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.
Bilgewater- Bilgewater has an explosive playstyle with mechanics that can be risky but really reward you for being able to think ahead.
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.
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.
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.
Noxus- Noxus revolves around destroying opponents with relentless aggression, often sacrificing defense for more offensive power.
Piltover & Zaun- Piltover & Zaun is the premier spellslinging region with units that benefit from spell casts and spells that generate units.
Shadow Isles- Shadow Isles’s mechanics revolve around sacrificing units that have benefits when they die and resurrecting units.
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.
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.
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 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 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 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 cards can only be cast on your turn before or after combat. They cannot be used in response to other spells being cast.
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.
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.
Advance- Decrease the value of the specified Countdown by a certain amount.
Allegiance- When you summon this, it gets its bonus if the top card of your deck matches its region.
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- When I'm summoned, refill 1 spell mana.
Augment- When you play a created card, grant me +1|0.
Auto-Equip- Automatically equips this item from hand or play when summoned, creating it first if needed.
Barrier- Negates the next damage the unit would take. Lasts one round.
Behold- Bonus if you have a type of card in play or hand.
Blade Dance- Start a free attack with a number of attacking summoned Blades.
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.
Countdown- Round start: I count down 1. At 0, destroy me and activate the Countdown effect.
Daybreak- Bonus if this is the first card you play this round.
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.
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 spells can be played at any time, but allow the opponent to respond.
Fated- The first time each round, when an ally card target Fated cards, grant it +1|+1.
Fearsome- Can only be blocked by enemies with 3 or more Attack.
Fleeting- Fleeting cards discard from hand when the round ends.
Flow- A card triggers its Flow ability if you played 2+ spells or skills last round.
Focus- Works like Burst but can't be cast in combat or in response to a spell.
Forge- Grant an ally +1|+1. If the ally is equipped, grant it to their item instead.
Formidable- I strike with my Health instead of my Power.
Frostbite- Set a unit's Power to 0 this round (it can be changed after).
Fury- When I kill a unit grant me +1/+1.
Immobile- Can't attack or block.
Impact- When this strikes while attacking, it deals 1 to enemy nexus. This keyword can stack.
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- Pick a “Celestial” card from among 3 to create in hand.
Last Breath- These abilities take effect when the unit dies
Lifesteal- Damage this unit deals heals its Nexus that amount.
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- Create in hand one of three randomly selected cards.
Nexus Strike- An effect occurs when a unit Strikes the enemy Nexus.
Nightfall- Bonus if this is not the first card you play in a round.
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.
Phased- Pick the next Moon Weapon for Aphelios.
Play- Get this effect when you play this unit from hand.
Plunder- A card triggers its plunder ability when played if you damaged the enemy Nexus this round.
Predict- Pick a card from among 3 in your deck. Shuffle the deck and put that card on top.
Quick Attack- While attacking, strikes before its blocker.
Recall- Return a unit to hand and remove all effects applied to it.
Reforge- Create a random blade fragment still needed to restore the blade. Once you've cast all 3, create blade of the exile.
Regeneration- Heals fully at the start of each round.
Reputation- Activates if allies have struck for 5+ damage at least 4 times this game.
Scout- The first time only Scout units attack each round, ready your attack.
Skill- A unit's spell-like effect that allows enemy reactions.
Slay- Killing an ally or enemy by using your cards via damage, strike or direct kill effect granting a credit for Slaying.
Slow- Slow spells can be cast outside of combat and other casting. The enemy can respond.
SpellShield- Nullifies the next spell or skill that would affect this unit.
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
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 limitsIn 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).
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.
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 decks are built to be flexible and adapt to any situation. They sacrifice speed and stamina for the capability to be good at both.