Chapter 7 · Lesson 5 of 5

Keyword Reference

Keywords are short words in brackets that stand for a whole rule, and the small reminder text on the card says what each one does. This is the reference: every keyword on the site, with its rule and a card that shows it. Most have a one-move drill, in this order. You don't have to do them all at once. The questions at the end check the combat ones.

Timing and how a card is played

Combat

Conditions and states

Actions and other words

Quick check

Which keyword makes a unit take combat damage first?

Predict

Your Mutated Mouser ([Tank], 1 Might) and Shipyard Skulker (3) attack Darius's Eager Drakehound (3 Might). The Drakehound's 3 damage has to go somewhere. Who survives?

Make your guess, then play the drill to find out.

Signature cards are cards tied to one champion: Annie's Tibbers, for example. You may only put one in your deck if it matches your own Legend, and you can have at most 3 Signature cards in total. They're not Champion units, so one can't be your Chosen Champion.

Words from this lesson

[Flow]
You may play this spell from your trash for its Flow cost; then it's removed from the game.
[Quick-Draw]
This gear has Reaction, and when you play it, it attaches to a unit you control.
[Repeat]
Pay the extra cost to do the spell's effect a second time.
[Backline]
This unit must be assigned combat damage last.
[Disarm]
When this unit attacks, an enemy unit there gets -1 Might this turn ([Disarm 2] is -2).
[Empowered]
A unit that's Empowered gets the bonus printed after [Empowered] on its card.
[Hunt]
When this unit conquers or holds, you gain 1 XP ([Hunt 3] is 3).
[Level]
While you have the listed amount of XP or more, this card gets the effect.
[Burn]
Put the top cards of your Main Deck into your trash ([Burn 3] is three).
[Empower]
Pay the cost to make this Empowered, if it isn't already.
[Mighty]
A unit is Mighty while it has 5 or more Might.
[Predict]
Look at the top card of your Main Deck. You may recycle it.
[Unique]
Your deck can have only 1 card with this name.
[Vision]
When you play this, look at the top card of your Main Deck. You may recycle it.
Signature card
A card tied to one champion. Allowed only if it matches your Legend, and at most 3 in a deck.

From the Core Rules (2026-10-09): 805 — Accelerate · 809 — Deflect · 811 — Hidden · 814 — Shield · 815 — Tank · 103 — Signature cards (deck construction)

Try it on the table

26 drills

  1. 1In a Hurry

    You're on 7 and B is already scored. Darius's Noxus Hopeful (4 Might) holds A, and you have nothing Ready. In hand: Blazing Scorcher (5 Energy, 5 Might) with [Accelerate]: pay 1 Energy and 1 Fury more and it enters ready. Your six runes pay exactly that. Play it Accelerated, then attack A.

    Need a hint?

    Drag Blazing Scorcher to your base and choose the [Accelerate] option so it enters ready. Then drag it to A and Confirm.

    Start drill 1
  2. 2In the Showdown

    Darius's Vanguard Sergeant (4 Might) holds A and your Shipyard Skulker is only 3. Punch First (+5 Might) is an [Action]: send the Skulker in, and play it during the Showdown.

    Need a hint?

    Move the Skulker to A, then play Punch First on it while the Showdown is open.

    Start drill 2
  3. 3Out of Nowhere

    Your Skulker (3) can't beat Darius's Sergeant (4) alone. Send it to A, then play Inferna (1 Might, [Assault 2]) from your hand during the Showdown with [Ambush].

    Need a hint?

    Move the Skulker to A. In the Showdown, play Inferna to A.

    Start drill 3
  4. 4To the Front

    Darius's Daring Poro (2) holds A. The Ball has [Deploy]: it's played to a battlefield, and when you play it you choose: deal 2 to enemy units there.

    Need a hint?

    Play The Ball to A, choose the damage, then move your Clockwork Keeper into A.

    Start drill 4
  5. 5Second Cast

    Darius's Daring Poro (2) holds A. Shuriken Flip is in your trash with [Flow]: play it from there for 3 Energy + 1 Power of any Domain. It deals 2 and moves a unit of yours.

    Need a hint?

    Play Shuriken Flip from your trash on the Poro, and move your Clockwork Keeper to A with it.

    Start drill 5
  6. 6Second Card Bonus

    Darius's Sergeant (4) holds A. Darius, Executioner has [Legion] — when you play him after another card this turn, he readies. Play Pit Rookie first, then him, and attack.

    Need a hint?

    Play Pit Rookie, then Darius, Executioner, and move him to A.

    Start drill 6
  7. 7Draw First

    Darius's Sergeant (4) holds A. Long Sword has [Quick-Draw]: a [Reaction] that attaches the moment you play it. Do it in the Showdown.

    Need a hint?

    Move the Skulker to A, then play Long Sword in the Showdown.

    Start drill 7
  8. 8Say It Twice

    Darius's Flame Chompers (3) holds A and your Gem Jammer (a Mech, a kind of unit; 2 Might) would only trade. Danger Zone gives your Mechs +1 Might; [Repeat] pays 1 Energy and 1 Power to do it again.

    Need a hint?

    Move Gem Jammer to A, then play Danger Zone in the Showdown and pay to repeat it.

    Start drill 8
  9. 9Hits Harder

    Darius's Sergeant (4 Might) holds A. Laurent Duelist has only 3 Might, but [Assault 2] adds 2 when it attacks. Send it.

