Legends of Runeterra has a whole lot of abilities and skills hidden on every of their playing cards utilizing key phrases. They vary from having the ability to forestall harm to a unit, to making sure an enemy can’t block your attackers. With so many key phrases although, there are some interactions that aren’t apparent to those that haven’t performed a lot of the game, with the consequence being that you can lose the game resulting from a misunderstanding of what a capability does.
Legends of Runeterra key phrases information
Keywords in Runeterra are single phrase phrases that seem on playing cards. Some point out the pace at which a spell is solid, whereas others grant that unit a capability to make use of in battle, or when a capability is triggered. Our information to Runeterra key phrases will go over the entire key phrases within the game, explaining what they do and element any fascinating interactions that you have to be conscious of.
They seem on plenty of playing cards in Runeterra and so they could make all of the distinction in Legends of Runeterra best decks. They may also assist with making knowledgeable selections through the drafting section of crafting Runeterra Expeditions decks.
Runeterra key phrases information contents
- Strike and Nexus Strike
- How Overwhelm interacts with Barrier and Tough
- Quick Attack and Double Attack
- Recalling and Reviving
- How Last Breath interacts with Capture and Obliterate
- Frostbite and Buff spells
- Fearsome
- When is a player Enlightened?
- The difference between Drain and Lifesteal
- Challenger and Elusive
- Shen’s swap ability
- Commander Ledros
- Other Runeterra keywords
Strike and Nexus Strike
The first key distinction I wish to level out is when the game refers to results which are triggered by strike and Nexus strike harm.
- Strike: Effect gained when allied unit offers harm to any unit.
- Nexus Strike: Effect gained when harm is dealt to the enemy Nexus.
With Nexus Strike, the impact solely occurs when that unit particularly offers harm to the enemy Nexus. However, common strikes to enemy items can occur both by fight harm or sure spells that say the unit “strikes” a goal. In the case of the spell Judgment, it says that the goal “battling ally strikes all battling enemies”. This means you’ll get the strike set off for each unit the goal of Judgment strikes. This can doubtlessly create a whole lot of Spinning Axes for Draven, or draw a whole lot of spells for Rivershaper.
How Overwhelm interacts with Barrier and Tough
With fight harm, there are three skills that have an effect on one another in methods that aren’t apparent. Overwhelm is a capability that impacts attacking items, whereas Barrier and Tough are defensive skills which are all the time lively.
- Overwhelm: If a unit’s energy is over the defending unit’s well being, the remaining energy is dealt in harm to the enemy Nexus. It solely triggers whereas attacking.
- Barrier: Prevent harm for one hit. This could be a spell or fight harm.
- Tough: Reduces the harm a unit takes per hit by one.
Overwhelm has some interactions that should be addressed. If you block a unit with a chump blocker, then solid a spell like Absorb Soul to empty that blocker for well being after committing the blocker, the attacking unit is not going to deal harm to your Nexus. This is as a result of the game nonetheless considers it to be blocked. If that attacking unit has Overwhelm, it’s going to nonetheless deal the remaining harm to the defending participant’s Nexus.
When it involves Barrier, it might probably forestall harm to that unit, that means that blocking it’s often protected. If a unit with Barrier blocks a unit attacking with Overwhelm, the Barrier unit will nonetheless stay alive, however any Overwhelm harm over the Barrier unit’s well being will nonetheless be dealt to the defender’s Nexus. Tough reduces the harm taken by one level of well being, so a 1/1 unit with Tough is a half of within the eyes of an Overwhelm attacker. A 4/4 Overwhelm unit will destroy a 1/1 Tough defender whether it is blocked by it, however will solely deal two harm to the enemy Nexus.
There’s one different factor you have to be conscious of in relation to utilizing the Tough capacity. If any skills or stage up situations depend on harm being dealt to that unit, that potential harm wouldn’t rely in direction of that progress because it has been prevented. So if Braum has a spell that offers it Tough solid on it, then is blocked for 2 harm, it’s going to solely rely as one in direction of the progress of his stage up capacity.
Quick Attack and Double Attack
First factor’s first, right here’s what these fight skills do:
- Quick Attack: Strikes and offers harm to a defending unit first, then takes harm from the defending unit if that unit survives. It solely triggers whereas attacking.
- Double Attack: Strikes and offers harm to a defending unit first, then each attacking and defending unit strike one another if the defending unit survives. It solely triggers whereas attacking.
It’s largely a protected wager that the unit with Quick Attack will deal sufficient harm to get rid of a defending unit with out Quick Attack/Double Attack. Barrier and Tough can be utilized to stop harm within the regular method.
