"Time for a shakedown."
- For expanded game terms, see Terminology (Legends of Runeterra).
Keywords are named effects that cards can have, either innately or given (temporary)/granted (permanent) to them, or are are actions that can take place. Some keywords are verbs that are used as part of card text, either as specific triggers, or as actions that can be done, and some are adjectives that have discrete effects on a card.
Keywords are represented by visual effects on the card, an icon on the icon/keyword tray, both, or rarely neither. For an example, see the image to the right.
- For more detail, see Allegiance
- For more detail, see Attack
If the player has an Attack Token, an attack can be declared by dragging up to 6 units that are on the player's bench into the Battlefield, and then it can be committed by pressing the Button, consuming the Token. This can not be done if there is an active spell stack, although a fast spell can start a spell stack on the same turn an attack is declared. After the attack is declared, the player on defense can declare units to block, and/or what Spells to cast, if any.
Battling units strike each other or the Nexus, depending on whether there is a unit across from them or not. If the attacking unit's blocker is removed from the battlefield before they attack and the attacker doesn't have Overwhelm, they don't strike.
If an attacking unit is attempted to be summoned and there's already 6 attackers, it is Obliterated. After a player's attack is finished, it is the other player's turn to act.
- For more detail, see Attune
- For more detail, see Aura
Other effects can be applied over auras.
- For more detail, see Barrier
- Barriers do not stop nor are removed by effects that directly kill units.
- For more detail, see Behold
Something is beheld if it's seen in the allied hand or on the allied board.
- For more detail, see Block
After a player commits an attack, it becomes the other player's turn, and they can block. The blocking player can drag units to declare them blocking specific attacking units, 1 attacker to 1 blocker. Not all attackers have to be blocked. Spells can be played on the same turn a block is committed. If any blocking units are committed or any spells are played, the attacking player can respond with their own spells, with normal spell response rules following. After both players have passed, the striking starts.
Battling units strike each other, starting from the leftmost, progressing to the rightmost. If the attacking unit's committed blocker was removed from the battlefield/from blocking before they attack and the attacker doesn't have Overwhelm, they don't strike. If they weren't blocked, they'll strike the enemy Nexus.
After the striking is finished, it is the Blocking player's turn. There are various effects that can affect whether a unit can block or be blocked, for example Can't Block, Fearsome, Elusive, and units being challenged.
- For more detail, see Burst
Burst spells resolve instantly after being committed. The enemy can't act before it finishes.
They can be committed at any time during the user's turn. They do not add to the stack, create a stack, or end the caster's turn, they commit as soon as any requirements are declared, eg. targeting units, they cast as soon as they are committed without a chance to confirm nor react.
- For more detail, see Can't Attack
Effects that force a unit to Attack can do so for these units.
- For more detail, see Can't Block
Blocks cannot be declared with units with Can't Block (ie. Dragging the unit into the blocking position).
Effects that force a unit to block, such as Challenger or swapping it with another unit can force it to block an attack.
- For more detail, see Capture
A unit that is Captured is removed from play completely until such point that the Captor is removed from play ( ), after which they are summoned again.
Captured units are not affected by Everywhere effects.
- For more detail, see Challenger
Units with Challenger can force any enemy unit on the board to commit a block against it when declaring an attack. When choosing units to declare blocks with, the enemy won't be able to change what unit the challenged unit is blocking.
Any enemy unit on the board can be forced to block, including ones that wouldn't be able to block it normally, for example: Can't Block units, non- Elusive units to Elusive units, Stunned units, and low-power units to Fearsome units.
- For more detail, see Collectable (Legends of Runeterra)
Collectable cards are ones that can be earned through various experience rewards and can be purchased. These cards can be used to create decks in the Deck Builder, which can then be used in various Constructed game modes. Some effects only interact with Collectable cards.
Collectable cards are denoted by having a Rarity gem at the bottom of the card. There are, in error, a few Non-Collectable cards with Rarity Gems.
- For more detail, see Daybreak
When you have not played any cards in a round, it is day.
Unit: Daybreak effects happen when the unit with it is played, if it is day.
Spell: Daybreak effects happen when the spell casts, if it was day when they were played.
Spells that only have a Daybreak effect can only be played and cast if Daybreak would trigger.
Killed units are added to a list of units that have died in the game, which the game interacts with in various ways. Multiple copies of a unit can be on this list.
A unit killing another refers to it reducing another's Health to 0 with a Strike.
