Terminology (Legends of Runeterra)

For expanded keyword term explanations, see Keywords (Legends of Runeterra).
There are Legends of Runeterra terms that are used in and outside the game, with some terms being used to simplify and facilitate rapid communication. This is a list of these terms and their definitions.

Please contribute to the page by adding more terms and definitions alphabetically.

These terms are mostly used in the English language.

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A

AggroAn archetype of decks. Aggro decks have many small units to try and rush down the opponents Nexus as quickly as possible. These decks excel at early game, but fail later in the match.
AllyAlliesAny unit that has health and is on the same team as the referencing card.
AnotherImplies that the associated effect can not target or create the card that caused the effect.
AnythingAny ally or enemy.
AutopassAn option in the settings that allows the game to end a players turn if they can not play any cards or take any action.
B

BacklineBenchArea of the field where units are played to, and are moved from to the battlefield when they attack or defend.
BattlefieldArea of the field where units are moved to attack or defend.
BattlingA state units are in when they are either attacking or defending.
BoardIncludes everything related to a game.
BondBondedA unique effect that only relates to **Erro em Lua em Módulo:LoRData/getter na linha 50: attempt to index field '?' (a nil value).**
 or spells like **Error: Card with name "Mystic Shot" is not in the data.**
ButtonThe ButtonThe large green or blue circle on the right side of the board that players can press to commit to actions such as attacking, defending, and playing spells. Context sensitive to what is currently happening.
C

CantripColloquial card game term. Refers to cards that draw exactly one card, along with another positive effect to the allied team. These types of cards have a net gain and essentially cost 0 cards to play. Some examples of cards like this in Legends of Runeterra are **Error: Card with name "Shadow Assassin" is not in the data.**
 and **Error: Card with name "Avarosan Sentry" is not in the data.**
, both these cards provide a unit while drawing a card, making them very safe to put in any deck.
Champion Spell CardCopies of champion cards in hand that match an allied champion on the field are transformed into their **Champion Spell Card**. Each champion has a unique spell card that usually works well with their effects and playstyle. All champion spell cards add a copy of the champion to the deck, and can be used to avoid losing via not being able to draw. All champion spell cards turn back into the champion when the champion is removed from the field.

ControlAn archetype of decks. Control decks ignore the opponents Nexus and focus on withering the opponents field and hand down to nothing. They **Control** the game by preventing everything the enemy tries to do, and once they completely remove all opposition, they will destroy the Nexus without any fear of retaliation.
CrimsonNot an official group, but often considered a group. **Crimson** units have "crimson" in their name and revolve around damaging allies to gain positive effects. Crimson units are closely related to **Error: Card with name "Vladimir" is not in the data.**
 and the Arquivo:Tides of Blood.png Crimson Circle faction from lore.
D

* *When a **spell** is **declared**, then **undeclared**, it's placed in the rightmost position in the hand.*

E

EnemyEnemiesAny unit that has health and is on the opposing team of the referencing card.
EVERYTHINGBoth **Error: Card with name "Nexus" is not in the data.**
 and all units on the board.
ExperienceA value gained through playing games, completing quests, or completing an expedition. Experience unlocks rewards that result in earnable cards, chests, and capsules. See Experience (Legends of Runeterra)
F

FaceTo attack the Nexus directly. Usually used when targeting the Nexus is chosen over a more efficient play.
FieldArea of the board where units exist, includes the battlefield and the backline.
G

GameMatchThe period between load in and the victory or defeat screen.
GiveTarget gains whatever the referencing card says for only this round, all effects will be removed at the end of the round the target gained the effect.
GrantTarget gains whatever the referencing card says permanently, and will only lose the effects if it is killed, recalled, or if another card specifically removes the effects, like **Error: Card with name "Purify" is not in the data.**
.
GroupA group is a subtype of unit cards that relate them to other unit cards with the same group. Some cards effect groups and makes all units of that group stronger. Having a group allows players to create powerful synergies using cards like **Error: Card with name "Pack Mentality" is not in the data.**
. See Groups.
H

Health **Edit** Arquivo:LoR Follower Health Screenshot.png   Dictates the amount of **damage** that can be taken by a unit before it dies.

 *A unit has a **default max health value**, a **max health value**, and a **current health value**. If a unit is damaged, its **current health** decreases. Effects that grant a unit **health** increase its **maximum** and **current** values. Effects that **Heal** a unit only increase its **current health**, capped by its **maximum health**.*

*If a unit loses a **maximum health** increase and its **current health** is more than the **maximum health** it would have after, its value is set to it's **maximum health**.

