Legends of Runeterra tier list: every champion ranked

Discover the greatest champion choices in our Legends of Runeterra tier list

It’s not easy to establish a definitive Legends of Runeterra tier list, or an expedition Legends of Runeterra tier list for that matter. But that’s because Riot Games’ deck builder isn’t your typical card game. More than Hearthstone, or even Gwent, it focuses around Champions, and the synergies they create when combined with each other. With lots of Champions, split across seven different regions, there are a lot of combinations to consider. But even with that many on offer, there are some clear choices that rise to the top of the meta.

Legends of Runeterra also has a special arena mode, which is a little like Gaunter O’Dimm’s arena in Gwent. When you enter the mode, you have to build a deck by first choosing from a random selection of Champions, and then a random selection of other cards from their regions. For this reason, an expedition Legends of Runeterra tier list has to take into account their base versatility, and solo strength.

Expeditions throws so many strategies out of the window, and so a Champion being able to compliment almost any deck becomes important. Choosing the right Champions is tough, but with our Legends of Runeterra expeditions tier list, and our Legends of Runterra tier list for regular play, we hope to make your decisions a little easier.

here are the best champions in legends of runeterra:

how do champions work in legends of runeterra?

If you’ve played other deck builders, Champions in Legends of Runeterra can seem a little confusing at first. Are they leaders? Do you need to have them? How many regions can I split them between? These are all valid questions, but to show you a Legends of Runeterra tier list, first you need to know the long and short of how Champions work:

  • You can have up to six Champions in a deck
  • You can split those Champions between one or two regions of your choice
  • You can take up to three copies of each Champion, but when you have one alive on the board, the others will turn into spell cards (until that version is defeated)
  • You don’t have to play with Champions

One of the coolest things about this game, which we noted in our Legends of Runeterra review, is how it plays on the deck builder formula, creating a huge amount of synergy with its various Champion combinations. Champions are the focal point of the game, and generally you build your deck around them, fulfilling the level-up conditions required to give them a hefty buff.

These buffs vary from powerful magic abilities, as with Ashe, to literally winning the game, in the case of Fiora. The key to choosing Champions is finding who compliments who, and which regions offer the best other units to facilitate and keep them alive. This is a key consideration to take into account when looking at our Legends of Runeterra tier list.

Legends of runeterra tier list: meta champions

Ranking the biggest and boldest into a Legends of Runeterra tier list is no easy feat, and this guide recognises the inherent difficultly in rating Champions individually, in a game which is heavily focused around how Champions combine together. We’ve tried to make these choices with both an appreciation of how well these Champions synergise generally, but also how powerful they are on their lonesome. In no particular order:

S-Tier

Fiora

  • Challenger: when you attack you can choose an opponent
  • Level up: use Fiora to kill two enemies

As one of only two Champions who can literally win the game with their ability, Fiora is extremely strong. Keep her alive, kill four enemies, and it’s game, set, match.

Ezreal

  • Elusive: can only be blocked by other Elusive units
  • Level up: you’ve targeted enemy units with spells or attacks eight times

The potent combination of Ezreal lies in being Elusive, allowing him to easily hit the enemy nexus, and that everytime he does, you get a free direct damage spell. This grants even more power when you are using a spell heavy deck.

Elise

  • Challenger: when you attack you can choose an opponent
  • Fearsome: you can only be blocked by units of three power and more
  • Level up: you have at least three spider when a round starts

She may be relatively weak, but Elise’s small cost, and low level up conditions – considering how easy spiders are to summon – allow her to make a massive impact on the early game.

Miss Fortune

  • Overwhelm: additional damage is dealt to the enemy nexus
  • Level up: Miss Fortune was present when you attacked four times

In the right deck, this gun-toting pirate can be nigh on unstoppable, damaging both the enemy nexus, and all battling enemies, even when she isn’t battling herself.

