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Legends of Runeterra Wiki

regions

card types

Card Rarity

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Mobalytics tags

decks

Deck limits

deck types

regions

In Legends of Runeterra, there are eight regions: Bilgewater, Demacia, Freljord, Ionia, Noxus, Piltover & Zaun, Shadow Isles, and Targon. Regions act as card factions from which you can build decks from. In the constructed format, you can have a max of two regions in your deck. The draft format currently does not have a limit.

BC

Bandle City

-

champions

Gnar
Kennen
Norra
Poppy
Rumble
Tristana
Veigar
Yuumi
Ziggs
BW

Bilgewater

- Bilgewater has an explosive playstyle with mechanics that can be risky but really reward you for being able to think ahead.

champions

Fizz
Gangplank
Illaoi
Miss Fortune
Nami
Nautilus
Pyke
Tahm Kench
Twisted Fate
DE

Demacia

- Demacia’s playstyle centers around building armies of resilient units that can buff each other and maintain a persistent board presence. The region allows you to influence the flow of battle by forcing combat.

champions

Fiora
Galio
Garen
Jarvan IV
Lucian
Lux
Quinn
Shyvana
Vayne
FR

Freljord

- Freljord uses crowd control effects and mana ramp mechanics to finish the match off with powerful late game threats. It has the biggest units in the game.

champions

Anivia
Ashe
Braum
Lissandra
Ornn
Sejuani
Trundle
Tryndamere
Udyr
IO

Ionia

- Ionia has tricky mechanics that allow you to outmaneuver your opponents with stealthy tactics and spells that bounce friendly and enemy units back to hand.

champions

Ahri
Irelia
Karma
Lee Sin
Lulu
Master Yi
Sett
Shen
Yasuo
Zed
NX

Noxus

- Noxus revolves around destroying opponents with relentless aggression, often sacrificing defense for more offensive power.

champions

Annie
Darius
Draven
Katarina
LeBlanc
Riven
Sion
Swain
Vladimir
PZ

Piltover & Zaun

- Piltover & Zaun is the premier spellslinging region with units that benefit from spell casts and spells that generate units.

champions

Caitlyn
Ekko
Ezreal
Heimerdinger
Jayce
Jinx
Seraphine
Teemo
Vi
Viktor
RU

Runeterran

-

champions

Aatrox
Bard
Evelynn
Jax
Jhin
Kayn
Ryze
Varus
SI

Shadow Isles

- Shadow Isles’s mechanics revolve around sacrificing units that have benefits when they die and resurrecting units.

champions

Elise
Gwen
Hecarim
Kalista
Kindred
Maokai
Nocturne
Senna
Thresh
Viego
SH

Shurima

- The empire of Shurima was once a thriving civilization that spanned an entire continent. Forged in a bygone age by the mighty god-warriors of the Ascended Host.

champions

Akshan
Azir
Kai'Sa
Nasus
Rek'Sai
Renekton
Sivir
Taliyah
Xerath
Zilean
MT

Targon

- Targon has a unique playstyle that rewards you for playing your cards in the right order with Daybreak/Nightfall and being able to creatively adapt with Invoke.

champions

Aphelios
Aurelion Sol
Diana
Kayle
Leona
Malphite
Pantheon
Soraka
Taric
Zoe

card types

CHAMPION

champions

-

are powerful cards that can level up to become stronger by fulfilling certain conditions:
Every deck can have up to 6 total champions, only 3 of the same kind. Champions fulfill conditions to Level Up. When they level up, they become stronger and gain new abilities. Leveling up causes all copies to level up.
Only one copy of a specific champion can be on the board at once. If you draw other copies while a champion is on the board, they will transform into a spell form until that champion is removed. Playing the spell will shuffle the champion back into your deck instead of going to the graveyard.

SPELL

spells

-

Spells can be cast at three different speeds (described below). You can use spell mana to cast spells (you cannot do so for champions and followers).

