realize that they broke the timeline, Rip Hunter arrives with his new organization – the Time Bureau – to relieve them of duty. The Legends are thrilled to get a chance to put the team back together but a new threat arises when Rory spots Julius Caesar in Aruba. Sara, Nate and Ray devise a plan to steal the Waverider back from the Time Bureau in order to try and stop Julius Caesar from conquering the modern world.
The Legends find themselves in 1870 to fix the anachronism which happens to be at P.T. Barnum's fledgling circus. However, Nate and Ray accidently free a saber toothed tiger, creating a bigger problem. Meanwhile, P.T. Barnum is on the hunt to capture Nate and Ray to make his show even more exciting for the crowd.
When Sara receives a distress call from their “befriended” agent at the Time Bureau, she learns that they have been tasked with going to the future to capture a rogue time traveler. Unfortunately, the Legends make things worse by trying to protect an outlaw named Zari, to hopefully lure in the time travelling assassin. Meanwhile, Stein tries to diagnose Amaya’s condition, but Nate discovers an unusual treatment that Amaya begrudgingly agrees to.
The Legends learn that Ray Palmer will die because they broke time, causing them to race back to 1988 to try and save his life. When they arrive, they are surprised to learn that young Ray Palmer has befriended a time-displaced baby Dominator putting him in harm’s way with the government and the Dominator’s mother. New to the ship and missions, Zari must find her place and learn to trust the team. Meanwhile, Stein begins working on a secret project on the ship which makes Rory and Jax suspicious.
When Nate thinks he has found a pattern to the anachronisms, it leads the Legends to London in 1897 to hunt down a time-traveling vampire. When they arrive in London, they run into Rip, but not everyone welcomes him back so quickly, leaving Sara to make a tough choice in the end. Amaya tries to connect with Zari, but she is still struggling with being part of the team. Meanwhile, Stein discovers what Ray and Jax are up to and is not entirely pleased.
When the Legends track down an anachronism in 1930s Hollywood, they discover it’s none other than a time-displaced Helen of Troy and she’s just started a war between two film studios. As the Legends try to fix history and return Helen to the Bronze Age, things get complicated when they are blindsided by the appearance of a former enemy. Sara contemplates an offer she is made, which would make the Legends leave the anachronisms be. Meanwhile, Stein and Jax find themselves in an unusual predicament.
With Sara out of commission, the team finds a new Anachronism that leads them to the jungles of Vietnam and right in the middle of the war. Ray, Amaya and Zari pose as journalists and trek through the jungle when they are lead to time-displaced Gorilla Grodd. Meanwhile, Nate and Rory run into someone Rory knows which give a glimpse into his past.
Barry and Iris's wedding brings the gang together, but things go awry when villains from Earth-X attack the ceremony. All of the superheroes band together with help from their super friends like Citizen Cold, The Ray, Felicity Smoak, Iris West and Alex Danvers to take on their most formidable villains yet. Earth's mightiest heroes - Green Arrow, Supergirl, The Flash and White Canary - lead their teams into battle to save the world. Part 1 - Supergirl - S03E08 Part 2 - Arrow - S06E08 Part 3 - The Flash - S04E08 Part 4 - DC's Legends of Tomorrow - S03E08
Rattled by recent events, the Legends dive into work which finds them investigating an Anachronism in a Viking settlement in the New World. The Legends realize that the Norsemen are worshipping an artifact as their god and are surprised by the artifact’s origin. For the first time, Sara is worried that they might need back up when Damien Darhk shows up. Meanwhile, Jax finds a loophole that could potentially change history, but it is a risk he is willing to take.
After Sara's encounter with Mallus, the Legends are paid a visit by John Constantine, a demonologist detective. The Legends agree to accompany him to a present-day psychiatric hospital and they are surprised to discover who Constantine is trying to help. During the exorcism, Sara, Leo and Constantine go missing, leaving Ray and Zari to try to take care of Constantine's client. Meanwhile, Amaya and Nate once again come face to face with Kuasa.