Double Attack can be utilized to kill any unit with a Barrier, offered it has extra assault than they’ve defence. This is as a result of the Barrier is eliminated through the primary assault and the defending participant can’t solid spells in-between the Quick Attack harm and regular fight harm.
However, there are some situations the place a Quick Attack unit will discover itself getting killed. Let’s use Nimble Poro and Unscarred Reaver for instance. Nimble Poro is a one mana 1/1 follower unit with Quick Attack, whereas Unscarred Reaver is a 1 mana 0/Three follower with a capability. This capacity reads “When I survive damage, grant me +3/+0”. If a Nimble Poro would assault, it offers its fight harm first.
In the very area of interest case of a levelled up Lucian in opposition to an Unscarred Reaver that has a barrier solid on it, the Double Attack will harm it first, buffing up the Unscarred Reaver to a 3/3. They will then deal regular strike harm to one another, killing one another off within the course of.
Recalling and Reviving
These two key phrases confer with eradicating a unit from the battlefield briefly.
- Recall: Put a unit from the battlefield into your hand.
- Revive: Bring a unit again to the battlefield.
What is value noting on this specific case is what occurs to break sustained, in addition to buffs and debuffs that have been solid on that unit. Let’s say a 4/4 The Undying is the goal of a spell with recall. Since its base stats are 2/2, it returns to being a 2/2 unit when it’s recast. Revive additionally ensures that the unit comes again with its personal base stats.
There is one notable exception right here although. If the 4/4 The Undying is the goal of Chronicler of Ruin’s revive impact, it’s going to come again as a 2/2 unit, although as a result of the unique The Undying is killed first, you’ll get a 5/5 The Undying in the beginning of the following spherical due to its Last Breath capacity. This leads us properly to…
How Last Breath interacts with Capture and Obliterate
Removing Last Breath items usually means they get a triggered capacity, however not within the case of Detain and Obliterate.
- Last Breath: This capacity triggers when this unit dies.
- Capture: Choose an allied unit to “Capture” an enemy unit. Removes enemy unit from the game for so long as allied unit is on the battlefield.
- Obliterate: Removes a unit from the game. If a unit has Last Breath, the Last Breath capacity doesn’t set off.
Put merely, if a unit is Captured through Detain or Obliterated with She Who Wanders, their Last Breath capacity isn’t triggered as a result of they both didn’t “die” or have been annihilated into oblivion earlier than they get the prospect. Obliterated items additionally don’t stage up Tryndamere or items like Thresh, Kalista, or every other items that do issues when different items die.
Frostbite and buff spells
Another quick however fascinating capacity to debate right here. Frostbite is an unique capacity to the Freljord area.
- Frostbite: Reduce an enemy’s assault energy to zero for one spherical.
There are some things to unpack about Frostbite. Firstly, if a unit has zero assault energy, it is not going to deal harm. So enemies with Barriers will retain their barrier. Some results may additionally set off because the Frostbitten unit now has under a specific amount of assault energy.
The impact isn’t everlasting although and any buff spells that improve assault energy will nonetheless occur usually. Their regular assault is restored when the spherical ends.
Fearsome
Fearsome is a good evasion instrument for aggro decks because it bypasses chump blockers. It’s why you see tribal spider decks run Elise as she grants Fearsome to all allied spiders if she has levelled up.
- Fearsome: This unit can’t be blocked by items with below three energy.
The weirdness comes if you happen to block a Fearsome attacking unit with a 3/Three unit of your individual, then a spell is solid to scale back your energy by two. Since you already declared your blocker, the unit will nonetheless block the Fearsome attacker regardless of solely being a 1/Three unit.
When is a participant Enlightened?
Enlightened can provide sure playing cards an additional little bit of energy or skills that make them extra highly effective within the late-game, as you attain 10 base mana.
- Enlightened: Gains an additional impact at 10 mana.
Note that I mentioned “base mana”. This implies that Enlightened doesn’t take spell mana into consideration.
The distinction between Drain and Lifesteal
Essentially, each Drain and Lifesteal have the identical impact, they deal harm to one thing to realize Nexus well being.
- Lifesteal: When an allied unit strikes an enemy unit, heal the Nexus for the harm dealt to the enemy unit. This occurs whereas each attacking and defending.
- Drain: Heal the Nexus for the harm dealt.
The key distinction is the place these results are discovered. Drain is discovered on spells, whereas Lifesteal is discovered on items. Lifesteal moreover heals for the quantity that you just attacked for, not the well being of that unit’s goal. So when you’ve got a 3/7 Soulgorger hit a 1/1 Affectionate Poro, you’ll nonetheless heal your Nexus for 3 life.
