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Legends of Runeterra

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Legends of Runeterra Keyword Glossary

Submitted 5 years, 2 months ago by

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

Cannot block.


Capture

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


Challenger

Can choose which enemy unit blocks.


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).


Imbue

These abilities trigger when you resolve a spell.


Last Breath

These abilities take effect when the unit dies.


Lifesteal

Damage this unit deals heals its Nexus that amount.


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.


Overwhelm

Inflicts damage beyond what would kill the target(s) to the enemy Nexus.


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.


Skill

A spell-like effect created and cast by unit.


Slow

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


Stun

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


Tough

Takes 1 less damage from all sources.


Trap

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


Weakest

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

  • Fluxflashor's Avatar
    CEO 2015 3142 Posts Joined 10/19/2018
    Posted 5 years, 2 months ago

    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

    Cannot block.


    Capture

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


    Challenger

    Can choose which enemy unit blocks.


    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).


    Imbue

    These abilities trigger when you resolve a spell.


    Last Breath

    These abilities take effect when the unit dies.


    Lifesteal

    Damage this unit deals heals its Nexus that amount.


    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.


    Overwhelm

    Inflicts damage beyond what would kill the target(s) to the enemy Nexus.


    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.


    Skill

    A spell-like effect created and cast by unit.


    Slow

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


    Stun

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


    Tough

    Takes 1 less damage from all sources.


    Trap

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


    Weakest

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

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  • Wakubika's Avatar
    Child of Galakrond 155 28 Posts Joined 03/29/2019
    Posted 5 years, 2 months ago

    Great resource, just I think you listed Overwhelm twice. Also is there any difference between Drain and Lifesteal? 

    No Swain no gain

    4
  • Tox's Avatar
    235 42 Posts Joined 02/02/2019
    Posted 5 years, 2 months ago

    I think the difference is based on whether it's a spell or a unit.

    Hello and welcome to the Tox Show!

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  • Demonxz95's Avatar
    Senior Writer 2255 2706 Posts Joined 03/19/2019
    Posted 5 years, 2 months ago
    Quote From Wakubika

    Great resource, just I think you listed Overwhelm twice. Also is there any difference between Drain and Lifesteal? 

    Drain to me sounds like it actually "steals" the life, so when you use Drain on something, whatever Health it has now, that's it's new maximum Health, and that much is added to your Nexus, whereas Lifesteal is just a simple lifelink mechanic.

    At least that's the interpretation I get out of it. I think what Tox said though is more likely to be the case.

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  • RaiserUK's Avatar
    110 29 Posts Joined 05/28/2019
    Posted 5 years, 2 months ago
    • What does the key text 'Ready Your Attack' mean?

    For example, Lucian "The first time an ally dies each round, ready your attack."

    https://outof.cards/legends-of-runeterra/cards/143-lucian

     

     

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  • Almaniarra's Avatar
    HearthStationeer 1000 1509 Posts Joined 03/21/2019
    Posted 5 years, 2 months ago
    Quote From RaiserUK
    • What does the key text 'Ready Your Attack' mean?

    For example, Lucian "The first time an ally dies each round, ready your attack."

    https://outof.cards/legends-of-runeterra/cards/143-lucian

     

     

    it means you can attack in your defending turn.

    Attacking has an order. First turn, First player can attack, Second turn, Second player can and Third, First player can ....

    Ready your attack means you can attack while you are in Defending turn. If your opponent plays a card before attacking in his/her attacking turn, you can attack before him/her or If he/she attacks in his/her attacking turn, you can attack after his/her attack before he/she ended the turn.

    Ready your attack means that you can attack twice in a turn. Turns are not same with Hearthstone. One turn includes 2 turns. It includes one player's attacking turn and other player's defending turn.

    Unpopular Opinion Incarnate

    1
  • RaiserUK's Avatar
    110 29 Posts Joined 05/28/2019
    Posted 5 years, 1 month ago

    Big thanks. Started to get it at the end of the beta.

    Using 'Ready your Attack' to attack with stealth guys and then attack again during your attack turn seemed like a great way to get burst damage with an aggro deck.

    Played Gaara's Katrina Aggro deck and it felt like the 'Ready your Attack' mechanic really punished all the greedy control decks I was seeing.

     

    Looking forward to the 2nd beta on the 14th.

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  • JohnnyStorm's Avatar
    Magma Rager 495 127 Posts Joined 05/29/2019
    Posted 5 years ago

    Any plans to put this glossary in a Guide section (which isn't here yet for Runeterra)?

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  • Almaniarra's Avatar
    HearthStationeer 1000 1509 Posts Joined 03/21/2019
    Posted 4 years, 11 months ago

    Flux, You should add Allegiance as a keyword here i guess;

    Also if the leaks are true (probably true because one of the guy from riot responded it) Ready your attack will be "Rally" as a keyword. :)

    Unpopular Opinion Incarnate

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  • FortyDust's Avatar
    Pumpkin 1205 1912 Posts Joined 05/29/2019
    Posted 4 years, 11 months ago
    Quote From Almaniarra

    Flux, You should add Allegiance as a keyword here i guess;

    Also if the leaks are true (probably true because one of the guy from riot responded it) Ready your attack will be "Rally" as a keyword. :)

    What does Allegiance do?