Heimerdinger

  • Level up: Heimerdinger was present when you summoned at least 12 turrets – by casting 12 spells

Alongside Yasuo and Elise, Heimerdinger is one of the few Champions capable of effectively running a solo build. As you play spells, he gains zero cost units with a range of abilities, allowing you to defend as he builds power, and the unit summons become stronger.

Draven

  • Quick Attack: you strike before your enemy
  • Overwhelm: additional damage is dealt to the enemy nexus
  • Level up: you’ve used Spinning Axe twice in combat

Aggression is Draven’s middle name, and his Quick Attacks and Spinning Axe buff ability allow him to turn most fights to your favour.

Yasuo

  • Quick Attack: you strike before your enemy
  • Stun: this unit cannot act this round
  • Recall: this unit is returned to the hand and buffs are removed
  • Level up: you’ve Stunned or Recalled at least five units

The ability to immediately attack any unit that is stunned or recalled makes Yasuo a bit of a monster. Yasuo stun decks, running him as a solo Champion, are both very popular, and tough to play against.

Vi

  • Challenger: when you attack you can choose an opponent
  • Tough: you can tank one additional damage
  • Level up: when Vi strikes with at least 10 power

Tough units can be difficult to deal with on a normal day, but Vi multiplies that tenfold, buffing as you play cards. You can also quicken her level up condition by using spells to increase her attack.

Karma

  • Enlightened: when you hit 10 mana a turn
  • Level up: when you are Enlightened

The ability to create a basically limitless supply of spells, means that Karma synergises wonderfully with other Champions, and even if not, she just gives you more tactical options with which to approach situations.

A-Tier

Ashe

  • Frostbite: reduces an enemy’s power to zero
  • Level up: you’ve used Frostbite five times during a game

Frostbite is a powerful ability, and Ashe is the heart of the Frostbite deck. Due to her leveling everytime you play Frostbite, often when you finally summon her, she’ll level up straight away.

Quinn

  • Scout: these units can attack once before your other units
  • Level up: Quinn was present when you attacked four times

Due to the fact that Scout units can attack twice a turn, Quinn can level up super quickly, and alongside the other Demacian Scouts, many of whom have Challenger, she can really control the flow of the battle.

Braum

  • Challenger: when you attack you can choose an opponent
  • Regeneration: you heal at the end of each round
  • Level up: Braum has lived through 10 damage

Regeneration is powerful, but when you cross it with Challenger, and a damage-survival based level up condition, you have a mighty Champion.

Hecarim

  • Overwhelm: additional damage is dealt to the enemy nexus
  • Ephemeral: these units will die at the end of the round, or when they strike
  • Level up: you’ve attacked with at least seven Ephemeral units

Arguably the strongest Shadow Isle’s Champion, Hecarim’s ability to summon two decent ephemeral units every time he’s played can make him a bit of a beast.

Sejuani

  • Overwhelmadditional damage is dealt to the enemy nexus
  • Frostbite: reduces an enemy’s power to zero
  • Vulnerable: you can choose who this unit blocks
  • Level up: you’ve damaged the enemy nexus five times in a game

The second mainstay of the Frostbite deck, Sejuani has saved our skin more times than we can count, reducing a powerful unit to zero, and placing it firmly in the firing line. She synergises incredibly with Ashe, and can level up throughout the game, so when you play her, she’ll already have her powerful ability.

Garen

  • Regeneration: you heal at the end of each round
  • Level up: Garen has struck twice

The cheap and cheerful Garen gives you a lot for his cost; an easy level up condition, Regeneration, and the ability to attack, even when it’s your opponent’s turn.

Zed

  • Quick Attack: you strike before your enemy.
  • Level up: Zed and his Living Shadow have struck the nexus twice overall

With Quick Attacks, his ability to summon a Living Shadow, and his easy level up conditions, Zed brings a lot of utility for his small price.