After the team returns from a mission, Zari finds herself trapped in a time loop that results in the Waverider blowing up over and over again. Zari soon begins to suspect that the answer to stop what is happening might lie hidden among her fellow shipmates' secrets. But in investigating them she starts to understand her place on the team.
When Sara decides to take some private time, the Legends pursue a lead on the whereabouts of the long-lost Earth Totem. Without Sara's knowledge, the Legends find themselves in 1717 to hunt for Blackbeard's long-lost treasure, but in true Legends fashion things go awry. Meanwhile, Ray feels guilty about something he has done and tries to make amends, which lands him in even bigger trouble.
When Damien and Nora Darhk take Ray hostage they force him to try and fix the Fire Totem, but Ray tries to use the power struggle between them to his advantage. Ray and Nora find themselves working together in 1960's East Germany in order to fix the totem, but soon come face to face with a younger and deadlier version of Damien Darhk. Meanwhile, Sara seems to be taking positive steps in her personal life.
When the Legends learn that a mysterious tragedy destroyed Memphis in 1954, thus eradicating the birthplace of rock and roll, they embark on their most important mission - to save music. Nate is excited to show Amaya why music is important to him and he is surprised it leads to a rock legend as well as the sixth and final totem, the Death Totem. Meanwhile, Zari helps their newest member try to adjust to the team.
When Mallus' power over Sara resurfaces, she unwittingly becomes the bearer of one of the Totems. Rory must conquer his dark side in order to wield his own Totem power to help save the crew. Meanwhile, Agent Sharpe notices that something is wrong and recruits someone unorthodox to help.
When Ava disappears, Sara and Ray set out to find her after some prodding from Time Bureau agent Gary and a disturbing truth about Ava. Amaya tasks Zari with helping train Rory in controlling his own Totem power. Meanwhile, Nate and Wally set out on a mission that goes awry when they pair with an unlikely person to try and get a Totem.
With the timeline barely stable, the Legends must tackle two anachronisms at the same time to try and keep Mallus at bay. Sara and Rip team up to stop Grodd from going after a particular target leaving Nate and Wally to stop Amaya from changing her future. Meanwhile, the Legends think they have found a way to destroy Mallus, but they will have to create an uneasy alliance with one of their enemies.
The Legends plan to vanquish Mallus by using the totems doesn’t go as planned, forcing Rip to improvise. The team finds itself regrouping in the Wild West where they run into their old pal Jonah Hex. Sara leaves Ray in charge of watching Damien Darhk, while she comes up with a new plan. Meanwhile, Amaya is determined to find a way to use the totems to destroy Mallus.
Rip tells the team they are headed to the future to take out a powerful ally that Savage needs in order to conquer the world. However, when Rip reveals the ally is a 14 year-old boy who will one day grow into an evil dictator, the team is split about the morality of killing a child, even if it does save the world. Meanwhile, Sara talks Snart through a rough patch and Ray learns something that could impact his future with Kendra.
The Legends travel back to the Old Wild West and gain the aid of a true legend, a morally ambiguous gunslinger with a penchant for danger, Jonah Hex, who has been battling outlaws and gangs and happens to know a thing or two about time travel. Hex warns the Legends to be extra careful in their journey to the small town of Salvation.
The team is targeted by The Pilgrim, a deadly assassin who wants to erase the Legends from the timeline by killing their younger, non-superhero selves. As a protective countermeasure, Rip decides Sara, Snart, Rory, Professor Stein and Jax need to kidnap their past selves first before The Pilgrim gets to them. Coming face-to-face with the younger versions of themselves proves to be both a physical and emotional challenge for certain members of the team who would rather forget their past. Rip tells them he has a refuge for their precious cargo – an orphanage that raises future Time Masters and where he himself grew up.
Rip takes the team to London in the year 2166, three months before his family is killed. He believes this to be their final opportunity to take out Savage who is, unfortunately, at the height of his power. However, the team discovers two key elements to defeating him – Savage’s daughter and the means to kill Savage once and for all.