Burst

Burst

-

Burst cards can be played before, during, or after combat. They can be used in response to other spells being cast. The difference between Burst and Fast is that Burst cards do not count as an action and will not end your turn like a Slow or Fast card. As long as you are casting Burst cards and have the mana for them, you can cast them until you play a non-Burst card or end your turn.

Fast

Fast

-

Fast cards can be played before, during, or after combat. You can queue multiple Fast spells at the same time to be cast as one action. They can also be used in response to Slow and Fast spells being cast.

Slow

Slow

-

Slow cards can only be cast on your turn before or after combat. They cannot be used in response to other spells being cast.

FOLLOWER

followers

-

Followers are units that are not Champions. Every follower has Power which represents how much damage they inflict and Health which represents how much damage they can take before dying.

Card Rarity

COMMON

Common

- The lowest level of card rarity. Costs 100 shards to craft.
RARE

Rare

- The second to lowest level of card rarity. Costs 300 shards to craft.
EPIC

Epic

- The second-highest level of card rarity. Costs 1200 shards to craft.
CHAMPION

champion

- The rarest card rarity. Costs 3000 shards to craft.

keywords

Advance

Advance

Decrease the value of the specified Countdown by a certain amount.
Allegiance

Allegiance

When you summon this, it gets its bonus if the top card of your deck matches its region.
Attach

Attach

Play me on an ally to give it my stats and keywords while I'm attached. When that ally leaves play, Recall me.
Attune

Attune

When I'm summoned, refill 1 spell mana.
Augment

Augment

When you play a created card, grant me +1|0.
Auto-Equip

Auto-Equip

Automatically equips this item from hand or play when summoned, creating it first if needed.
Barrier

Barrier

Negates the next damage the unit would take. Lasts one round.
Behold

Behold

Bonus if you have a type of card in play or hand.
BladeDance

Blade Dance

Start a free attack with a number of attacking summoned Blades.
Burst

Burst

Burst spells resolve instantly. The enemy can't act before it finishes.
CantBlock

Can't Block

An effect that prevents a unit from blocking.
Capture

Capture

A Captured card is removed from the game. It returns when the Capturing unit leaves play.
Challenger

Challenger

Can choose which enemy unit blocks.
Countdown

Countdown

Round start: I count down 1. At 0, destroy me and activate the Countdown effect.
Daybreak

Daybreak

Bonus if this is the first card you play this round.
Deep

Deep

I have +3|+3 once your deck has had 15 or fewer cards left.
DoubleAttack

Double Attack

While attacking, it strikes both before AND at the same time as its blocker.
Drain

Drain

Heal our Nexus for the amount of damage dealt
Elusive

Elusive

Can only be blocked by an Elusive unit.
Enlightened

Enlightened

You're Enlightened when you have 10 max mana.
Ephemeral

Ephemeral

This unit dies when it strikes or when the round ends.
Equipment

Equipment

Equip to a unit to grant the listed bonuses. If the unit leaves play, the Equipment will return to your hand. You may play each Equipment at most once per round.
Fast

Fast

Fast spells can be played at any time, but allow the opponent to respond.
Fated

Fated

The first time each round, when an ally card target Fated cards, grant it +1|+1.
Fearsome

Fearsome

Can only be blocked by enemies with 3 or more Attack.
Fleeting

Fleeting

Fleeting cards discard from hand when the round ends.
Flow

Flow

A card triggers its Flow ability if you played 2+ spells or skills last round.
Focus

Focus

Works like Burst but can't be cast in combat or in response to a spell.
Forge

Forge

Grant an ally +1|+1. If the ally is equipped, grant it to their item instead.
Formidable

Formidable

I strike with my Health instead of my Power.
Frostbite

Frostbite

Set a unit's Power to 0 this round (it can be changed after).
Fury

Fury

When I kill a unit grant me +1/+1.
Immobile

Immobile

Can't attack or block.
Impact

Impact

When this strikes while attacking, it deals 1 to enemy nexus. This keyword can stack.
Improvise