Katarina

  • Quick Attack: you strike before your enemy
  • Fleeting: costs zero to play, but will vanish if not played that turn
  • Recall: this unit is returned to the hand and buffs are removed
  • Level up: Katarina has struck once

The ability to be recalled everytime you attack is good in some ways, and can keep your Champion safe in between turns, but replaying Katarina over and over can become a bit of a mana sink.

Twisted Fate

  • Quick Attack: you strike before your enemy.
  • Level up: Twisted Fate was present when you drew at least eight cards

Destiny Cards bring a lot of utility to the match, serving multiple functions such as damaging all enemies by one, stunning an enemy, or damaging the nexus.

B-Tier

Tryndamere

  • Overwhelmadditional damage is dealt to the enemy nexus
  • Fearsome: you can only be blocked by units of three power and more
  • Level up: when Tryndamere dies

While impressive, Tryndamere is a bit of a one trick pony. Admittedly, it’s a super impressive trick, where instead of dying he will level up. But because of his huge cost, by the time you get around to playing him, the effect he can actually have on the game might be limited.

Kalista

  • Fearsome: You can only be blocked by units of three power and more
  • Level up: Kalista was present when at least four allies died

Though her level up condition can be fulfilled very quickly with the right deck, i.e spiders, and her cost is small, her actual Champion ability isn’t ridiculously strong.

Nautilus

  • Fearsome: you can only be blocked by units of three power and more
  • Tough: you can tank one additional damage
  • Deep: you have +3/+3 on this unit and 15 or fewer cards left in your deck
  • Level up: you have 15 or fewer cards left in your deck, and Nautilus has at least +3/+3

Though this walking dreadnought has a terrifying stat line, and is Tough to kill, he doesn’t synergise especially well with other Champions, except Maokai. If you want to level up Nautilus you’ll have to become Deep, and that’s a lot of work for one Champion.

Maokai

  • Regeneration: you heal at the end of each round
  • Toss: you mulligan a non-Champion card using an ability or spell
  • Obliterate: completely remove from the game, and skip Last Breath abilities
  • Level up: when 25 units have died, or 25 cards have been tossed this game

The ability to summon a Sapling each round is great, and Maokai’s ability, like Fiora, will basically win you the game if you can activate it. But to do that, you’ll have to toss 25 cards, and that’s a lot of work.

Anivia

  • Enlightened: when you hit 10 mana a turn
  • Last Breath: this occurs when the unit dies
  • Level up: when you’re enlightened

The ability to resurrect is very impressive, but though her cost was lowered slightly, we’re not sure it’s enough to make her a whole lot more viable – though she’s certainly seeing a lot more play now than she was before.

Fizz

  • Elusive: can only be blocked by other Elusive units
  • Level up: when you’ve cast at least six spells this game

In the right deck, or played with Twisted Fate or Karma, Fizz can be very powerful. But it also only takes one turn without playing a spell for him to die, due to his tiny health pool. In that sense, he’s a bit of an all or nothing Champion.

Swain

  • Fearsome: you can only be blocked by units of three power and more
  • Stun: this unit cannot act this round
  • Level up: when you’ve done 12 damage with spells or abilities this game

While relatively easy to level up with the effect-based damage of spells and abilities, Swain isn’t super powerful. In terms of his Stun ability, he basically does the same thing as a minor spell or a Minotaur.

Gangplank

  • Overwhelmadditional damage is dealt to the enemy nexus
  • Level up: when you’ve damaged the nexus in five separate rounds

This powerful pirate can be ridiculously strong with the right deck, and when using Powder Kegs effectively to strengthen all abilities and magic, But our issue with Gangplank is that he takes awhile to level up, so his power often won’t be felt until the late game.

C-Tier

Lee Sin

  • Challenger: when you attack you can choose an opponent
  • Barrier: absorbs any damage on one occasion
  • Level up: you’ve cast at least seven spells this game

Lee Sin requires a little too much work to be wholly viable, or to keep alive. He does synergise well with spell casters, but it’s a large mana and card cost to get him Challenger and Barrier every turn.

