LoR:Eternal Gladiator


Eternal Gladiator is a follower in Legends of Runeterra. LoR
Contents
Notes[edit | edit source]
- This card can only generated by:
- Azir
3Level 3
- Azir
Quotes[edit | edit source]
Summoned[edit | edit source]
- "I am the Emperor's will!"
- "Who dares stand before Shurima?"
- "Face me, enemies of Azir!"
- "Azir speaks, and I act."
Allied 3Azir (Level 3) present
- Eternal Gladiator: "I am the Emperor's will!"
- Azir: "Teach our enemies the power of Shurima!"
- Eternal Gladiator: "My Emperor! Our day has finally come."
- Azir: "As was promised, my champion."
Sees a
Unit
Summoned[edit | edit source]
Allied 3Azir
- Eternal Gladiator: "Where I tread, victory follows."
- Azir: "Your footsteps shape the future."
Round End Effect[edit | edit source]
- "Fall to Shurima."
- "Azir! Behold your power!"
- "Your strongest are no challenge."
Attack Declared[edit | edit source]
- "A day of glory!"
- "History lives again."
- "Raise your spirit!"
Block Declared[edit | edit source]
- "Destiny scoured you."
- "Sands take you."
- "Your time is over."
Death[edit | edit source]
- "My Emperor."
- "Shurima..."
- Eternal Gladiator groans.
Change Log[edit | edit source]
Eternal Gladiator | |
---|---|
V2.3 |
|


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, with their own strengths and weaknesses. Game Modes and deckbuilding rules have specific restrictions on the number of regions that can be in a deck.


Mana is the primary resource used to play cards in Legends of Runeterra.




Drain and
Lifesteal don't heal on Barrier unit. Barrier units only negate the
Overwhelm damage equal its health.
When Barrier take effect, that unit is considered as survive.
If multiple spells or skills interact, SpellShield will take effect before Barrier.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | No | |
Transferable | Yes | |
Notes |
Barrier only transfers if it’s active on the originating card. |

Effect triggers when the round ends.

Highest Power, with ties broken by highest Health then highest Cost. If a tie cannot be resolved, cards will be targeted based on a hidden serialized id given to it upon being played.





Strike effects occur when a unit strikes anything, Nexus or
Unit.
The strike itself (and any effects that are triggered on the strike, including Nexus Strike on
Overwhelm and
Lifesteal) will resolve BEFORE any of the resulting effects (often "kill" or
death effects such as
Last Breath). However, strike effects do not
trigger if the unit is
obliterated after striking.


Dictates the damage a unit does in combat, whether attacking or defending. This value can be changed through various cards temporarily or permanently, but each card has a default Power that it returns to if effects are removed.


Collectible cards always have a Rarity gem at the bottom. Most effects which activate Random can only create Collectible cards.


A unit sees an action happen if it is on the board when it happens.








Ally in card text refers to an allied unit. Enemy in card text refers to one of your opponent's units.

- Examples of this are when a
unit is dragged into the
Attack or
Block position, or when a
spell is dragged onto the board.
- When a spell is declared, then undeclared, it's placed in the rightmost position in the hand.
- When an attack or block is declared, then undeclared, the unit(s) are placed in the rightmost position on the board.



Effects that specifically kill a unit go through

Killed units are added to a list of units that have died in the game, which the game interacts with in various ways. Multiple copies of a unit can be on this list.
A unit killing another refers to it reducing another's Health to 0 with a Strike or with its own card text.
Skills generated by the text don't count as the same card and therefore do not count as killing for this purpose. See Skill.






- New mechanics:
Equipment, Flow, Forge, Improvise, New, Empowered, Assimilate
- New subtypes: Darkin, Cultist, Weaponmaster, World Rune


- New region:
Bandle City
- New mechanics:
Impact,
1 Prank, Manifest, Multi-region,
Fated,
Attach,
Formidable




New region: Bilgewater
New mechanics: Attune, Deep, Plunder, Scout, Vulnerable, Nab, Toss and Stack


New regions:
Demacia,
Freljord,
Ionia,
Noxus,
Piltover & Zaun and
Shadow Isles.


Runeterra region:
Bandle City


Runeterra region:
Bilgewater,
Serpent Isles



Runeterra region:
Freljord, likely
The Arctic





Runeterra regions:
Shadow Isles,
Blessed Isles






Runeterra region:
Targon,
Celestial Realm


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.


Followers are a type of unit card in
Legends of Runeterra, with numerous cards that only interact with them.









Text that can affect Landmarks will explicitly refer to them.




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.





Skills are committed to enact a unit's card text in a way that can be reacted to. If card text creates a Skill, there will usually be an
icon before the text to indicate this.
The text of skills is usually written as if it's on the unit itself, but they count as their own card. In particular, damage dealt by a skill is not dealt by the generating unit.