After numerous attempts in many different time periods, the team has successfully captured Vandal Savage. However, Savage tells Kendra that he can reunite her with Carter so she struggles with whether she should kill him. Rip decides they will deliver Savage to the Time Masters which doesn’t sit well with Snart and Rory. The duo decides it may be time to jump ship and return to their old life. Meanwhile, Savage taunts Ray about his place in Kendra’s life.
Being in the vicinity of the Time Masters leaves Rip and Rory incredibly disturbed for very different reasons. Meanwhile, Sara takes over the Waverider, Kendra is reunited with Carter and Snart decides he might be a hero after all.
After the numerous sacrifices the team has made since the beginning of this ride, Rip decides that it’s time they each decide their own destiny and returns them to Central City a few months after they first left. Returned to their normal lives, each team member must individually decide if they are willing to sacrifice everything in order to save the world. Meanwhile, Sara visits with her father who delivers some heartbreaking news about her sister.
Ray, Sara and Kendra are shocked after they watch the Waverider fly off without them, leaving them stranded in the ‘50s. After waiting months for their teammates to come back, the three realize they must move on with their lives. Ray and Kendra bond as a couple but Sara decides to return to the League of Assassins and Ra’s al Ghul.
After receiving a distress call from another timeship stranded in space, Rip decides to answer the call in order to use the other ship’s computer to track Savage. The team is suspicious and warns him this could be a trap but he moves forward with his plan. Ultimately, the team was right and they have to battle time pirates. With most of the team captured, it is up to Professor Stein to rescue them all. Contains moderate violence.
The team tracks Savage to a small town in Oregon during the 1950s. Upon arrival, they discover there have been a recent string of murders and they suspect Savage is involved. Professor Stein and Sara go undercover at a psychiatric hospital, where Savage is working as a doctor, to find out his plan. While there, Sara meets a nurse named Lindsay and sparks fly. Meanwhile, Ray and Kendra pretend to be a married couple to gain the neighborhood’s trust, but an interracial couple in the ‘50s isn’t something that goes unnoticed. Soon, Savage is at their door.
When a malfunction sends the Waverider crashing into 2046 Star City, our heroes face a startling version of their own future where they never stop Savage and never return home. The city is in ruins and overrun by criminals, which thrills Rory. Sara is despondent over the destruction of her home and stunned when she learns what happened to her old friend, Oliver Queen.
After some of the Legends are captured and thrown into a Russian gulag during the height of the Cold War of 1986, Snart leads the team in an elaborate escape plan to free their comrades. However, Rip gives Sara a secret side mission that could prove not only to be a liability, but fatal to the team.
Vandal Savage retreats behind the Iron Curtain in the early 1980s, a string of nuclear scientists begins to mysteriously disappear. The team follows Vandal’s trail straight into the heart of the Soviet Union in an attempt to find his next target. Ray tries to bond with a beautiful Soviet scientist, Valentina Vostock, in the hopes of finding out Vandal's next move. When Valentina rejects him, it’s Snart to the rescue. Stein pushes Jax to be better, which frustrates Jax and ultimately threatens the Firestorm matrix. Rip asks Sara to train Kendra.
Rip decides to weaken Vandal Savage by going after his financial assets. Rip and Sara infiltrate Savage’s bank, but are discovered by his men. Meanwhile, Snart and Rory talk Jax into taking the jump ship back to Central City so they can steal a valuable emerald.
In the year 2166, the immortal villain Vandal Savage is on the verge of his final victory – total chaos and the utter destruction of humanity. As the world crumbles, the Time Master Rip Hunter takes matters into his own hands; he travels 150 years into the past to assemble a carefully selected team of heroes and rogues to stop him. Hunter has chosen what seems like an ill-matched group: billionaire inventor Ray Palmer, who has created an exo-suit with the power to shrink him to miniscule size, as the Atom; Sara Lance, the White Canary, a trained assassin; Professor Martin Stein and Jefferson “Jax” Jackson, who together form the meta-human Firestorm; Leonard Snart, known as Captain Cold, and his partner Mick Rory, AKA Heat Wave, a pair of career criminals; and Kendra Saunders and Carter Hall AKA Hawkgirl and Hawkman. Together this unlikely group will attempt to stop one of the most formidable villains of all time, while they must learn how to not only be a team, but heroes as well.