Lux

  • Barrier: absorbs damage on one occasion
  • Level up: Lux was present when you cast six mana worth of spells

Barrier is a strong ability, but it only works once, and this leaves Lux falling by the wayside in comparison to other strong spell Champions like Ezreal, Heimerdinger, and Karma.

Lucian

  • Quick Attack: you strike before your enemy
  • Double Attack: you strike both before the enemy, and at the same time
  • Level up: Lucian was present when at least four allies died – or when Senna died

While a good early game unit to get a couple of attacks in, Lucian is quickly outpaced by other stronger Champions. Rather than leveling up on any death, like Thresh, his allies have to die for him to get stronger, which is a bit of an inconvenience.

Darius

  • Overwhelmadditional damage is dealt to the enemy nexus
  • Level up: the enemy nexus has 10 or less health

He’s basically just a really strong unit to give you power at an opportune time, when the enemy has 10 or less health left. But in the end, not much sets him apart from other strong units at his price point.

Shen

  • Barrier: absorbs damage on one occasion
  • Support: when played to the left of a unit
  • Level up: Shen was present when allies were given Barrier either through abilities and spells

While Shen is good for granting barrier to supported allies, who protects the protector? When a unit supports, they have to be played alongside, and just as with Ashe sometimes, this can leave him incredibly exposed.

Vladimir

  • Regeneration: you heal at the end of each round
  • Level up: when at least six allies have survived damage

In some cases, hurting your own units can be good, as with strengthening Freijord’s scar warriors, but in the end, damage is still damage. When you play Vladimir you are hurting yourself, and while it may gain you attack power, that’s irrelevant if you don’t have Overwhelm, and can’t survive attack or block phases.

D-Tier

Jinx

  • Quick Attack: you strike before your enemy
  • Fleeting: costs zero to play, but will vanish if not played that turn
  • Level up: when your hand is empty

While Jinx is very powerful, and has a great ability in ‘Super Mega Death Rocket’ her level up condition means you have to put yourself at a severe disadvantage. Emptying your hand severely limits your options and ability to respond to your opponent.

Teemo

  • Elusive: can only be blocked by other Elusive units
  • Level up: when you’ve planted at least 15 Poison Puffcaps, either through abilities of spells

Though extremely cute, the sheer randomness of Teemo’s ability, and his tiny health pool make him a tough pick. We’ve had players put 30 Poisonous Puffcaps in our deck before, and due to their randomness, we’d defeated the opponent before any of them had even appeared.

Thresh

  • Challenger: when you attack you can choose an opponent
  • Level up: Thresh was present for the deaths of at least six units on either side

Like Tryndamere, Thresh seems to us like a bit of one trick pony, except this trick isn’t actually that useful in the scheme of things. By the time you’ve played Thresh and completed his level up conditions, you’ll already be in a position in terms of mana to play as many Champions as you want.

legends of runeterra expeditions tier list

Legends of Runeterra expeditions is a lot like Gaunter O’Dimm’s arena from Gwent, where you pay a currency to enter, and gain rewards depending on when you bow out. But like most things in Runeterra, it’s a gamble, not in the least because you build a deck on the fly, choosing Champions due to their base effectiveness and versatility, and these improvised decks really changed who is useful. So in no specific order, here is our Legends of Runeterra Expeditions tier list:

S-Tier

Heimerdinger

ABILITIES

  • Fleeting: Costs zero to play, but will vanish if not played that turn
  • Level up: Heimerdinger was present when you summoned at least 12 turrets – by casting 12 spells

Heimerdinger’s synergy with spell-casting makes him perfect for Expeditions, summoning units to defend your nexus while strengthening them with every new spell you cast.