Challenger and Elusive
Challenger and Elusive are fight tips. Challenger ensures which you could deal harm to particular enemy items, whereas Elusive helps bypass enemy defences to deal harm to the enemy Nexus.
- Challenger: When this unit assaults, you may click on and drag an enemy unit to dam this one. This occurs earlier than the opponent declares blockers and may’t be undone by the opponent.
- Elusive: Can’t be blocked whereas attacking besides by items with Elusive. This is an attacking capacity.
With Challenger, it’s vital to know that you could click on and drag enemy items to defend in opposition to a unit with Challenger earlier than you click on to declare attackers. You don’t get one other alternative if you happen to click on to commit your attackers.
Both of those skills could be scary to cope with, significantly if an aggro deck is heavy on the Elusive items to start with. That doesn’t imply although that these Elusive items nonetheless have the power whereas that participant is defending. If you have got a 4/3 Elise with the Challenger capacity and assault along with her, you may nonetheless lure in a 1/1 Elusive unit to dam Elise’s assault.
Shen’s swap capacity
This capacity is a part of Shen’s distinctive spell “Shen’s Stand United”. It’s a burst spell that swaps two allies, then provides each of them Barrier. Swap isn’t a key phrase as solely Shen’s spell has this capacity, however it’s an interplay with some penalties. You can solely swap items if you happen to’ve declared your attackers/blockers for that fight section.
You can swap between any two items, even when one in every of them isn’t a declared attacker/blocker. If an opponent has solid a spell to deal harm to it, the swap capacity will make that spell have an effect on the brand new attacker/blocker, quite than the one that you just initially declared as attacking/blocking.
Commander Ledros
This massive lad deserves a particular point out because it’s the one card in Runeterra with such a capability. This is odd as different card games have a number of playing cards with any such impact and it all the time works in the identical method. When Commander Ledros’s capacity reduces the enemy Nexus well being by half, consider it as dealing half the harm however rounded up. This implies that if the enemy is on 13 well being, they’re lowered to 6 well being as half of 13 is 6.5. That 0.5 is then rounded up so as to add a further one level of injury.
This is particularly vital as Commander Ledros can kill an opposing participant’s Nexus if he’s performed whereas their Nexus is at one well being. There are a few workarounds to his capacity. It could be copied by Shady Character to scale back your opponent’s well being by half, whereas playing cards that inflict Obliterate guarantee he doesn’t return to the enemy participant’s hand.
Other Runeterra key phrases
Finally, listed here are the remainder of the key phrases within the game and what they do. None of those have particularly sophisticated interactions, however they’re value mentioning as they’ve very completely different results.
- Allegiance: When you solid this card, it will get a bonus if the highest card of your deck matches the area of this card.
- Aura: An impact that’s is utilized to sure playing cards. Can have an effect on both participant’s board, hand, or deck.
- Burst: A spell that resolves immediately. The enemy participant can’t react to it.
- Can’t Block: This unit can’t block enemy assaults.
- Ephemeral: This unit dies when it strikes or the spherical ends.
- Fast: A spell that may be performed at any time you have got precedence, however your opponent can play spells in response.
- Fleeting: This card is discarded when the spherical ends.
- Imbue: An capacity that triggers once you resolve a spell.
- Rally: If you wouldn’t have an assault token, achieve one so you may assault this flip. This doesn’t wipe an opponent’s assault token.
- Regeneration: Fully heals this unit firstly of the spherical.
- Slow: A spell that may solely be solid outdoors of fight. It can’t be solid in response to an enemy spell and the enemy can play spells in response.
- Stun: This unit can’t assault or block for the remainder of the spherical. It could be focused by Challenger items to dam.
- Support: Gives an impact to the attacking unit to the proper of this one.
- Trap: Attaches itself to a card within the opponent’s deck. If that trapped card is drawn, the impact is triggered.
Legends of Runeterra guides hyperlinks
- Legends of Runeterra guide – Find out find out how to get into the beta and study some suggestions for professional play.
- Legends of Runeterra best decks – The finest decks and their deck codes to win games in Legends of Runeterra.
- Runeterra Expeditions – The finest playing cards to draft.
- How to Play Legends of Runeterra – Learn find out how to play the game, what playing cards do, and the flip order.
- Legends of Runeterra champions – Find out what every champion does and find out how to stage up.
- Legends of Runeterra cards – All of the follower and spell playing cards in Runeterra.
- Legends of Runeterra Ephemeral tutorial – Step by step directions to finish this bothersome tutorial.
- Legends of Runeterra vault – Quick methods to realize XP and open higher weekly vault prizes.