- For more detail, see Deep
When a player has 15 or fewer cards in their deck, they become Deep for the rest of the game.
trigger specific effects. If the discarded cards are not specified, the player chooses cards to discard from the allied hand.Discarding a card removes it completely from a hand or deck. This can
- Discard is mechanically identical to Obliterate with the exception of its scope and the effects it triggers.
- Discard is thematically associated with searching for things, recklessness, throwing things away, and gambling.
- For more detail, see Double Attack
- For more detail, see Drain
Deal a certain amount of damage to target and heal the allied Nexus by the same amount. The healing is affected by effects that increase or mitigate the damage.
Drawing a card takes it from a deck or hand and adds it to the right side of a player's hand. Unless specified, the card drawn is the one on top of the allied deck and it is added to the right of the allied hand.
- Unless the game mode has specific rules, at the start of round 1, both players draw 4 from the Mulligan, then draw 1 more. At the start of every round after that, after Round Start effects, both players draw 1.
- If the player already has 10 cards in hand, any cards attempted to be drawn to their hand are shown to both players and are obliterated.
- If the card being drawn is known to both players (eg. drawn from the enemy hand), then it is visible to both players.
- If a player attempts to draw a card from their deck when it has 0 cards (A deck out), the player loses the game. If both players deck out simultaneously, a tie can occur.
- For more detail, see Elusive
- Non-Elusive units can be forced to block Elusive units by effects that force them to block.
- For more detail, see Enlightened
- For more detail, see Ephemeral
- For more detail, see Fast
Fast spells can be played at any time during the user's turn, multiple can be played in a turn, and they can be played alongside a Slow spell, though they have to be above it on the stack. Fast spells allow the opponent to respond with their own spells.
- For more detail, see Fearsome
- Units with 3 or less Power can be forced to block Fearsome units by effects that force them to block.
- For more detail, see Fleeting
- For more detail, see Frostbite
Set a unit's Power to 0 this round (it can be changed after).
- For more detail, see Fury
- For more detail, see Imbue
These abilities trigger when an allied spell resolves (also referred to as 'casting', but the usage of this word is inconsistent).
In the case of Imbue effects tied to a unit on the board (eg. When I See you cast a spell), the Imbue icon () will be visible on the card alongside other active keywords.
- For more detail, see Immobile
- For more detail, see Invoke
6The Silver Sister cannot be invoked.
- For more detail, see Last Breath
These abilities take effect when the unit dies.
champion card to transform into another card instantly, playing an animation, keeping all effects applied to it and damage taken and counting as the same unit.Level Up is a keyword that causes a
Each Level Up has a corresponding trigger condition and the transformation occurs instantly when the condition is met and a copy of the card is in play, and sometimes another specified effect will occur simultaneously.
Level Up: I have attacked twice. Create x card in hand. would cause the card to transform after it commits a second attack and it would create x card in hand instantly.
The transformation persists for the remainder of the game. All collectable champions possess this keyword and most will only level up once. Champions that have their level up conditions met when not in play will appear to be levelled up in the Popup that appears when the deck is clicked, but will not actually level up until brought into play.
- For more detail, see Lifesteal
Damage this unit deals heals the Nexus of the player controlling it by its Power when it strikes. Effect damage dealt by the unit also heals the Nexus of the player controlling it by the damage dealt.
Lifesteal does not get reduced in case of overkill but does not apply at all if the unit attacked has Barrier.
- For more detail, see Nab
- For more detail, see Nexus Strike
- For more detail, see Nightfall
When you have already played one or more cards in a round, it is night.
Unit: Nightfall effects happen when the unit with it is played, if it's not the first allied card to be played this round.
Spell: Nightfall effects happen when the spell casts, if they are not the first allied card to be played this round.
Spells that only have a Nightfall effect can only be played and cast if Nightfall would trigger.
- For more detail, see Obliterate
- For more detail, see Overwhelm
Unit: When a unit with Overwhelm is attacking, damage dealt with its attack's strike over what should kill its blocker by its is dealt to the enemy Nexus. This counts as striking the Nexus.
Spell: Damage dealt to a Unit by a spell with Overwhelm over what should kill it is dealt to the enemy Nexus.
- If the unit being affected by Overwhelm has been removed, all of the damage that would have been dealt to it is instead dealt to the enemy Nexus.
- If the damage taken by the unit is fully mitigated (eg. Barrier, 8Unyielding Spirit), the damage to the Nexus will be calculated as normal (deducting the damage that would otherwise be necessary to kill the unit) even though the target stays alive.
