Riftbound

Every Riftbound Keyword Explained

A keyword is a word in brackets on a Riftbound card that stands for a rule, usually with its reminder text in parentheses after it. Riot's Core Rules define 28 of them as of October 2026. This guide is a cheat sheet first, then each keyword in plain words, grouped by what it does.

Riftbound keywords cheat sheet

Every keyword on a released card, in the order a new player is likely to meet them. "Cards" counts the distinct cards from Origins through Vendetta whose text prints or grants the keyword.

KeywordWhat it doesFirst setCards
ReactionPlay any time, even before another spell or ability resolves.Origins109
ActionPlay on your turn or during any showdown.Origins91
EquipPay the cost to attach this Equipment to a unit you control.Spiritforged50
DeflectOpponents pay 1 extra Power of any domain to choose this with a spell or ability.Origins45
HiddenHide it facedown at a battlefield you control, then play it later as a Reaction, ignoring its cost.Origins44
EmpoweredGets the effect while this is Empowered.Vendetta42
Assault+1 Might (or +X) while attacking.Origins40
EmpowerPay the cost to Empower this, once.Vendetta39
GankingCan move from battlefield to battlefield.Origins34
AcceleratePay 1 Energy and 1 Power more to have the unit enter ready.Origins26
Shield+1 Might (or +X) while defending.Origins26
TankMust be assigned lethal combat damage first.Origins25
DeathknellWhen this dies, get the effect.Origins24
RepeatPay an extra cost to do the spell's effect again.Spiritforged24
TemporaryDies at the start of its controller's Beginning Phase, before scoring.Origins23
FlowPlay this spell from your trash for its Flow cost, then banish it.Vendetta17
AmbushPlay this unit as a Reaction to a battlefield where you have units.Unleashed14
LevelGets the effect while you have that much XP or more.Unleashed14
HuntWhen this conquers or holds, gain XP.Unleashed12
WeaponmasterWhen you play this unit, Equip one of your Equipment to it for 1 Power less.Spiritforged12
LegionGets the effect if you've played another card this turn.Origins10
VisionWhen you play this, look at your top card and you may recycle it.Origins9
Quick-DrawThis Equipment has Reaction and attaches to a unit when you play it.Spiritforged5
BacklineMust be assigned combat damage last.Unleashed4
UniqueYour deck can have only 1 card with this name.Spiritforged3
DeployGear played only to a battlefield. Dies when an opponent holds there.RadiancePreview
DisarmWhen this attacks, give an enemy unit there -1 Might (or -X) this turn.RadiancePreview
Show OffAs you play this, you may reveal a card from hand or pick a friendly one on the board.RadiancePreview

Counts are from Riot's card gallery data on October 15, 2026. Riot can change card text, and its current Core Rules decide any question this page doesn't.

Timing keywords: Action, Reaction, Hidden, Ambush

Without a timing keyword, a card can only be played in your own Main Phase when nothing else is happening. These keywords widen that window, and they are the most common in the game.

Action

A card with Action can also be played during a showdown, on your turn or anyone else's. Showdowns happen during every combat and whenever a unit moves onto an empty battlefield, so Action cards are your combat tricks. A unit ability marked Action works the same way.

Reaction

Reaction does everything Action does and one thing more: you can play the card while a spell or ability is waiting to resolve. That is what lets a card like Wind Wall counter a spell. Your runes' abilities have Reaction, which is why you can pay for a Reaction at any of those moments.

Hidden

On your turn, you can pay 1 Power of any domain to put a card with Hidden facedown at a battlefield you control, as long as no other card is hidden there. From your next turn on, you can play it from there as a Reaction, ignoring its cost, but its choices are limited to that battlefield, and you lose it if you lose control of the battlefield. You can also just play it from your hand for its normal cost. Riftbound Hidden cards covers it in detail.

Ambush

A unit with Ambush can be played as a Reaction to a battlefield where you already have units, which normally isn't allowed in a showdown. It is how a defender adds a unit in the middle of a fight.

Combat keywords: Assault, Shield, Tank, Backline, Deflect

Assault and Shield

Assault gives a unit +1 Might while it is an attacker. Shield gives +1 Might while it is a defender. A number after the keyword raises the bonus, so Assault 2 is +2, and if a unit gets the keyword from two sources, the numbers add up.

Tank and Backline

Both change the order of combat damage. A Tank unit must be assigned lethal damage before its allies without Tank, so it protects the units behind it. A Backline unit is assigned damage only after every ally without Backline has lethal damage, so it is the last to be hit.

Deflect

Deflect taxes removal. An opponent's spell or ability that chooses a Deflect unit or gear costs 1 more Power of any domain, or more for Deflect 2 and up. It doesn't stop combat damage.

How combat works in Riftbound shows these keywords in a full damage step.

Movement and speed: Ganking, Accelerate

Ganking

Normally a unit's move goes from your base to a battlefield or back. A unit with Ganking can also move straight from one battlefield to another, which lets it take an empty battlefield after winning a fight, or attack from where it stands. The name is League of Legends slang for a surprise attack from another lane.

Accelerate

Units enter play exhausted, so they normally can't move the turn you play them. Accelerate lets you pay 1 Energy and 1 Power of the unit's domain on top of its cost to have it enter ready instead. It is optional, and it only matters as you play the unit.