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  • Almaniarra's Avatar
    HearthStationeer 1000 1509 Posts Joined 03/21/2019
    Posted 4 years, 11 months ago

    Allegiance's word occurs if the region of the top card of your deck is same with the card with Allegiance.

    For Example;

    Kinkou Wayfinder summons two 1-cost minion from your deck if the top card of your deck is from Ionia.

    So, They should be in decks which has 30+ cards with same region.

    Unpopular Opinion Incarnate

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  • Bystekhilcar's Avatar
    270 335 Posts Joined 09/02/2019
    Posted 4 years, 11 months ago

    You typo'd in the first line, FYI. Missing the word 'region'.

    I wouldn't normally post for something like that, but since it's a factual point it feels necessary. Plus you seem like the sort of person who'd care :P

    (For the record, the actual definition is still clear from the context of the rest of the post, but y'know...)

    I see you when you're sleeping; I'm gone before you wake

    I'm not as good as turn 4 Barnes; But I'm at least a Twilight Drake

    1
  • Almaniarra's Avatar
    HearthStationeer 1000 1509 Posts Joined 03/21/2019
    Posted 4 years, 11 months ago

    ah sorry for that. I woke-up yet and it's not my main language. It might be confusing sometimes. :D

    Thanks for warning ! :)

    Unpopular Opinion Incarnate

    0
  • FortyDust's Avatar
    Pumpkin 1205 1912 Posts Joined 05/29/2019
    Posted 4 years, 11 months ago

    Ah! Well, now that I know what it means, I hope they put some strong Allegiance effects in the game!

    I would be sad if mono decks were at a big disadvantage compared to two-region decks. Without this keyword, it seems there is not much reason to go mono.

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  • Almaniarra's Avatar
    HearthStationeer 1000 1509 Posts Joined 03/21/2019
    Posted 4 years, 11 months ago

    Well, You don't need to go mono for this effect, 30+ cards would be enough most times. Teemo + Kinkou Wayfinder is one example.

    Also, Demacia's Allegiance guy is one of the best Allegiance in game. That card is just enough for mono Elite deck.

    and Mistcaller might be good with new buff it gets.

    But if you ask me, So much Allegiance cards might broke the game because their effects mostly will be so impactful. Consider there are too much Highlander cards in Hearthstone. That would be bad probably.

    Unpopular Opinion Incarnate

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  • Bystekhilcar's Avatar
    270 335 Posts Joined 09/02/2019
    Posted 4 years, 11 months ago

    Trouble is, while Demacia's Allegiance card is good, it's also the only region (possibly excepting Freljord) that has enough decent, splashable cards to really consider going monotype. The keyword doesn't even need any support - all it needs is more cards to be released before it gets stronger. It does feel like something of a potential balance ticking-time-bomb...

    I see you when you're sleeping; I'm gone before you wake

    I'm not as good as turn 4 Barnes; But I'm at least a Twilight Drake

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  • FortyDust's Avatar
    Pumpkin 1205 1912 Posts Joined 05/29/2019
    Posted 4 years, 11 months ago

    Obviously, you don't need to be mono to use Allegiance, but it does add consistency.

    My point was the converse -- that in order for mono to exist, you need good Allegiance cards.

    Also, most cards tend to get better over time as more cards (and more synergies) are released, so I don't think the time bomb thing is limited to Allegiance.

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  • Bystekhilcar's Avatar
    270 335 Posts Joined 09/02/2019
    Posted 4 years, 10 months ago

    I don't think you'd need good allegiance cards to enable monotype - at the moment a lot of decks go to dual type more from a lack of viable cards than from preference. More cards in any given region will likely mean more support for a specific game plan (given regional identities - e.g. if a bunch of new Freljord cards come out, chances are some will have Frostbite on them). 

    More cards from any given region being viable in turn makes that region's Allegiance more consistent, as you say - but that's a much bigger deal than you're indicating. True consistency is the holy grail of card game decks, and cards which have a failure rate are often underplayed unless their success-case is extremely high (or their failure is non-impactful). That's particularly true in LoR, in my opinion, given the small health pools mean games can be ended faster when one side gets the advantage.

    I see you when you're sleeping; I'm gone before you wake

    I'm not as good as turn 4 Barnes; But I'm at least a Twilight Drake

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  • FortyDust's Avatar
    Pumpkin 1205 1912 Posts Joined 05/29/2019
    Posted 4 years, 10 months ago

    I can see the "lack of cards" point, but I would think it's got more to do with filling in strategy gaps -- dipping into a different region to do something your primary region cannot do well (or do at all).

    I doubt we'll see a lot of mono decks that don't use Allegiance, because the additional power boost is what's needed to compete with decks that have a broader range of abilities and synergies. At least, that was my theory for why Allegiance even exists in the first place. Before I understood the keyword, I had assumed mono would never be a competitive strategy at all. (At the very least, you'd often splash Ionia just for the "nopes," wouldn't you?)

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