    Need a hint?

    Move Laurent Duelist to A.

    Start drill 9
  10. 10Last in Line

    Darius's Sergeant (4) holds A. Send LeBlanc ([Backline]) with your Skulker and keep LeBlanc alive.

    Need a hint?

    Send both LeBlanc and the Skulker.

    Start drill 10
  11. 11Weaken First

    Darius's Sergeant (4) holds A. Ahri, Confident is a 4 Might unit with [Disarm]: when she attacks she shrinks an enemy unit there. Send her.

    Need a hint?

    Move Ahri to A and choose their Sergeant for her [Disarm].

    Start drill 11
  12. 12Defender's Edge

    Stalwart Poro (2 Might, [Shield]) holds A, so it counts as 3 when defending. Which of your units can take A without dying? Keep your Skulker alive.

    Need a hint?

    Send the Sergeant (4) alone, not the Skulker (3).

    Start drill 12
  13. 13Take It First

    Darius's Eager Drakehound (3 Might) holds A. Send Mutated Mouser ([Tank], 1 Might) with your Skulker, and keep the Skulker alive.

    Need a hint?

    Send both units together.

    Start drill 13
  14. 14Last Words

    Darius's Sergeant (4) holds A, and LeBlanc, Fragmented (3, [Assault]) trades with it. Her [Deathknell]: when she dies, draw 1. The top of your deck is Eager Drakehound (3 Energy), which enters ready.

    Need a hint?

    Send LeBlanc to A and let both die. Then play the Eager Drakehound you drew and move it into the empty battlefield.

    Start drill 14
  15. 15The Extra Cost

    Vi, Hotheaded (3 Might, [Deflect]) holds A. Hextech Ray deals 3, but choosing a [Deflect] unit costs 1 Power more. Pay it and clear the way.

    Need a hint?

    Play Hextech Ray on Vi (3 runes pay it all), then move your Skulker to A.

    Start drill 15
  16. 16Empowered Brute

    Renekton, Brute is at B and starts Empowered: while Empowered he has [Deflect] and [Ganking]. Darius's Daring Poro (2) holds A. Send him straight across.

    Need a hint?

    Move Renekton from B to A.

    Start drill 16
  17. 17Side to Side

    Your Laurent Bladekeeper is at B, and Darius's Daring Poro (2) holds A. With [Ganking] it can move from battlefield to battlefield.

    Need a hint?

    Drag the Bladekeeper from B straight to A.

    Start drill 17
  18. 18Hunt for XP

    Darius's Daring Poro (2) holds A. Either of your units can take it, but you also want 3 XP: Voracious Gromp has [Hunt 3], so it gains 3 XP when it conquers.

    Need a hint?

    Send Voracious Gromp, not the Skulker.

    Start drill 18
  19. 19Level 6

    You have 6 XP (a score some cards count and spend). Master Yi, Tempered gets [Deflect] and [Ganking] at [Level 6]. He is at B; Darius's Daring Poro (2) holds A.

    Need a hint?

    Move Master Yi from B to A.

    Start drill 19
  20. 20Gone Next Turn

    Nobody guards A, but you have no ready unit. Sprite Call makes a ready 3 Might Sprite with [Temporary].

    Need a hint?

    Play Sprite Call, then move the Sprite to A.

    Start drill 20
  21. 21Gold in Hand

    Darius's Sergeant (4) holds A. Punch First (+5 Might) costs 1 Energy and 2 Body Power, and you have one rune. Your Gold can [Add] 1 Power of any Domain: kill it for the extra Power.

    Need a hint?

    Move the Skulker to A. In the Showdown, tap your rune for Energy and recycle it for Body Power, kill the Gold for the second Power, and play Punch First on the Skulker.

    Start drill 21
  22. 22A Little Bigger

    Darius's Sergeant (4) holds A, and your Sergeant (also a 4) is at your base. Play Pit Rookie to buff your Sergeant: +1 Might.

    Need a hint?

    Play Pit Rookie, then send your Sergeant.

    Start drill 22
  23. 23Burn for Might

    Darius's Daring Poro (2) holds A and your Shadow Order Disciple is only a 2. "When I move, you may [Burn 1] to give me +1 Might." Do it.

    Need a hint?

    Move the Disciple to A and accept the Burn.

    Start drill 23
  24. 24Pay to Power Up

    Darius's Daring Poro (2) holds A and your Legion Marauder is a 2. [Empower] — [1] or [Body]: pay it and the Marauder is Empowered, +1 Might.

    Need a hint?

    Pay the Marauder's [Empower] with a rune, then move it to A.

    Start drill 24
  25. 25Five Is Mighty

    Fiora, Victorious (4 Might) is at B and Darius's Daring Poro (2) holds A. At 5 Might she is [Mighty] and gets [Ganking]. Pit Rookie buffs her to 5.

    Need a hint?

    Play Pit Rookie to buff Fiora, then move Fiora from B to A.

    Start drill 25
  26. 26Hands Off

    Darius's Sergeant (4) would trade with your Sergeant. Ki Burst is an [Action] that exhausts a friendly unit and stuns another. Keep your Sergeant alive.

    Need a hint?

    Play Ki Burst on their Sergeant (exhausting your Clockwork Keeper), then attack with your Sergeant.

    Start drill 26