LoR:Gone

Gone is a state in combat in Legends of Runeterra.
A unit that is committed as an Attacker or
Blocker, and then removed from the combat after that is considered to be Gone.
Attacker and Blocker units will not Strike Gone units or
Nexus. Except,
Overwhelm Attackers will damage the Nexus with their exact Power value.
List of cards that make Gone[edit | edit source]
Name | Type | Subtype | Region(s) | ![]() | ![]() | ![]() | Rarity | |
---|---|---|---|---|---|---|---|---|
![]() 02BW046T1 | Fizz's Playful Trickster | Spell | ![]() | 4 | ||||
![]() 02BW051 | Playful Trickster | Spell | ![]() | 4 | ![]() Rare |
List of cards related to Gone[edit | edit source]
Name | Type | Subtype | Region(s) | ![]() | ![]() | ![]() | Rarity | |
---|---|---|---|---|---|---|---|---|
![]() 02BW028T1 | Cannon Barrage | Ability | ![]() | |||||
![]() 04SH073T1 | Threaded Volley | Ability | Elemental | ![]() |



- Platforms
- Microsoft Windows, Android, iOS



Effects that trigger when you Block, will happen immediately when a block is committed. Blocks are committed by pressing The Button.





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.


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 9 Gorlith 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.





Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |






- 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.



Equipment can be played by Spell Mana.

Collectable cards from Runeterra have a specified unique Origin card (or 'Origin') associated with them. Each distinct card in the deck with an Origin counts as one of the deck's
regions. The Origin of these cards allows specific cards to be added to the deck regardless of their region.
Origins can also have an effect that is active from the start of the game and throughout, if there is a card with them in the deck at the start of the game




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





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.


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.