Tipped off to Vandal Savage’s whereabouts, the team infiltrates a munitions deal with Professor Stein as their leader. Surrounded by some of the toughest criminals in the world, things quickly go from bad to worse when Savage realizes they don’t belong there. A massive fight ensues and a piece of the Atom’s suit falls off and into the wrong hands, which could potentially cause disastrous consequences in the future. Stein realizes the best way to retrieve the missing piece is to contact a brilliant man – his younger self. He, Sara and Jax head off in search of young Martin Stein, much to Rip’s consternation. Meanwhile, Snart and Rory plan to steal a key element in defeating Savage but still unsure of his new teammates, Ray demands to come along on the mission.
Dr. Nate Heywood, an unconventional historian, makes a shocking discovery. Nate then seeks out Oliver Queen for help to find the scattered Legends. Once reunited, they try to protect Albert Einstein from being kidnapped before the Nazis destroy New York City with a nuclear bomb. Meanwhile, Ray notices that Sara has a mission of her own, which leads them both to face her nemesis, Damien Darhk.
The Legends travel to Nazi-occupied Paris and are surrounded by the Justice Society of America. They discover a time aberration that threatens the JSA, but the JSA doesn't want their help. Meanwhile, Nate tries to prove he should be part of the team.
Nate is shocked to learn that he has powers but then accidentally lands himself and Ray in Feudal Japan. After Sara convinces their stowaway Amaya, AKA Vixen, that Rory is not a murderer, they all agree to find Nate and help him master his powers in order to defend the Japanese village from the Shogun and his army of samurai warriors. Meanwhile, Jax and Stein stay back to help fix the ship and find a secret compartment but decide not to tell the rest of the team what they learn.
When the Legends discover a time Aberration in 1863, they find themselves fighting for survival during the Civil War with Confederate soldiers who have been turned into zombies. With the Civil War outcome hanging in the balance, Jax must participate in a daring mission by going to a slave plantation with Amaya. Meanwhile, Sara begins to feel the burden of the decisions she has to make as the leader, and Ray struggles to find his purpose on the team.
When the Legends trace a timequake to President Reagan’s White House, they are shocked to discover their old enemy Damien Darhk is now a Senior Adviser to Reagan. As the team works to uncover what Darhk has up his devious sleeve, Sara struggles with the choice of getting revenge or helping with the team’s larger mission. Thinking that the JSA members could be of help, Amaya and Nate break into the JSA and are surprised at what they find. Meanwhile, Stein tries to prevent his younger self from creating an even bigger time Abberation.
The Legends are still reeling from the news that their time travel-nemesis is a speedster when they are alerted to an Aberration in the Old West. When the Legends arrive they find their old friend Jonah Hex in trouble with his arch-nemesis, Quentin Turnbull. The team soon discovers that they need to stop Turnbull and his gang from conquering the West and branding it his own lawless territory. To Hex’s surprise, Sara is in charge and dispatches the team. Rory is ecstatic to be in the Wild West, but Sara makes Amaya work with him to keep him on task, which is easier said than done. Meanwhile, Nate, Ray and Jax try to infiltrate Turnball’s gang, but find themselves in a shootout leaving Nate’s confidence shaken.
