Content & Trigger Warnings for DC's Legends of Tomorrow (2016)
19 content warnings identified across 7 seasons for this show.
Quick Summary
Yes, DC's Legends of Tomorrow (2016) contains 19 content warnings : Homophobia / transphobia (depicted), Racial slurs / racism (depicted), Death of a parent, Grief / bereavement (major focus), Gaslighting / emotional manipulation, Genocide / ethnic cleansing, Kidnapping / abduction, Natural disasters, War / combat, Wrongful imprisonment, Body horror, Alcohol abuse (depicted), Drug use (depicted), Child abuse / harm to children, Gore / graphic violence, Gun violence, Self-harm / suicide (depicted), Slavery / forced labor, Torture.
Check the full breakdown below before you watch.
Set up your trigger profile to see which warnings affect you.
Does It Get Worse?
5 series-wide warnings apply across all seasons.
| Warning | Season | Severity | Type | Description |
|---|---|---|---|---|
| Identity & Discrimination | ||||
| Homophobia / transphobia (depicted) | S4 | 2/5 | Depicted | Sara and Ava's relationship faces some resistance; John Constantine's bisexuality and queer themes are explored with some prejudice encountered |
| Homophobia / transphobia (depicted) | S5 | 1/5 | Depicted | Queer relationships are normalized on the show; occasional encounters with prejudice in time-travel settings |
| Homophobia / transphobia (depicted) | S6 | 2/5 | Depicted | Gwyn's storyline explores historical homophobia; his relationship with a soldier is forbidden in his WWI-era context |
| Homophobia / transphobia (depicted) | S7 | 2/5 | Depicted | Gwyn's historic homophobia arc continues and resolves; the show affirms queer relationships in its conclusion |
| Racial slurs / racism (depicted) | S2 | 2/5 | Depicted | Time travel to historical eras confronts characters with period racism; Jax faces discrimination in past time periods |
| Racial slurs / racism (depicted) | S3 | 2/5 | Depicted | Time travel episodes continue to confront historical racism and its effects on team members |
| Mental Health & Emotional | ||||
| Death of a parent | S1 | 2/5 | Referenced | Several team members have deceased parents informing their backstories; parental loss motivates character decisions |
| Grief / bereavement (major focus) | S1 | 3/5 | Depicted | Sara Lance's death and resurrection arc is central; Ray Palmer grieves his fiancee; the team is assembled from people with loss |
| Grief / bereavement (major focus) | S2 | 2/5 | Depicted | The team processes losses from the previous season; new relationships form out of shared grief |
| Grief / bereavement (major focus) | S3 | 3/5 | Depicted | The team faces significant character losses; Sara's leadership is tested by death and sacrifice within the group |
| Grief / bereavement (major focus) | S4 | 2/5 | Depicted | Character losses and relationship changes create emotional moments amid the humor |
| Grief / bereavement (major focus) | S5 | 2/5 | Depicted | Team changes and departures create emotional moments; characters process relationship endings and personal growth |
| Grief / bereavement (major focus) | S6 | 2/5 | Depicted | Characters deal with changes in the team dynamic; departures and relationship shifts create emotional moments |
| Grief / bereavement (major focus) | S7 | 3/5 | Depicted | The final season involves farewell themes and characters accepting endings; emotional weight of the series conclusion |
| Other | ||||
| Gaslighting / emotional manipulation | S1 | 2/5 | Depicted | Rip Hunter manipulates the team about the true nature of their mission and his personal motivations |
| Gaslighting / emotional manipulation | S2 | 3/5 | Depicted | The Legion of Doom manipulates time and reality; Rip Hunter is brainwashed and turned against the team |
| Gaslighting / emotional manipulation | S3 | 2/5 | Depicted | Time Bureau bureaucracy and Mallus's manipulation of Nora Darhk create deceptive dynamics |
| Gaslighting / emotional manipulation | S4 | 2/5 | Depicted | Neron manipulates characters through demonic bargains and deception; the demon operates through trickery |
| Gaslighting / emotional manipulation | S5 | 2/5 | Depicted | Bishop manipulates Sara and clones her without consent; identity and autonomy questions arise from the cloning |
| Gaslighting / emotional manipulation | S6 | 2/5 | Depicted | Time-travel paradoxes and villainous deceptions continue to create confusing identity situations for the team |