The **current health** value is shown on the **bottom right** of a card. When a unit's **current health** is equal to its **default maximum**, it is **white**. When the value drops below the **maximum**, it is **red**. When it is at the **maximum** and it has been increased above the **default**, it is **green**.*

I

J

K

L

M

Mana**Edit****Mana** is the main resource used in **Legends of Runeterra**. All cards have a **Mana cost** attached, though that is 0 for some. Some cards have specific interactions with **Mana**.

***Mana** costs reduced beyond their default appear green. Costs increased beyond their default appear red.*

Mana Curve**Mana Curve** relates to the overall mana cost of all cards in a deck. A low mana curve has a lot of cards with low mana cost, while similarly, a high mana curve has a lot of high cost cards. An appropriate mana curve is vital to a deck being effective.

's **Level Up** being partly reliant on **Toss**.
MulliganAn event that happens at the start of a game where players can replace cards in their opening hand by drawing a new card for each one they want to replace and then shuffling the replaced cards back into the deck.
N

O

Open PlayAfter playing 3 Expeditions in a week you can no longer buy into any more and **Open Play** is unlocked for the rest of the week, where the mode can only be played for free but with reduced rewards.
P

PlayerA person participating in the game.

, but each card has a default **Power** that it returns to if effects are removed.

When a unit's **Power** is at its **default**, it is **white**. When the value drops below the **default**, it is **red**. When it has been increased above the **default**, it is **green**.
Q

QuestA random daily task given to players to complete for experience.
R

Random**Edit****Random** selections in **LoR** are made using an unknown algorithm.**Random** cards are chosen from a given scope.

*Random effects that refer to **your regions** can only choose from the regions that the cards in the deck were chosen from. If the deck is **regionless**, such as in some Labs, then their effect cannot happen.*

RampAn archtype of decks. Ramp decks focus around building up mana as fast as possible, then using that extra max mana to play high cost cards and gain the advantage.The act of gaining max mana.
RarityAll cards in game have a rarity to indicate how common each card is. The indicator of **rarity** is located at the bottom center of the card, and can be any one of four rarities: Common, Rare, Epic, Champion. Follows the basic video game color coding for rarity of: Green, Blue, Pink, Orange. Finally, Each rarity is also indicated by a shape, gaining a vertex as rarity increases: Triangle, Diamond, Pentagon, Hexagon.
Region**Edit**Every card in **Legends of Runeterra** is sorted into a **region** based off a canon region of  Runeterra. Cards within a **region** tend to share mechanics such as certain keywords and tend to synergise well with each other, and combining cards from different regions can lead to unique synergies and playstyles. Game Modes have specific restrictions on the number of **regions** that can be in a deck.
Round StartStart of RoundThe point after both players have drawn their card but before the player on attack can play any card.
S

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and some being **Error: Card with name "Vilemaw" is not in the data.**

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. **Erro em Lua em Módulo:LoRData/getter na linha 50: attempt to index field '?' (a nil value).**

 has a close connection to spiders.

SplashTo add a card to a deck that doesn't help the overarching theme of the deck, but because the card itself is good.A term used to describe a deck. Used to describe a secondary region when the deck is mostly a single region but has a small amount of supporting cards from a secondary.
Start of RoundRound StartThe point after both players have drawn their card but before the player on attack can play any card.
SummonCreate a unit and add it to the board. See Create.
SummonedWhen SummonedWhen a unit first enters the field.
SurviveTo take damage but not die.
T

TechA unit card group, currently all **Tech** come from **Erro em Lua em Módulo:LoRData/getter na linha 50: attempt to index field '?' (a nil value).**
. See Tech.Tech units are all mechanical creations from the mind of Heimerdinger.
TempoAn archetype of decks. Tempo decks focus on hyper efficient plays to get ahead by a slight amount that eventually ends up in a huge lead. Decks of this type make good use of Cantrips, and getting the most value out of every card.Playing a card optimally to a high degree, and getting a lot of value from the play. E.G. playing **Error: Card with name "The Ruination" is not in the data.**
 when the opponent has 6 high value units while there are 0 allied units on the field.
This RoundAn effect that lasts until end of round.
U

V

W

WildcardA token that can be traded for any card of the same rarity. **Wildcards** come in all four rarities, Common, Rare, Epic, Champion.
X

Y

Z