Draven

  • Quick Attack: you strike before your enemy
  • Overwhelmadditional damage is dealt to the enemy nexus
  • Level up: you’ve used Spinning Axe twice in combat.

As with the base game, Draven’s Spinning Axe ability as well as he Quick Attack, give him huge versatility, allowing you to win pretty much any relatively even engagement.

Ezreal

  • Elusive: can only be blocked by other Elusive units
  • Fleeting: costs zero to play, but will vanish if not played that turn
  • Level up: you’ve targeted enemy units with spells or attacks eight times

Ezreal also synergises well with spells, allowing you to deal quick, effective damage to enemy nexus. Also Elusive units can be hard to answer in Expeditions depending on what people choose.

Fiora

  • Challenger: when you attack you can choose an opponent
  • Level up: use Fiora to kill two enemies

Fiora is simple to use, so perfect for Expeditions. Just build an entire deck around keeping her alive while she hits the kill count, and the game will be yours.

Karma

  • Enlightened: when you hit 10 mana a turn
  • Level up: when you are Enlightened

Karma’s ability to feed you spells can give a great deal of the versatility that your Expedition deck might lack, helping you to deal with unexpected foes you’ll be ranged against.

Vi

  • Challenger: when you attack you can choose an opponent
  • Tough: you can tank one additional damage
  • Level up: when Vi strikes with at least 10 power.

Vi is just a strong base unit, capable of tanking damage while also building strength with whatever units you have. With Challenger thrown in, she can be versatile no matter what’s in your deck.

Miss Fortune

  • Overwhelmadditional damage is dealt to the enemy nexus
  • Level up: Miss Fortune was present when you attacked four times

Miss Fortune is cheap and easy to level, giving you a way to both damage enemies and the nexus without too much assembly being required.

A-Tier

Hecarim

  • Overwhelmadditional damage is dealt to the enemy nexus.
  • Ephemeral: these units will die at the end of the round, or when they strike
  • Level up: you’ve attacked with at least seven Ephemeral units

Hecarim’s ability to summon two decent expendable units everytime he attacks, while also moving towards his level up condition, makes him a very useful unit to have.

Zed

  • Quick Attack: you strike before your enemy
  • Level up: Zed and his Living Shadow have struck the nexus twice overall

Zed is basically a cheaper Hecarim, and despite his low health, can bring you a lot of early game value with both his summon, his Quick Attack ability, and his easy level up condition.

Katarina

  • Quick Attack: you strike before your enemy
  • Fleeting: costs zero to play, but will vanish if not played that turn
  • Recall: this unit is returned to the hand and buffs are removed
  • Level up: Katarina has struck once

Katarina is both fairly cheap, and like Ezreal, can give you a good versatile source of direct damage in the form of Blade’s Edge. She can also add an element of aggression to your build.

Garen

  • Regeneration: you heal at the end of each round
  • Level up: Garen has struck twice

Not many units have regeneration, and most have to level to earn it, so Garen can be very useful, tanking damage as he levels up. Like Katarina, he can also add some more aggression to your build.

Braum

  • Challenger: when you attack you can choose an opponent
  • Regeneration: you heal at the end of each round
  • Level up: Braum has lived through 10 damage

Braum is just a loveable Norse moustache-man, but he’s also easy to level, has regeneration, and once he does level, can supply you with a steady source of Mighty Poros; decent units with Overwhelm.

Kalista

  • Fearsome: you can only be blocked by units of three power and more
  • Level up: Kalista was present when at least four allies died

When faced with the unpredictability of Expeditions, Kalista’s easy leveling condition, cheap cost, and Fearsome ability can make her very versatile.

Tryndamere

  • Overwhelm: additional damage is dealt to the enemy nexus
  • Fearsome: you can only be blocked by units of three power and more
  • Level up: when Tryndamere dies

I mentioned earlier that Tryndamere is a one trick pony, but it’s a trick which is actually very effective in Expeditions. Nobody wants to go near Tryndamere, because they know killing him will do nothing, but also you can’t afford not to block him.