| Gaslighting / emotional manipulation | S7 | 2/5 | Depicted | Final antagonists use deception and time manipulation against the team; reality is questioned in the closing arc |
| Genocide / ethnic cleansing | All | 3/5 | Depicted | Plots involving potential extinction-level events and historical atrocities |
| Kidnapping / abduction | S1 | 2/5 | Depicted | Characters are captured by Vandal Savage and his forces across different time periods |
| Kidnapping / abduction | S2 | 2/5 | Depicted | Team members are captured by the Legion of Doom; historical figures are kidnapped and manipulated |
| Kidnapping / abduction | S3 | 2/5 | Depicted | Characters are captured and possessed by Mallus; Nora Darhk is held under supernatural influence since childhood |
| Kidnapping / abduction | S4 | 2/5 | Depicted | Magical fugitives capture and endanger people; team members are held by supernatural forces |
| Kidnapping / abduction | S5 | 3/5 | Depicted | Sara is abducted by aliens; the team's rescue mission drives the early part of the season |
| Kidnapping / abduction | S6 | 1/5 | Depicted | Minor capture and rescue scenarios as part of standard time-travel adventure plotting |
| Natural disasters | All | 2/5 | Depicted | Natural and supernatural disasters depicted across various time periods |
| War / combat | S1 | 3/5 | Depicted | Time travel takes the team to historical wars and conflicts; combat scenarios in various time periods |
| War / combat | S2 | 3/5 | Depicted | Time travel to World War I, the American Revolution, and other conflicts with period combat depicted |
| War / combat | S3 | 2/5 | Depicted | Time-displaced historical conflicts continue; Vietnam War era and other periods feature combat |
| War / combat | S4 | 1/5 | Depicted | Less emphasis on historical warfare as the show focuses more on magical threats and comedy |
| War / combat | S6 | 2/5 | Depicted | World War I setting features prominently with period-appropriate combat and warfare |
| War / combat | S7 | 2/5 | Depicted | Time-travel combat continues through the final arc with various historical and futuristic settings |
| Wrongful imprisonment | S7 | 2/5 | Depicted | The team is imprisoned and must break free; confinement scenarios in the final conflict |
| Phobias & Sensory | ||||
| Body horror | S1 | 2/5 | Depicted | Firestorm's nuclear transformation effects; some villain transformations and time-travel physical distortions |
| Body horror | S3 | 2/5 | Depicted | Mallus's demonic possession causes disturbing physical effects; anachronistic creatures appear with monstrous forms |
| Body horror | S4 | 2/5 | Depicted | Magical transformations and creature designs; Neron's demonic form and various magical fugitives have monstrous appearances |
| Body horror | S5 | 2/5 | Depicted | Alien biology and experiments on Sara; some creature designs are unsettling though played for humor |
| Body horror | S6 | 2/5 | Depicted | Some creature and transformation effects; Gwyn's storyline involves supernatural elements with mild body horror |
| Body horror | S7 | 1/5 | Depicted | Minimal body horror; some transformation effects but the show remains light through its conclusion |
| Substance Use | ||||
| Alcohol abuse (depicted) | All | 2/5 | Depicted | Some characters drink heavily as a coping mechanism |
| Drug use (depicted) | S4 | 1/5 | Depicted | John Constantine's vices are referenced; magical potions and supernatural substances appear |
| Drug use (depicted) | S5 | 1/5 | Depicted | Constantine's magical substance use continues as a minor character trait |
| Violence & Physical Harm | ||||
| Child abuse / harm to children | S3 | 2/5 | Referenced | Nora Darhk was groomed and manipulated by Mallus from childhood after her father's death; her lost childhood is addressed |
| Gore / graphic violence | S1 | 2/5 | Depicted | Superhero combat violence with some blood; action sequences feature punches, explosions, and weapon impacts |
| Gore / graphic violence | S2 | 2/5 | Depicted | Superhero combat violence remains consistent; some more intense moments with the Legion of Doom villains |
| Gore / graphic violence | S3 | 2/5 | Depicted | Supernatural threats like Mallus create some intense action; violence remains moderate as the show gets campier |
| Gore / graphic violence | S4 | 2/5 | Depicted | Magical creatures and supernatural threats; some blood in action scenes but the campier tone keeps it light |