Improvise

Choose one of two random options from a depleting pool of equipment and equip it to this ally. If the ally wasn't played from hand, it equips a random Equipment instead.
Invoke

Invoke

Pick a “Celestial” card from among 3 to create in hand.
LastBreath

Last Breath

These abilities take effect when the unit dies
Lifesteal

Lifesteal

Damage this unit deals heals its Nexus that amount.
Lurk

Lurk

When you attack while I’m on top of your deck, I Lurk, granting Lurker allies everywhere +1|+0. Max once per round.
Manifest

Manifest

Create in hand one of three randomly selected cards.
NexusStrike

Nexus Strike

An effect occurs when a unit Strikes the enemy Nexus.
Nightfall

Nightfall

Bonus if this is not the first card you play in a round.
Obliterate

Obliterate

Completely removed from the game. Doesn't cause Last Breath and can't be revived.
Overwhelm

Overwhelm

Excess damage I deal to my blocker is dealt to the enemy Nexus.
Phased

Phased

Pick the next Moon Weapon for Aphelios.
Play

Play

Get this effect when you play this unit from hand.
Plunder

Plunder

A card triggers its plunder ability when played if you damaged the enemy Nexus this round.
Predict

Predict

Pick a card from among 3 in your deck. Shuffle the deck and put that card on top.
QuickAttack

Quick Attack

While attacking, strikes before its blocker.
Recall

Recall

Return a unit to hand and remove all effects applied to it.
Reforge

Reforge

Create a random blade fragment still needed to restore the blade. Once you've cast all 3, create blade of the exile.
Regeneration

Regeneration

Heals fully at the start of each round.
Reputation

Reputation

Activates if allies have struck for 5+ damage at least 4 times this game.
Scout

Scout

The first time only Scout units attack each round, ready your attack.
Skill

Skill

A unit's spell-like effect that allows enemy reactions.
Slay

Slay

Killing an ally or enemy by using your cards via damage, strike or direct kill effect granting a credit for Slaying.
Slow

Slow

Slow spells can be cast outside of combat and other casting. The enemy can respond.
SpellShield

SpellShield

Nullifies the next spell or skill that would affect this unit.
Strike

Strike

An effect occurs when unit deals damage with their Power. It does not work for units with 0 Power.
Strongest

Strongest

Highest Power, with ties broken by highest Health then highest Cost.
Stun

Stun

Remove a unit from combat. It can't attack or block for the rest of the round.
Support

Support

Gives an effect to the unit positioned to the right of this unit if this unit is attacking.
Toss

Toss

Obliterate X non-champion cards from the bottom of your deck.
Tough

Tough

Takes 1 less damage from all sources.
Trap

Trap

Attaches to another card, trapping it. When the trapped card is drawn, perform the effect.
Vulnerable

Vulnerable

The enemy can challenge this unit, forcing it to block.
Weakest

Weakest

Lowest Power, with ties broken by lowest Health then lowest Cost

Mobalytics tags

Buff

- These are cards that give positive bonuses and effects to other cards.

Burn

- Spells or skills that can do direct damage to the enemy Nexus.

Removal

- A spell, skill, or ability that removes a unit from play through damage or other effects.

Card Draw

- These are spells and abilities that allow you to draw extra cards directly from your deck.

Board Sweeper

- Spells and abilities that are capable of killing many units at once

Deck limits

In the constructed mode of Legends of Runeterra, you can build a deck of up to 40 cards. Each deck can use cards from a max of up to two regions and is limited to six champions per deck (3 max copies per champion).

deck types

AGGRO

Aggro

 - Aggro decks overwhelm opponents with many low-cost creatures and burn spells to end the game before they can respond.
COMBO

Combo

 - Combo decks seek to find a specific combination of cards that will outright win the game once they're assembled.
CONTROL

Control

 - Control decks slow the game down to a war of attrition and outlast other decks with card advantage and more powerful options.
MIDRANGE

Midrange

 - Midrange decks are built to be flexible and adapt to any situation. They sacrifice speed and stamina for the capability to be good at both.