B-Tier

Ashe

  • Frostbite: reduces an enemy’s power to zero
  • Level up: you’ve used Frostbite five times during a game

When she doesn’t have a deck worth of Frosbite spells and units around her, Ashe becomes less effective. But because she levels with a single thing, you can sometimes build Expedition decks around her.

Fizz

  • Elusive: can only be blocked by other Elusive units
  • Level up: when you’ve cast at least six spells this game

Though he is weak, Fizz’s ability to strengthen with spells and summon a fairly powerful unit, make him quite versatile. The fact that he also becomes practically immortal with every spell cast makes him a better version of Lee Sin in the right circumstances.

Yasuo

  • Quick Attack: you strike before your enemy
  • Stun: this unit cannot act this round
  • Recall: this unit is returned to the hand and buffs are removed
  • Level up: you’ve Stunned or Recalled at least five units.

In a similar way to Ashe, if you don’t have a source of Stun or Recall, Yasuo’s effectiveness reduces greatly. But the fact he can also synergise around two simple things, can help you build a deck on the fly.

Sejuani

  • Overwhelmadditional damage is dealt to the enemy nexus
  • Frostbite: reduces an enemy’s power to zero
  • Vulnerable: you can choose who this unit blocks
  • Level up: you’ve damaged the enemy nexus five times in a game

Without Frostbite in support, Sejuani becomes less useful. She can still be a great late game trump card, considering she levels anytime you strike the nexus, and her ability to nullify an enemy unit is still decent.

Darius

  • Overwhelmadditional damage is dealt to the enemy nexus
  • Level up: the enemy nexus has 10 or less health

What makes Darius not that good in the base game, is what makes him okay in Expeditions. He is just a decent source of damage and Overwhelm, and while that’s not especially versatile, it can be useful in a deck.

Elise

  • Challenger: when you attack you can choose an opponent
  • Fearsome: you can only be blocked by units of three power and more
  • Level up: you have at least three spider when a round starts

When surrounded by a deck of spiders, Elise is god-like, but without them, she really isn’t effective at all. If you can build an Expeditions deck with some spiders, she’s definitely a good pick, but if you can’t bring many, or any, she’s probably not worth it.

Shen

  • Barrier: absorbs damage on one occasion
  • Support: when played to the left of a unit
  • Level up: Shen was present when allies were given Barrier either through abilities and spells

The ability to Barrier any ally once a round can be great for protecting whatever strategy you’re building on the fly, especially if you also have a way to protect Shen.

C-Rank

Lux

  • Barrier: absorbs damage on one occasion.
  • Level up: Lux was present when you cast six mana worth of spells

Lux is versatile in the sense that she levels with spells, and Final Spark does good damage. But the six or more mana you have to spend to get it is a lot, and even then it isn’t free.

Maokai

  • Regeneration: you heal at the end of each round
  • Toss: you mulligan a non-Champion card using an ability or spell
  • Obliterate: completely remove from the game, and skip Last Breath abilities
  • Level up: when 25 units have died, or 25 cards have been tossed this game

Maokai’s ability is probably second only to Fiora’s in terms of power, but it takes a very specific deck to achieve it, one that you probably won’t be able to get in Expeditions without weakening yourself to the point of defeat.

Swain

  • Fearsome: you can only be blocked by units of three power and more
  • Stun: this unit cannot act this round
  • Level up: when you’ve done 12 damage with spells or abilities this game

When you don’t have a deck of units with non-combat damage based abilities, Swain is a lot harder to use effectively. You can’t guarantee exactly what cards you’ll get in Expedition, and without that source of damage, Swain is just a decent unit.

Thresh

  • Challenger: when you attack you can choose an opponent
  • Level up: Thresh was present for the deaths of at least six units on either side

Challenger can be useful, and the ability to summon a Champion is more effective in Expeditions, since you only start with two. But the real question is what’s the worth in spending an entire Champion slot on a Champion just to do that?

