- For expanded game terms, see Terminology (Legends of Runeterra).
- For more detail, see Allegiance
summoned, it gets its bonus if the top card of the allied deck matches its region.When this unit is
- 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
Units that are the source of an Aura will have the Aura icon () visible on the card alongside other active keywords.
- For more detail, see Barrier
A Barrier completely prevents the next instance of damage a unit would take. Lasts one round and Barriers do not stack.
- 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
They can be cast 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 and cast as soon as they are declared without a chance to confirm nor react.
- For more detail, see Can't Attack
- 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
Everywhere effects.A unit that is Captured is removed from play completely until such point that the Captor is removed from play. Captured units are not affected by
- For more detail, see Challenger
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.
DeathWhen a unit is reduced to 0 health or is otherwise killed, it is removed from play and triggers any on-unit death effects, such as Last Breath. Units killed before they block an attack will cause the enemy unit they were fighting to not strike at all, unless the enemy unit has Overwhelm.
Effects that instantly kill a unit go through Barrier.
Killed units can be considered sent to a 'graveyard', a list of units that have died in the game, which the game interacts with in various ways such as reviving cards (but not removing them from the list). A unit can be on this list multiple times if it has died multiple times.
- For more detail, see Deep
Units with the Deep keyword have +3| +3 when you're Deep.
This is in effect even if the unit is in-hand or in deck. The effect cannot be removed unless the Deep keyword itself is removed (eg. ), for example if a Deep unit is recalled, it'll gain back the +3|+3 right away.
Deep cards will also read "X away from Deep" or "You are Deep" to indicate how close you are to reaching it.
Complete removal of a card from a hand or deck. Can trigger specific effects. If not specified it's picked from the allied hand.
- For more detail, see Double Attack
- For more detail, see Drain
The damage and the healing don't depend on each other, so the healing won't get reduced in case of overkill or if the damage is negated by effects such as Barrier or Tough. The healing will not occur if for whatever reason the unit being drained from can no longer be targeted, for example if it has been removed from the board.
DrawThe player takes a card from a deck or hand and adds it to their hand. Unless specified, the card drawn is the one on top of the allied deck. At the start of every round, both players draw 1.
If you already have 10 cards in hand, the card that's drawn is shown to both players and is obliterated. Nothing that draws from the enemy can draw a Champion. If a card is attempted to be drawn from the allied deck and there's no cards left to draw, the player being drawn from loses the game. If both draw simultaneously, a tie can occur. (PENDING FOR TEST if this applies to enemy and specific scope draw)
- For more detail, see Elusive
Units can be forced to block an Elusive unit, through effects such as Challenger and by swapping units. Granting a unit that's already being blocked Elusive will not remove the blocker.
- For more detail, see Enlightened
- For more detail, see Ephemeral
It is notable, but a normal interaction, that this doesn't allow for the second attack from Double Attack to happen.
- For more detail, see Fast
- For more detail, see Fearsome
Can only be blocked by enemies with 3 or more Power by normal means, but units with less power can be forced to block it.
- For more detail, see Fleeting
discard from hand when the round ends.Fleeting cards
- For more detail, see Frostbite
Set a unit's Power to 0 this round (it can be changed after).
- For more detail, see Imbue
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 Last Breath
dies.These abilities take effect when the unit
Level UpLevel Up is a keyword that causes a 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.
Each Level Up has a corresponding trigger condition and the transformation occurs instantly when the condition is met, 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. Level up animations for champions that levelled up while not on the board play when they're summoned/otherwise brought onto the board.
- For more detail, see Lifesteal
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 Nexus Strike
- For more detail, see Obliterate
Does not trigger Death (eg. ) or Discard effects. Obliterated units aren't considered dead, and so can't be revived.
When cards are obliterated from either player's deck or hand, they are shown to both of them (exception: Maokai's Level Up).
- For more detail, see Overwhelm
Spell: Damage dealt to a Unit by this spell over what should kill it is dealt to the enemy Nexus.
Both: If the unit being targeted dies, 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, Unyielding 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
- For more detail, see Quick Attack
- For more detail, see Rally
attack token, they gain one.If the player doesn't have an
- For more detail, see Recall
Does not undo card transformations/replacements such as Level ups.
- For more detail, see Regeneration
ReviveA card that has died previously is brought back into play, onto the board unless otherwise specified.
Revived units keep transformations to a new card such as Level Ups, but lose any other effects applied to them. A unit can be revived multiple times, creating duplicates, as revival does not remove units from the list of ones that have died previously. Revived units dying creates a separate entry on said list.
- For more detail, see Round End
when the round ends.Effect triggers
- For more detail, see Round Start
when the round starts.Effect triggers
- 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.
PENDING FOR TEST What does this do to Aura effects?
- For more detail, see Skill
Skills are committed to enact a unit's card text in a way that can be reacted to, as opposed to other card text that is enacted instantly. If card text creates a Skill, there will be an icon before the text to indicate if it will.
- For more detail, see 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.Slow
StackWhen a 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.
Stacking can affect the text of a card.
- For more detail, see Strike
Strike effects occur when a unit strikes anything, Nexus or Unit.
- 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 looks at the cards that are not visible, then they will look at their original values on the card.
- For more detail, see Stun
PENDING FOR TEST Do challenged stunned units strike still? Are units that are stunned while being challenged removed from combat?
A unit can be summoned under certain conditions, by a card, 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
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
draws a trapped card, the trap's effect triggers for that player. A card can have multiple traps on it.Traps Attach to a card in a deck, trapping it. When a player
- For more detail, see Vulnerable
- 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.