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Legends of Runeterra Guide by gamepressure.com

Legends of Runeterra Guide

Table of Contents

Best decks in Legends of Runeterra Legends of Runeterra guide, tips

This chapter of our guide contains the recommended decks for each of the Regions (including their combinations) available in the Legends of Runeterra. In this section, you can find aggressive, combo and control decks which will allow you to select the most appropriate deck for your own style of play in Legends of Runeterra. The description of each deck has been enriched with a special code, which you can copy and paste in Legends of Runeterra while creating a new deck - the game will choose the right cards and specify which cards are missing from your collection. This way, you can immediately realize how much it may cost you to build a particular deck of cards.

Important terms and words - Glossary

While reading the chapter with pre-made decks available in Legends of Runeterra, you may encounter a specific vocabulary - terms associated with the in-game slang. Keywords and unit cards have been marked with specific colors. The mana cost of a particular card is in brackets, right next to card's name.

  1. Cards, Mana cost and quantity - the cards included in the deck are marked in blue with a yellow frame, for example, (1) Legion Rearguard x3 means that a Legion Rearguard card with a Mana cost of 1 is included in the deck in 3 copies.
  2. Keywords - keywords occurring in a certain deck were marked by orange color with a yellow frame, such as Fearsome. All keywords available in the Legends of Runeterra are described in the relevant chapter of this guide.
  3. Deck - is a set of cards which you use to play in the Legends of Runeterra.
  4. Blocker - a unit that has been used to block enemy's minion.
  5. Buff - it's an enhancement. Every spell that has a positive effect on unit's statistics is called a buff.
  6. Debuff - it reduces the abilities and statistics of enemy units. A spell that decreases and lowers the stats of an opponent's unit is called a debuff.
  7. Minion - it's a term used to describe a unit.
  8. Trade - it's a case of break even. When two units fight against each other (one attacks and the other blocks) and both die in such a duel, then it is a trade. If an opponent's unit dies during the confrontation and you stay alive, then the trade is in your favor.
  9. Aggro - it's an aggressive deck type that focuses mainly on attacking. In such a deck you will usually find units that cost a little of mana but have a lot of attack points and enhancement spells.
  10. Control - it's a crowd control deck type which perfectly takes control over the whole duel. This deck offers many mechanisms that allow you to quickly destroy enemy units, as well as use powerful spells with high Area of Effect damage.
  11. Midrange - it's a balanced deck that has some benefits of aggressive and control decks. The main goal of such a deck is to win in the middle of the match. If you use this type of deck, you control the duel in the first few turns and then launch an attack in order to quickly end the battle (also, to prevent the game from being prolonged). In such a deck you will find units with a solid number of health points - your units can withstand lots of damage.
  12. Combo - a deck, which is based on making one or a few more specific card combinations that will allow you to take control of a duel or end the match in one turn.
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