Twisted Fate

  • Quick Attack: you strike before your enemy
  • Level up: Twisted Fate was present when you drew at least eight cards

Twisted Fate’s Destiny Cards can grant you a good deal of versatility in terms of spell effects, but that’s only if you can get him leveled up, either through units with card drawing abilities, or by keeping him alive for eight turns.

Anivia

  • Enlightened: when you hit 10 mana a turn
  • Last Breath: this occurs when the unit dies
  • Level up: when you’re enlightened

Anivia would be great if she cost relatively little, so making her a worthwhile investment in revival throughout a match. But by the time you play Anivia, she will usually be both outclassed in terms of damage and health.

Gangplank

  • Overwhelmadditional damage is dealt to the enemy nexus
  • Level up: when you’ve damaged the nexus in five separate rounds

Gangplank does have a powerful ability to strengthen magic and damage with Powder Kegs, but he can take quite a while to level, especially if, as with Swain, you might not have the appropriate units and spells to damage the nexus frequently.

Vladimir

  • Regeneration: you heal at the end of each round
  • Level up: when at least six allies have survived damage

For the price you have to pay to get Regeneration, we really don’t think Vladimir is worth it. If on the fly you can synergise him with some units who strengthen with damage, he might be worth it, but in the end, damage is still damage.

D-Tier

Teemo

  • Elusive: can only be blocked by other Elusive units
  • Level up: when you’ve planted at least 15 Poison Puffcaps, either through abilities of spells

Just as with the normal mode, Teemo’s Poison Puffcaps are entirely luck based, and often can lose you a match due to that randomness.

Quinn

  • Scout: these units can attack once before your other units
  • Level up: Quinn was present when you attacked four times

With the right deck behind her, Quinn can be a force of nature, but you’re unlikely to get an ideal selection in Expeditions. Without other Scout units to help her level, and Challenger to help her control engagements, Quinn isn’t a great choice.

Jinx

  • Quick Attack: you strike before your enemy
  • Fleeting: costs zero to play, but will vanish if not played that turn
  • Level up: when your hand is empty.

Just as with the normal mode, Jinx’s level up condition requiring you empty your hand can put you at a big disadvantage, even if it does give you her powerful Super Mega Death Rocket.

Nautilus

  • Fearsome: you can only be blocked by units of three power and more
  • Tough: you can tank one additional damage
  • Toss: you mulligan a non-Champion card using an ability or spell
  • Deep: you have +3/+3 on this unit and 15 or fewer cards left in your deck
  • Level up: you have 15 or fewer cards left in your deck, and Nautilus has at least +3/+3

For Nautilus to be successful, he requires a specific deck behind him, one that he’s unlikely to get in Expeditions. His Deep condition also requires you to toss a lot of cards, which requires specific units and spells.

Lee Sin

  • Challenger: when you attack you can choose an opponent
  • Barrier: absorbs any damage on one occasion
  • Level up: you’ve cast at least seven spells this game

Without his synergy with Karma, or another spell producing Champion, which you might not get in Expeditions, Lee Sin is a worse version of Fizz.

Lucian

  • Quick Attack: you strike before your enemy
  • Double Attack: you strike both before the enemy, and at the same time
  • Level up: Lucian was present when at least four allies died – or when Senna died

Lucian can bring some early game value, but in the end his level up condition is a worse version of Thresh. Demacia is a region that doesn’t really have many expendable units, so the fact Lucien requires allied deaths to reach full potential is a bit of a problem.

And that’s all the Champions! If you want to check out Legends of Runeterra for yourself, you can find it on Google Play and the App Store. Also if you’re a bit stumped on what to pick deck wise, be sure to browse our list of Legends of Runeterra decks.

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$799.00
$749.00
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Product Image 3
$649.99
$499.66
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