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Keywords
Legends of Runeterra

Keywords

Learn all Keywords in Legends of Runeterra. Master unique unit and spell abilities to understand interactions and enhance your strategic gameplay.

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Learn all Keywords in Legends of Runeterra. Master unique unit and spell abilities to understand interactions and enhance your strategic gameplay.

Keywords are the building blocks of Legends of Runeterra's strategic depth. They represent unique abilities that units and spells possess, fundamentally altering how they interact with the game state. Mastering these keywords is essential for both understanding your own deck's potential and anticipating your opponent's plays. Each keyword offers a distinct advantage, from raw combat power to intricate control options.

Keywords are shorthand for powerful abilities that define units and spells in Legends of Runeterra. Understanding what each keyword does is fundamental to mastering the game. They can drastically change the flow of combat, provide unique utility, or enable powerful combo plays. Knowing these keywords allows you to build more effective decks and outplay your opponents.

Keyword Description Example
Attack: When this unit attacks, its effect triggers. A unit with 'Attack: Deal 2 damage to the enemy Nexus' will deal damage when it attacks.
Barrier: The next time this unit would take damage, it takes 0 instead. A 3/3 unit with Barrier can take one instance of damage without losing health.
Capture: Stuns an enemy unit and removes it from play until the capturing unit leaves play. A unit with 'Capture: Stun an enemy unit' can temporarily remove a threat.
Challenger: Can choose which enemy unit to challenge during an attack. A unit with Challenger can force a specific enemy blocker to engage.
Deep: When your deck has 15 or fewer cards, this unit gains +3/+3 and Overwhelm. A Deep unit becomes a significant threat when your deck is thinned.
Elusive: Can only be blocked by other Elusive units. Elusive units are excellent for dealing direct damage to the enemy Nexus.
Ephemeral: This unit dies when it is summoned or after it attacks. Ephemeral units are often used for immediate impact or sacrifice plays.
Fast Spell: Can be cast at any time, even during combat. Fast spells offer reactive plays and can surprise opponents.
Fearsome: Can only be blocked by units with 4 or more Power. Fearsome units are difficult for weaker blockers to stop.
Fleeting: This card is discarded from your hand at the end of the round. Fleeting cards are often powerful but require immediate use.
Formidable: Gains +1/+1 for each keyword it has. Formidable units become stronger with more keywords.
Fury: When this unit kills a unit, it gains +1/+1. Fury units grow stronger with each successful combat kill.
Impact: When this unit attacks, deal 1 damage to the enemy Nexus. Impact units chip away at the enemy Nexus over time.
Last Breath: When this unit dies, its effect triggers. Last Breath effects provide value even after a unit is defeated.
Overwhelm: Excess damage dealt to a blocker is dealt to the enemy Nexus. Overwhelm units can push damage through even when blocked.
Play: When this unit is played from your hand, its effect triggers. Play effects provide immediate value upon summoning a unit.
Quick Attack: This unit attacks before units without Quick Attack. Quick Attack units can trade favorably in combat.
Regeneration: Heals this unit to full health at the start of your turn. Regeneration units are resilient and can sustain combat.
Round Start: When the round begins, its effect triggers. Round Start effects provide consistent value each turn.
Round End: When the round ends, its effect triggers. Round End effects can provide ongoing buffs or debuffs.
Slow Spell: Can only be cast when you have the attack token or during your own turn. Slow spells are powerful but predictable, requiring careful timing.
Stun: This unit cannot attack or block for one round. Stunned units are temporarily removed from combat.
Strike: When this unit deals damage to a unit, its effect triggers. Strike effects reward successful combat engagement.
Toss: Cards from the bottom of your deck are discarded. Toss is often used to enable 'Deep' or other deck-thinning mechanics.
Vulnerable: Enemy units can challenge this unit. Vulnerable units are prime targets for removal or combat.
Zero Mana: This card costs 0 mana to play. Zero mana cards provide free utility or combo enablers.

Beyond these common keywords, each region often introduces unique mechanics that function similarly to keywords, such as 'Plunder' in Bilgewater or 'Daybreak' in Demacia. Understanding how these interact with standard keywords is crucial for advanced play. For example, a 'Challenger' unit with 'Overwhelm' can be a potent threat, forcing a specific blocker while pushing excess damage.

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