Triggers and conditions: Deathknell, Vision, Temporary, Legion, Empowered

KeywordWhen it happensPlain meaning
DeathknellWhen this diesDo the effect after the card dies and goes to the trash. If it doesn't reach the trash, nothing happens.
VisionWhen you play thisLook at the top card of your main deck and choose whether to recycle it to the bottom.
TemporaryStart of its controller's Beginning PhaseIt dies before scoring, so a Temporary unit can't hold a battlefield into your next turn.
LegionAny time this turnThe effect is on if you've played another card this turn. One card turns on all your Legion effects.
EmpoweredWhile this is EmpoweredThe effect is on once the card has been Empowered (see Empower below).

Extra costs and Equipment: Repeat, Flow, Empower, Equip, Weaponmaster, Quick-Draw, Unique

Repeat

Pay the Repeat cost as you play the spell and its effect happens twice. You make new choices for the second time, so a damage spell can hit two different units. Paying it doesn't count as playing a second card.

Flow

A spell with Flow can be played again from your trash for its Flow cost, at the same timing it normally has. After that it is banished instead of going back to the trash, so you get two uses at most.

Empower and Empowered

Empower is an ability: pay its cost and the card becomes Empowered, which you can normally do only once. Empowered is the payoff: text after it only works while the card is Empowered. Vendetta built its Legends around this pair.

Equip, Weaponmaster and Quick-Draw

Equipment is gear that attaches to a unit. Equip is the ability that attaches it, by paying the cost after the word. Weaponmaster is on units: when you play one, you may attach one of your Equipment to it for 1 Power less, even if that Equipment is on another unit. Quick-Draw Equipment has Reaction and attaches as you play it, so you can arm a unit in the middle of a fight.

Unique

A deckbuilding rule rather than a game effect: your deck can have only one copy of a card with Unique, instead of the usual three.

XP: Hunt and Level

XP is a counter each player keeps, introduced in Unleashed. Cards gain it and spend it, it is public, and in 2v2 teammates track it separately.

Hunt is how you gain it: when a unit with Hunt conquers or holds, you gain 1 XP, or more for Hunt 2 and up. Level is how you use it: text after Level 6 works while you have 6 or more XP, and stops working if you spend below that.

New in Radiance: Deploy, Disarm and Show Off

Radiance releases on October 23, 2026, and its previews add three keywords. Deploy gear can only be played to a battlefield, including one with enemy units, and dies when an opponent holds that battlefield. Disarm triggers when the unit attacks and gives an enemy unit there -1 Might this turn, or more for Disarm 2 and up. Show Off lets you reveal a card from your hand, or pick a friendly one on the board, as you play the card, and the card's other text says what showing off does. The Radiance set guide lists the previewed cards.

Game terms that aren't keywords

Some bracketed words on cards are actions or states from the rules rather than keywords. New players run into these just as often:

TermWhat it means
StunA stunned unit deals no combat damage this turn. It still needs its full Might in damage to die, and it stops being stunned at the end of the turn.
BuffPut a buff counter on a unit for +1 Might. A unit can have only one unless a card says otherwise.
MightyA unit with 5 or more Might. Cards check for it.
PredictLook at the top card of your deck (or more) and recycle any of them to the bottom.
BurnPut cards from the top of a player's main deck into their trash.
RecyclePut a card on the bottom of its deck: main deck cards to the main deck, runes to the rune deck.
Exhaust and readyTurn a card sideways to show it's spent, or upright to show it's available. Moving a unit exhausts it.
BanishRemove a card from the game. It doesn't go to the trash.
Conquer and holdThe two ways to score a battlefield: taking control of it, or still controlling it in your Beginning Phase.

Frequently Asked Questions

How many keywords are in Riftbound?

Riot's Core Rules glossary defines 28 keywords as of October 2026. 25 of them are on cards released through Vendetta, and Radiance (October 23, 2026) adds Deploy, Disarm and Show Off.

What is the difference between Action and Reaction in Riftbound?

Action lets a card be played during showdowns on any player's turn, as well as in your own Main Phase. Reaction allows everything Action does and also lets you play the card while another spell or ability is waiting to resolve, so you can answer it.

What does Tank do in Riftbound?

A unit with Tank must be assigned lethal combat damage before its allies without Tank. If several units have Tank, the player assigning the damage picks the order among them, but must get through all of them before reaching the rest.

What is the difference between Assault and Shield?

Both add Might in combat. Assault adds it while the unit is an attacker and Shield adds it while the unit is a defender. Assault 2 or Shield 2 adds 2, and the keyword alone adds 1.

What does Legion mean in Riftbound?

A Legion ability turns on if you have already played another card this turn. Playing any one card turns on every Legion ability you have for the rest of the turn.

What does Ganking do in Riftbound?

A unit with Ganking can use its normal move to go from one battlefield straight to another, instead of only between your base and a battlefield.

Is Stun a keyword in Riftbound?

Not in the glossary. Stun is a game action: a stunned unit deals no combat damage this turn and stays stunned until the end of the turn. Buff, Predict and Burn work the same way, as actions cards tell you to take.

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