This article or section may require clean-up to meet League of Legends Wiki's quality standards. Reason given: Summary of the region isn't descriptive of the region itself, and is just copied from Magic: The Gathering color. The last part of the description is inaccurate to the region itself.
Piltover & Zaun is a primarily spell-based region that focuses on constantly drawing and comboing spell effects. They are the most versatile deck with regards to both offensive and defensive options.
Piltover and Zaun may seem worlds apart, but an unusual harmony connects them beyond mere proximity. On the surface, Piltover is a prosperous city of industry. Standing as Valoran's cultural center, innovation and ingenuity are prized. However, amidst the cliffs beneath Piltover lies Zaun. Swathed in a smog-induced twilight, Zaun thrives in the shadow of its sister city. When the brilliant scientists above find society too constraining, they journey below, into the toxic air to conduct their experiments. Will you choose to stay on the surface or chance what lurks beneath?
The icon used in-game is an incredibly simplified version of the Piltover and Zaun crests, bearing very little resemblance to the crests themselves. This crest could be intended instead to convey the nature of the two cities, with the towering buildings of Piltover, and the depths of Zaun below.
There are files in early patches for a separate Zaun region, hinting that initially it wasn't intended to be combined with its overcity.
Piltover & Zaun is a primarily spell-based region that focuses on constantly drawing and comboing spell effects. They are the most versatile region with regards to both offensive and defensive options.
They can be committed at any time during the user's turn. They are added to the stack, but resolve instantaneously during the turn they are committed, so functionally aren't. They commit as soon as any required targets/choices are declared.
Skills can appear to be Burst, but they are responded to the same as fastspells.
Burst is the only type of card that can be on the 10th position on the Spell Stack.
Drawing a card takes it from a deck or hand and adds it to the right side of a player's hand. Unless specified, the card drawn is the one on top of the allied deck.
Legends of Runeterra content
Discard
Discard is the act of completely removing a card from the hand. With units, this is not considered died (so cannot be revived).
If not specified, the player performing the discard action will select the card in their hand. Discarded cards will be revealed to your opponent.
Legends of Runeterra content
Imbue
These abilities trigger when an allied spell is played.
In the case of Imbue effects tied to a unit on the board (eg. When I See you play a spell), the Imbue icon () will be visible on the card alongside other active keywords.
Mana is the primary resource used to play cards in Legends of Runeterra.
Legends of Runeterra content
Trap
Traps can be planted on a card in a deck, trapping it. When a player draws a trapped card, the trap's effect triggers for that player. A card can have multiple traps on it.
Traps cannot be played directly, only planted by other cards.
Legends of Runeterra content
Copy
A copy of a card is an instance of a card (same card code), with no consideration of any effects applied to it. Different from exact copy.
Legends of Runeterra content
Exact copy
An exact copy of a card is another instance of a card (same card code), inheriting all effects applied to and all statistics of it. Different from copy. An exact copy will not copy any attachments or underlying disguised unit
Legends of Runeterra content
Nexus
The Nexus represents the player's health. Apart from mode-specific exceptions, it has a maximum of 20 Health points, which it starts the game at. It cannot go above its maximum health. But maximum health can be increased, by cards like 9Gorlith the Unscalable, capped at 99.
It is destroyed when its health is depleted or the player otherwise loses the game (eg. 4Fiora or decking out)—at which point the game ends and its player suffers a loss.
Legends of Runeterra content
Spells
Spells are non-unit cards that can be played to trigger an effect. The speed of a spell dictates when it can be played, and whether the opponent can respond.
The Spell Stack: Once one or more Fast or Slow spells have been played, it can be responded / reacted to by the opponent with one or more Fast or Burst spells. Fast spells played are added to the stack, where the most recent one placed is the first to resolve. Once the response is confirmed by pressing the Button, the opponent has a chance to react, and this continues until both players pass. Only 10 spells can be on the stack at once, and the 10th spell may only be Burst.
Legends of Runeterra content
Elusive
Units with Elusive can only be blocked by another Elusive unit, or a unit with Sharpsight.
Non-Elusive units can be forced to block Elusive units by effects that force them to block.
Random selections in LoR are made using an unknown algorithm.
Random cards are chosen from a given scope. If there's no given scope, cards are chosen from all regions and only out of cards that are collectible.
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.
Legends of Runeterra content
Spell Mana
Spell Mana is a resource used to play Spell and Equipment cards along with Mana. These cards prioritise using Spell Mana before they use regular Mana.
Unlike regular Mana, Spell Mana doesn't completely refresh each round, instead up to 3 remaining Mana from the end of the previous round is converted into Spell Mana. Spell Mana is conserved between rounds, and a player can have a maximum of 3.
Legends of Runeterra content
Support
Support DiagramUnits with Support trigger an effect when they attack if there is an ally positioned to their right (this ally is referred to as the "supported ally" in card text). Support effects are resolved from left to right, at the same time as Attack effects.
Units that are summoned attacking at the same time as the attack is committed with the unit with Support can trigger Support effects.
Bandle City is a region that introduces cards from multiple regions. This region loves to play tricks on their opponent even on hand and deck. This region gives you tons of quick fast units to play on board and ways to refill your hand on units. They also have control tools to deal with dangerous threats.
Bilgewater is a place of new beginnings and those that come parley with death for a chance at that opportunity. Control massive sea monsters and plunder the enemy nexus to send your opponent to a watery grave.
Demacia puts an emphasis on filling the board with units and building them up into formidable combatants. Their largest weaknesses are having to rely on their own units to remove enemies from the board, and lacking in ways to draw cards from the deck.
Freljord is only region with access to mana generation and is all about spending it efficiently, usually favouring small numbers of powerful, overwhelming units rather than an army of weaker units.
Noxus focuses on early game aggression - utilizing direct damage spells and low-cost creatures with aggressive stats (high attack but low health). Noxus lacks end-game cards and can run out of steam against bulkier decks.
Shurima as a region has many tools for summoning and to facilitate slaying units for swift aggression, whittling and weathering down the opponent with large numbers of units, de-buffing effects and board-wide effects, while using mechanics such as Predict and Countdown to set up and guarantee wins, and to have the right cards just when you need them.
Targon is a region with a focus on powerful, slow, and permanent effects, calling upon powerful Celestial beings, and having large amounts of healing and effect nullification, with unparalleled access to SpellShields and Silences.
Runeterra is a Legends of Runeterraregional card set based on all of the world of Runeterra, with characters that roam the world, and cannot be represented by just one region.
Unlike other regions, Runeterra cards have unique deckbuilding rules, dictated by the origins of the cards in it, with only one card from Runeterra able to be put into the deck.
A champion is able to Level Up to transform it and every other allied copy of it in the game that could ever exist into a new card instantly, keeping all effects applied to it and damage taken, which has its own interactions as well. While there is an allied champion alive, any copies of it in hand are instead a Champion Spell.
Legends of Runeterra content
Followers
Followers are a type of unit card in Legends of Runeterra, with numerous cards that only interact with them.
Legends of Runeterra content
Landmarks
Landmarks are a type of card in Legends of Runeterra that take up a space on the board, like units, but can't interact with the same mechanics as units - for example they can't Attack or Block(See also: Immobile), don't have Health or Power, and can't strike.
Text that can affect Landmarks will explicitly refer to them.