- For more detail, see Play
Spell: burst spells play and resolve as soon as they're dragged to the board, slower spells play after the Button is pressed. Different to casting, which refers to when the spell's effect happens. Spells will usually require that their condition to cast (See Fizzle) be met at the time they are played, to play, even if it would be met after the spells before it on the Stack cast.
Some cards have an effect that must happen if they are to be Played. These will happen when the card is dragged to the board, before any play effect happens. If the condition cannot be fulfilled by not being able to perform an effect, then the card will not be Played.
- For more detail, see Plunder
Plunder triggers additional effects when you play a card with the keyword after you have already damaged the enemy Nexus in this round.
When a unit with Plunder is played, the associated effect that follows Plunder triggers if the enemy Nexus had been damaged that round.
When a spell or skill with Plunder is cast, the associated effect that follows Plunder triggers alongside other spell/skill effects if the enemy Nexus had been damaged that round.
Spells and skills that only have Plunder effects can only be played and only cast if the Plunder effects would trigger. See Fizzle
- For more detail, see Quick Attack
- For more detail, see Rally
If the player doesn't have an attack token, they gain one.
- For more detail, see Recall
Does not undo card transformations and replacements.
If the player already has 10 cards in their hand, the card will be obliterated.
- For more detail, see Regeneration
- For more detail, see Round End
Effect triggers when the round ends.
- For more detail, see Round Start
Effect triggers when the round starts.
- For more detail, see Scout
A unit sees an action happen if it is on the board when it happens.
- For more detail, see Silence
New effects can still be applied to a Silenced unit. Aura effects applied to the unit can not be silenced, unless the source of the effect is removed. The Unit Groups and names are preserved - it still counts as a copy of a unit and member of the group.
- For more detail, see Skill
Skills are committed to enact a unit's card text in a way that can be reacted to. If card text creates a Skill, there will be an icon before the text to indicate if it will. Skills' text is usually written as if it's on the unit itself.
- For more detail, see Slow
Slow spells can only be played outside of combat and when not reacting to an enemy spell. The enemy can respond with their own spells. Only one Slow spell can be cast at a time, but any number of faster spells can be played alongside them, but they will always cast before it.
- For more detail, see SpellShield
- SpellShields do not stack.
- The nullified effect still 'happens' for the purposes of any spell effects that require them, for example 2Vile Feast still summons a 1Spiderling if targeting a shielded enemy. Many interactions are still PENDING FOR TEST.
unit stacks, any allied copies of the unit that stack (eg. not including silenced copies) on the board other than the first, are obliterated instantly and a number is added to how many are stacked on the first one.When a
Stacking can affect the text of a card.
- For more detail, see Strike
A striking unit attempts to deal damage to its target using its power. A unit with 0 power cannot strike and simply will not if it attempts to.
Strike effects occur when a unit strikes anything, Nexus or Unit.
The strike itself (and any effects that are triggered on the strike, including Nexus Strike on Overwhelm and Lifesteal) will resolve before any of the resulting effects (often "kill" or death effects such as Last Breath).
- For more detail, see Strongest
Highest Power, with ties broken by highest Health then highest Cost. If a tie cannot be resolved, cards will be targeted in from left to right.
If it cards that are not visible are being checked, the original values on the card will be what's considered.
- For more detail, see Stun
Granting a unit Stun ('stunning') removes it from combat, even if they were challenged before. You can, however, challenge a unit previously stunned. Stun lasts until Round End.
unit or landmark onto the board. Simply summoning a unit does not trigger Play effects.
A unit can be summoned under certain conditions, for example there are many cards that will summon a unit attacking.
A summoned unit can be created, or it can be taken from the hand or deck, depending on what is being summoned and whether it's specified where from.
- For more detail, see Support
- For more detail, see Toss
If there is less non-champion cards left in the deck than is attempting to be tossed, only what's left, if any, will be tossed.
- For more detail, see Tough
Takes 1 less damage from all sources.
Tough effect is calculated after the Barrier effect. Negating all damage taken using Tough will still count as surviving damage.
- For more detail, see Trap
Traps can attach to (or 'be planted on') a card in a deck, trapping it. When a player draws a trapped card, the trap's effect triggers for that player. A card can have multiple traps on it.
- For more detail, see Vulnerable
A unit with Vulnerable can be Challenged by any enemy unit on the board, including ones without Challenger.
- For more detail, see Weakest
Lowest Power, with ties broken by lowest Health then lowest Cost. If a tie cannot be resolved, cards will be targeted in from left to right.
If cards that are not visible are being targeted, then the original values of the card will be what's checked.