| Gore / graphic violence | S5 | 2/5 | Depicted | Alien encounters and supernatural threats create some intense action moments; generally light in tone |
| Gore / graphic violence | S6 | 1/5 | Depicted | The show is at its most comedic and lightest; violence is mostly played for humor with minimal graphic content |
| Gore / graphic violence | S7 | 1/5 | Depicted | Minimal graphic content as the series maintains its comedic identity through the final episodes |
| Gore / graphic violence | All | 3/5 | Depicted | Superhero combat violence with some bloody and graphic moments |
| Gun violence | S1 | 3/5 | Depicted | Firearms used in action sequences involving time-traveling threats; superhero combat includes gunplay from villains and some heroes |
| Gun violence | S2 | 3/5 | Depicted | Continued firearms action in time-travel missions; the team faces period-appropriate weapons across eras |
| Gun violence | S3 | 2/5 | Depicted | Action sequences continue but the show shifts toward more comedic and fantastical combat; firearms less prominent |
| Gun violence | S4 | 2/5 | Depicted | Standard action sequences; the show continues its lighter comedic approach to superhero combat |
| Gun violence | S5 | 2/5 | Depicted | Continued moderate action; alien threats and time-travel combat with firearms present but not emphasized |
| Gun violence | S6 | 2/5 | Depicted | Standard superhero action sequences; firearms in various time periods and confrontations |
| Gun violence | S7 | 2/5 | Depicted | Final season action maintains the show's lighter tone; firearms in various confrontations |
| Self-harm / suicide (depicted) | S1 | 2/5 | Depicted | Sara struggles with bloodlust from her resurrection in the Lazarus Pit; her desire to die and be at peace is referenced |
| Slavery / forced labor | S2 | 2/5 | Depicted | Time travel to American history puts the team in contact with slavery; the horror of the institution is acknowledged |
| Torture | S2 | 2/5 | Depicted | Villains use torture and coercion on captured team members; Rip's brainwashing is a form of psychological torture |
| Torture | All | 3/5 | Depicted | Characters are captured and tortured by villains in multiple storylines |
Identity & Discrimination
Sara and Ava's relationship faces some resistance; John Constantine's bisexuality and queer themes are explored with some prejudice encountered
Queer relationships are normalized on the show; occasional encounters with prejudice in time-travel settings
Gwyn's storyline explores historical homophobia; his relationship with a soldier is forbidden in his WWI-era context
Gwyn's historic homophobia arc continues and resolves; the show affirms queer relationships in its conclusion
Time travel to historical eras confronts characters with period racism; Jax faces discrimination in past time periods
Time travel episodes continue to confront historical racism and its effects on team members
Mental Health & Emotional
Several team members have deceased parents informing their backstories; parental loss motivates character decisions
Sara Lance's death and resurrection arc is central; Ray Palmer grieves his fiancee; the team is assembled from people with loss
The team processes losses from the previous season; new relationships form out of shared grief
The team faces significant character losses; Sara's leadership is tested by death and sacrifice within the group
Character losses and relationship changes create emotional moments amid the humor
Team changes and departures create emotional moments; characters process relationship endings and personal growth
Characters deal with changes in the team dynamic; departures and relationship shifts create emotional moments
The final season involves farewell themes and characters accepting endings; emotional weight of the series conclusion
Other
Rip Hunter manipulates the team about the true nature of their mission and his personal motivations
The Legion of Doom manipulates time and reality; Rip Hunter is brainwashed and turned against the team
Time Bureau bureaucracy and Mallus's manipulation of Nora Darhk create deceptive dynamics
Neron manipulates characters through demonic bargains and deception; the demon operates through trickery
Bishop manipulates Sara and clones her without consent; identity and autonomy questions arise from the cloning
Time-travel paradoxes and villainous deceptions continue to create confusing identity situations for the team
