How Hearthstone and Legends of Runeterra Differ. If you’ve read our guide on moving from Hearthstone to LoR, when it comes to picking your region, you’re probably going to want to know how each game differs, and what to look out for when you’re making the switch. We’ve got you covered.
Similar Key Words
Hearthstone and Legends of Runeterra share similar mechanics, but they don’t neccesarily share the same key words. However, these mechanics function pretty much the same. Below is a list you’ll need.
- Barrier = Divine Shield – In LoR, Barrier prevents just one round of damage, whereas in Hearthstone, it persists.
- Last Breath = Death Rattle – In LoR, to cause an effect on death, it’s known as Last Breath.
- Lifesteal = Lifesteal – It remains the same across both games.
- Play = Battlecry – The most common effect in Hearthstone is Play in Legends of Runeterra, allowing a unit to cause an additional effect.
- Recall = Return – Acting similarly, Recall in LoR works as is does in Hearthstone, allowing players to bring a card back to hand.
- Stun = Freeze – It does what it says on the tin. Stun in LoR prevents actions, preventing cards from attacking or blocking.
There’s a few simple differences with Card Draw when it comes to Hearthstone versus Legends of Runeterra. In Hearthstone, players start with 3 when first, and gain 4 when second (including Coin). You’ll then draw one additional card on each of your turns.
In Legends of Runterra, everyone starts with 4 cards, and draws a card each turn. The player who goes first is then decided at random.
LoR plays differently in the way that it handles Card Draw, largely because it’s just not as important here. You aren’t hoping for that one card, largely due to the fact the overall deck size is considerably smaller.
Primarily the difference here, is that in Hearthstone, players take turns to attack and have their combat phase. It’s different in LoR, as once attacking units are assigned, combat begins for both parties, with the caveat that units cannot be played at this time.
In LoR, you’ll need to decide which units you want to strike against the opposition, which the defender (obviously) gets the opportunity to block a single attacking unit, or cast a spell. Spells can be cast between combat beginning and its resolution, creating an active element to play. Units that have been chosen to block, gain the opportunity to attack the next turn.
If you’re playing aggressively, utilising Spells mid-combat can be valuable, though it is mana intensive. Be conscious of what you’re spending, and how this may lead your opponent in future turns.
How Hearthstone and Legends of Runeterra differ, your Class is permanent and pretty much determines everything in your deck. It’s not the case in LoR, as you play a region. Champions, however, are very important but they’re part of your hand. You’re limited to 6 (most people don’t take that amount), and each can level up over the course of the match, if you meet its card requirements.
Champion cards are powerful, and especially so when leveled up. That said, their very nature means they can be cleared off the board instantly with Spells or a tough combat round. Don’t think of your deck as “I’m Teemo”. Remember it’s your Region that matters.
Fairly simple, and faithful to Hearthstone, LoR provides mana each round. In addition, any mana you don’t spend is retained. Players are able to hold a total of 3 excess mana, with that excess only usable on Spells.
For anyone who doesn’t know, Mulligan is basically an opportunity for a second attempt. Where Hearthstone is concerned, it’s re-dealing your hand. You don’t lose cards for doing this, and it’s exactly the same in LoR.
Rounds & Turns
Hearthstone and LoR are very different when it comes to play.
In Hearthstone, players take it turns to perform an action and draw cards.
In LoR, there’s a combination of Rounds and Turns. Each Round is alternated between players (where they take Turns), and during this time they perform actions. The attack token also alternates at the start of each Round, with that player leading the attack (and the opposition being able to block). A Round ends when each player no longer takes an action.
Mana is regained at the start of every Round, an attack token is lost if you fail to use it, and only one unit can be played per turn, up to a maximum of 6 (unlike in Hearthstone, where you can fill a board).
There’s three Spell types in LoR:
- Burst – Instant, and castable at any time. Your opponent cannot respond, but the instant nature of Burst spells allows you to follow up with more if needed.
- Fast – Castable before, during or after combat. Your opponent can respond, but you can use multiple at once.
- Slow – This effect requires a turn to process, but unlike Fast or Burst, cannot be cast in combat (slow by name, slow by nature).
It’s important to remember what Spell you’re casting, and how your opponent might respond, especially on subsequent turns when Slow has been cast, or if you’re double-stacking Spells which are Burst based.
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