When the Legends realize they broke the timeline, Rip Hunter arrives to relieve them of duty; a new threat arises when Rory spots Julius Caesar in Aruba; Sara, Nate, and Ray devise a plan to stop Julius Caesar from conquering the modern world.
The Legends find themselves in 1870 to fix the anachronism at P.T. Barnum's fledgling circus; P.T. Barnum tries to capture Nate and Ray.
The Legends are tasked with going to the future to capture a rogue time traveler; Stein tries to diagnose Amaya's condition; Nate discovers an unusual treatment for Amaya.
The Legends race back to 1988 to save Ray Palmer; Zari must find her place and learn to trust the team; Stein begins working on a secret project that makes Rory and Jax suspicious.
Nate thinks he has found a pattern to the anachronisms; the Legends hunt a time-traveling vampire in London; Amaya tries to connect with Zari; Stein is not pleased when he discovers what Ray and Jax are up to.
The Legends must return a time-displaced Helen of Troy to the Bronze Age; they get blindsided by a former enemy; Sara contemplates an offer; Stein and Jax find themselves in an unusual predicament.
A new anachronism leads the team to the jungles of Vietnam and right in the middle of the war; they encounter a time-displaced Gorilla Grodd; Nate gets a glimpse into his past.
Barry and Iris' wedding brings the gang together, but things go awry when villains from Earth-X attack the ceremony.
The Legends investigate an anachronism in a Viking settlement; Sara is worried when Damien Darhk shows up; Jax considers using a loophole that could potentially change history.
John Constantine pays the Legends a visit; they agree to accompany him to a present-day psychiatric hospital and are surprised to discover who Constantine is trying to help; 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 suspects her fellow shipmates' secrets are the answer.
Sara decides to take some private time; the Legends pursue a lead on the whereabouts of the long-lost Earth Totem; they find themselves in 1717 hunting for Blackbeard's long-lost treasure; Ray feels guilty about something he has done.
When Damien and Nora Darhrk take Ray hostage, they force him to try to fix the Fire Totem; Sara seems to be taking positive steps in her personal life.
The Legends learn that a mysterious tragedy destroyed the birthplace of rock 'n' roll; they embark on a mission to save music, and it leads them to the sixth and final totem, the Death Totem; Zari helps the newest member adjust to the team.
Mallus' power over Sara resurfaces, making her the unwitting bearer of one of the totems; Rory must conquer his dark side; Sharpe seeks help from an unexpected source.
When Ava disappears, Sara and Ray set out to find her; Amaya tasks Zari with training Rory to control his totem power; Nate and Wally set out on a mission with an unlikely person to get a totem.
The Legends tackle two anachronisms at the same time in an effort to keep Mallus at bay; Sara and Rip team up to stop Grodd from going after a particular target; Nate and Wally try to stop Amaya from changing her future.
The plan to vanquish Mallus by using the totems doesn't go as expected, forcing Rip to improvise; the team regroups in the Wild West, where they run into their old pal Jonah Hex; Sara leaves Ray in charge of watching Damien Darhk.