Legends of Runeterra Wiki

regions

card types

Card Rarity

keywords

Mobalytics tags

decks

Deck limits

deck types

Game Mechanics

Game turns

regions

In Legends of Runeterra, there are six regions: Demacia, Freljord, Ionia, Noxus, Piltover & Zaun, and Shadow Isles. 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.

Bilgewater

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

champions

Fizz
Fizz
Gangplank
Gangplank
Miss Fortune
Miss Fortune
Nautilus
Nautilus
Twisted Fate
Twisted Fate

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
Fiora
Garen
Garen
Lucian
Lucian
Lux
Lux
Quinn
Quinn

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
Anivia
Ashe
Ashe
Braum
Braum
Sejuani
Sejuani
Tryndamere
Tryndamere

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

Karma
Karma
Lee Sin
Lee Sin
Shen
Shen
Yasuo
Yasuo
Zed
Zed

Noxus

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

champions

Darius
Darius
Draven
Draven
Katarina
Katarina
Swain
Swain
Vladimir
Vladimir

Piltover & Zaun

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

champions

Ezreal
Ezreal
Heimerdinger
Heimerdinger
Jinx
Jinx
Teemo
Teemo
Vi
Vi

Shadow Isles

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

champions

Elise
Elise
Hecarim
Hecarim
Kalista
Kalista
Maokai
Maokai
Thresh
Thresh

card types

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.

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

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

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

Rare

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

Epic

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

champion

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

keywords

Allegiance

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

Attune

When I'm summoned, refill 1 spell mana.

Barrier

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

Burst

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

Can't Block

An effect that prevents a unit from blocking.

Capture

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

Challenger

Can choose which enemy unit blocks.

Deep

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

Double Attack

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

Drain

Heal our Nexus for the amount of damage dealt

Elusive

Can only be blocked by an Elusive unit.

Enlightened

You're Enlightened when you have 10 max mana.

Ephemeral

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

Fast

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

Fearsome

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

Fleeting

Fleeting cards discard from hand when the round ends.

Frostbite

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

Immobile

Can't attack or block.

Last Breath

These abilities take effect when the unit dies.

Lifesteal

Damage this unit deals heals its Nexus that amount.

Nexus Strike

An effect occurs when a unit Strikes the enemy Nexus.

Obliterate

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

Overwhelm

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

Plunder

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

Quick Attack

While attacking, strikes before its blocker.

Recall

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

Regeneration

Heals fully at the start of each round.

Scout

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

Slow

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

Strike

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

Strongest

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

Stun

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

Support

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

Toss

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

Tough

Takes 1 less damage from all sources.

Trap

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

Vulnerable

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

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-deck-types

Control

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

Aggro

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

Combo

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

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.

Game turns

"Two players alternate starting a round, this is selected at random in Round 1. When a round begins, both players gain a mana gem and draw one card.
The player who goes first gets an Attack Token as indicated by the sword icon and they can declare attackers to initiate combat.
The player who goes 2nd has the shield icon to represent that they are on the defensive side of a round if the player with the Attack Token decides to initiate combat.
Within a round, players take turns taking actions. These include:

  • Summoning a unit with mana.
  • Playing a spell with mana.
  • Declaring attackers (if attacking).
  • Declaring blockers (if defending).

Once you take an action, your turn ends. After two players pass their turn without taking any actions, the round ends.
If you end the round without using your Attack Token then you lose it.
This continues until both players pass their turn, then the next round begins. The player who went second gets an Attack Token and starts the round."

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