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Wiki de Legends of Runeterra

regiones

tipos de cartas

Rareza de la carta

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Etiquetas de Mobalytics

mazos

Límites del mazo

tipos de mazo

regiones

En Legends of Runeterra, hay seis regiones: Demacia, Freljord, Ionia, Noxus, Piltover & Zaun, y Shadow Isles. Las regiones actúan como facciones de cartas desde las cuales puedes crear mazos. En el formato construido, puedes tener un máximo de dos regiones en tu mazo. El formato borrador actualmente no tiene límite.

BC

Bandle City

-

campeones

Gnar
Kennen
Norra
Poppy
Rumble
Tristana
Veigar
Yuumi
Ziggs
BW

Bilgewater

- Aguas estancadas tiene un estilo de juego explosivo con una mecánica que puede resultar arriesgada, pero que realmente te recompensa gracias a permitirte pensar en el futuro.

campeones

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.

campeones

Fiora
Galio
Garen
Jarvan IV
Lucian
Lux
Quinn
Shyvana
FR

Freljord

- Freljord usa efectos de control de multitudes y mecánica de rampa de maná para terminar el enfrentamiento con poderosas amenazas al final del juego. Tiene las unidades más grandes del juego.

campeones

Anivia
Ashe
Braum
Lissandra
Ornn
Sejuani
Trundle
Tryndamere
Udyr
IO

Ionia

- Ionia tiene una mecánica complicada que te permite superar a tus oponentes con tácticas sigilosas y hechizos que hacen que las unidades amigas y enemigas vuelvan a la mano.

campeones

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

Noxus

- Noxus gira en torno a la destrucción de oponentes con una agresión implacable, a menudo sacrificando la defensa a cambio de más poder ofensivo.

campeones

Annie
Darius
Draven
Katarina
LeBlanc
Riven
Sion
Swain
Vladimir
PZ

Piltover & Zaun

- Piltover & Zaun es la principal región de lanzamiento de hechizos con unidades que se benefician de hechizos y hechizos que generan unidades.

campeones

Caitlyn
Ekko
Ezreal
Heimerdinger
Jayce
Jinx
Teemo
Vi
Viktor
RU

Runeterran

-

campeones

Bard
Evelynn
Jax
Jhin
Kayn
SI

Shadow Isles

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

campeones

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.

campeones

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.

campeones

Aphelios
Aurelion Sol
Diana
Leona
Malphite
Pantheon
Soraka
Taric
Zoe

tipos de cartas

CHAMPION

campeones

-

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

hechizos

-

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

-

Las cartas de ráfaga se pueden jugar antes, durante o después del combate. Se pueden usar para responder al lanzamiento de otros hechizos. La diferencia entre "Ráfaga" y "Veloz" es que las cartas de ráfaga no cuentan como una acción y no terminarán tu turno como sucede con una carta lenta o veloz. Mientras estés lanzando cartas de ráfaga y tengas maná para ellas, puedes lanzarlas hasta que juegues una carta que no sea de ráfaga o termine tu turno.

Fast

Fast

-

Las cartas veloces se pueden jugar antes, durante o después del combate. Puedes poner en cola varios hechizos veloces al mismo tiempo para lanzarlos como una sola acción. También se pueden usar para responder al lanzamiento de hechizos lentos y veloces.

Slow

Slow

-

Las cartas lentas solo se pueden lanzar en tu turno antes o después del combate. No se pueden usar para responder al lanzamiento de otros hechizos.

FOLLOWER

adeptos

-

Los seguidores son unidades que no son campeones. Cada seguidor tiene Poder, que representa la cantidad de daño que inflige, y Salud, que representa la cantidad de daño que puede sufrir antes de morir.

Rareza de la carta

COMMON

común

- El nivel más bajo de rareza de cartas. Su creación cuesta 100 fragmentos.
RARE

rara

- El segundo nivel más bajo de rareza de cartas. Su creación cuesta 300 fragmentos.
EPIC

épica

- El segundo nivel más alto de rareza de cartas. Su creación cuesta 1200 fragmentos.
CHAMPION

campeón

- La rareza de carta superior. Su creación cuesta 3000 fragmentos.

palabras clave

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

Etiquetas de Mobalytics

Pulir

- Se trata de cartas que dan bonificaciones positivas y efectos a otras cartas.

Quemar

- Hechizos o habilidades que pueden causar daños directos al nexo enemigo.

Eliminación

- Un hechizo, talento o habilidad que elimina una unidad del juego a través del daño u otros efectos.

Robar carta

- Se trata de hechizos y habilidades que te permiten robar cartas adicionales directamente de tu mazo.

Barrendero del tablero

- Hechizos y habilidades que son capaces de matar muchas unidades a la vez.

Límites del mazo

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).

tipos de mazo

AGGRO

Agresivo

 - Los mazos agresivos abruman a los oponentes con muchas criaturas de bajo coste y queman los hechizos para terminar el juego antes de que puedan responder.
COMBO

De combos

 - Los mazos combinados buscan encontrar una combinación específica de cartas que ganen la partida una vez ensambladas.
CONTROL

De control

 - Los mazos de control llevan el juego a una guerra de desgaste y duran más que otros mazos con ventaja de cartas y opciones más poderosas.
MIDRANGE

Flexible

 - Los mazos flexibles están diseñados para adaptarse a cualquier situación. Sacrifican velocidad y resistencia por la capacidad de ser buenos en ambas.