Final antagonists use deception and time manipulation against the team; reality is questioned in the closing arc
Plots involving potential extinction-level events and historical atrocities
Characters are captured by Vandal Savage and his forces across different time periods
Team members are captured by the Legion of Doom; historical figures are kidnapped and manipulated
Characters are captured and possessed by Mallus; Nora Darhk is held under supernatural influence since childhood
Magical fugitives capture and endanger people; team members are held by supernatural forces
Sara is abducted by aliens; the team's rescue mission drives the early part of the season
Minor capture and rescue scenarios as part of standard time-travel adventure plotting
Natural and supernatural disasters depicted across various time periods
Time travel takes the team to historical wars and conflicts; combat scenarios in various time periods
Time travel to World War I, the American Revolution, and other conflicts with period combat depicted
Time-displaced historical conflicts continue; Vietnam War era and other periods feature combat
Less emphasis on historical warfare as the show focuses more on magical threats and comedy
World War I setting features prominently with period-appropriate combat and warfare
Time-travel combat continues through the final arc with various historical and futuristic settings
The team is imprisoned and must break free; confinement scenarios in the final conflict
Phobias & Sensory
Firestorm's nuclear transformation effects; some villain transformations and time-travel physical distortions
Mallus's demonic possession causes disturbing physical effects; anachronistic creatures appear with monstrous forms
Magical transformations and creature designs; Neron's demonic form and various magical fugitives have monstrous appearances
Alien biology and experiments on Sara; some creature designs are unsettling though played for humor
Some creature and transformation effects; Gwyn's storyline involves supernatural elements with mild body horror
Minimal body horror; some transformation effects but the show remains light through its conclusion
Substance Use
John Constantine's vices are referenced; magical potions and supernatural substances appear
Constantine's magical substance use continues as a minor character trait
Violence & Physical Harm
Nora Darhk was groomed and manipulated by Mallus from childhood after her father's death; her lost childhood is addressed
Superhero combat violence with some blood; action sequences feature punches, explosions, and weapon impacts
Superhero combat violence remains consistent; some more intense moments with the Legion of Doom villains
Supernatural threats like Mallus create some intense action; violence remains moderate as the show gets campier
Magical creatures and supernatural threats; some blood in action scenes but the campier tone keeps it light
Alien encounters and supernatural threats create some intense action moments; generally light in tone
The show is at its most comedic and lightest; violence is mostly played for humor with minimal graphic content
Minimal graphic content as the series maintains its comedic identity through the final episodes
Superhero combat violence with some bloody and graphic moments
Firearms used in action sequences involving time-traveling threats; superhero combat includes gunplay from villains and some heroes
Continued firearms action in time-travel missions; the team faces period-appropriate weapons across eras
Action sequences continue but the show shifts toward more comedic and fantastical combat; firearms less prominent
Standard action sequences; the show continues its lighter comedic approach to superhero combat
Continued moderate action; alien threats and time-travel combat with firearms present but not emphasized
Standard superhero action sequences; firearms in various time periods and confrontations
Final season action maintains the show's lighter tone; firearms in various confrontations
Sara struggles with bloodlust from her resurrection in the Lazarus Pit; her desire to die and be at peace is referenced
Time travel to American history puts the team in contact with slavery; the horror of the institution is acknowledged
Villains use torture and coercion on captured team members; Rip's brainwashing is a form of psychological torture
Characters are captured and tortured by villains in multiple storylines