After learning the Dominators’ plan for the world, the Legends must work together with The Flash, Supergirl and Green Arrow to kill them once and for all. Meanwhile, Stein figures out, with the help of others, how the team can terminate the Dominators, but is distracted by the aberration he realizes he created in 1987. Part 1 - Supergirl - S02E08 Part 2 - The Flash - S03E08 Part 3 - Arrow - S05E08 Part 4 - DC's Legends of Tomorrow - S02E07
When a new Time Aberration is discovered by the Legends, they find themselves headed to 1927 Chicago. The Legends quickly realize that they have been set up by Eobard Thawne, Damien Darhk and the newest member of the Legion of Doom, Malcolm Merlyn. While everyone is trying to help fix what they think is the mission, Jax encourages a reluctant Stein to share his secret with the other Legends. Stein is taken captive and Sara must make the tough choice of either stopping the Legion of Doom or saving Stein. Meanwhile, Rory gets an unexpected visitor and is not sure how to handle it.
When Damien Darhk and Malcolm Merlyn try to capture Rip Hunter in 1967, they create an Aberration big enough to draw the attention of the Legends. However, when the team arrives they discover that Rip has no memories of his past due to “time drift” and is just a graduate film student. After trying to convince Rip of who he was, they discover that he possesses an incredibly powerful artifact known as the Spear of Destiny, which the Legion of Doom is after. Ray and Nate realize that the Aberration has also affected them personally making it difficult to help the team. Meanwhile, Rory asks Stein for help and makes him promise to keep it a secret from the team.
The Legends are determined to find and rescue Rip, but first must focus on locating the Spear of Destiny. Stein thinks he has the perfect person to help but knows involving her will be risky. Meanwhile, Malcom Merlyn and Damien Darhk realize that Thawne is pitting them against each other.
When The Legends find a new Time Aberration they learn they must travel to the winter of 1776 to protect George Washington and the American Revolutionary War. Unfortunately, things don’t go as planned, forcing Sara to send out Nate and Amaya to help. Meanwhile, Jax and Stein who are busy protecting the incapacitated Waverider from their new enemy, are forced to step into roles that they don’t think they are prepared for.
The Legends continue their quest to hunt down the Spear of Destiny before the pieces fall into the hands of the Legion of Doom. The Legends discover that pieces of the Spear are each being guarded in different time periods by members of the JSA. Their first stop is the future where they find Dr. Mid-Nite which eventually leads them to the past and King Arthur’s Camelot, where Stargirl is protecting her piece of the Spear. In order to protect the Spear shard from the now-evil Rip Hunter, the Legends must join forces with the Knights of the Round Table.
After capturing Rip, he forces the Waverider to crash, leaving the Legends stuck 70 million years in the past. Ray leads Amaya and Nate to recover a vital piece of the ship. In an effort to get the “good” Rip back, Rory suggests they enter Rip’s mind, but what Sara and Jax discover in his subconscious is not pleasant and they must fight evil versions of themselves. Meanwhile, Nate and Amaya continue to get closer, but it could cause serious ramifications.
When the Legends track Commander Steel to NASA Headquarters in 1970, they learn where Nate’s grandfather hid the last fragment of the Spear of Destiny. The team notices a time aberration during the Apollo 13 mission and believes that the Legion of Doom might be involved. As the Legends journey into space to intercept Apollo 13, the Waverider suffers massive internal damage and Ray’s life is left in jeopardy when he is stranded on the moon. Meanwhile, tension grows between Rip and Sara as to who is the leader of the team.
The Legends must devise a plan to retrieve the last remaining fragments of the Spear of Destiny from the Legion of Doom. They find themselves in France at the height of World War I faced with the knowledge that they must destroy the mystical object. They enlist the help of a soldier by the name of John Ronald Reuel Tolkin and find that the Spear is leading them into the heart of the war. Meanwhile, the team must all resist the temptation of the Spear, and the return of a former teammate.
After obtaining the Spear of Destiny, the Legion of Doom rewrites reality, leaving the Legends changed, perhaps forever. Frightfully, the Legends’ and the world’s hopes rest with Rory, but being the “hero” is not easy for him. Meanwhile, there is tension within the Legion of Doom and the reason why the Spear of Destiny needs to be destroyed is revealed.
As the Legends are about to take off for their next destination, a massive timequake rocks the ship. In order to try and fix what has happened, they are forced to break the one cardinal rule of time travel. But if they are able to destroy the spear, they will face the ultimate consequence.