Legend Overview

Legend Overview

By Terry Miller

 

Today I wanted to go into a brief overview of each legend and how they play to help players decide on which legends they might want to try first. I go over the style of deck and some early-mid options each deck can do. 

Kai’sa, Daughter of the Void

 

Kai'sa is a Fury/Mind legend whose ability allows her to keep a rune advantage over her opponent by lowering the power cost of effective spells. These spells, when combined with low-cost units, can help you gain an early advantage, while her higher-cost spells help you control the board as the game progresses from mid to late.

Kai'sa plays best with spells like Void Seeker and Singularity, and her favorite unit is Immortal Phoenix. Frequently, she will begin the game with a 2-cost unit, then conquer with it while holding up removal spells for your opponent's unit the next turn. If you do this correctly, you will have a 2-point lead going into your third turn and can begin attempting to control the board with spells such as Singularity and Icathian Rain.

Kai'Sa, Daughter of the Void

 

Volibear, Relentless Storm

 

Volibear is a Body/Fury legend who focuses on playing 5-might units to utilize his legend’s triggered ability to ramp a rune. Through this ability, Volibear can mitigate a lot of his power costs throughout the game, which allows him to play bigger threats than his opponent. If you like ramp in other card games, Volibear is your deck. 

Volibear is one of the few legends who prefers to go 2nd, being able to establish a 3-cost unit on turn 1, then playing a 5-might unit on turn 2 to start ramping. Volibear loves units like Carnivorous Snapvine and Deadbloom Predator, who have an immediate impact on the board when they come in. 

Volibear, Relentless Storm

 

Jinx, Loose Cannon

 

Jinx is a Fury/Chaos legend and is the traditional aggro deck in the sense that she likes to play many cheap bodies while refueling her hand with her legend’s ability. Jinx maintains a lot of control over the game with her signature spell, Super Mega Death Rocket, due to its ability to recur it back from trash multiple times throughout the game while eliminating crucial threats from your opponent.

Jinx has one of the strongest starts of any legend, being able to play a Chemtech Enforcer on turn one, discarding a Flame Chompers and playing back the Flame Chompers. This start will generate a 2-point lead on turn 2, making it difficult for most decks to handle a presence on each battlefield this early in the game. 

Jinx, Loose Cannon

 

Darius, Hand of Noxus

 

Darius is a Fury/Order mid-range deck that focuses on the legion mechanic, gaining bonus effects if it’s not the first card you’ve played in a turn. His legend's ability gives you an extra energy to play cards with as long as you've played something previously in the turn.

Darius wants to take early game presence by playing a 2-cost unit on turn 1, then start getting access to legion effects on turn 2. His Fury Darius is unique as it doesn't have legion on it but triggers when you play your 2nd spell each turn, including himself. This allows you to get multiple uses of him throughout multiple turns. Darius is also one of the decks that can go 2nd, being able to play two 2-cost units using his legend’s ability.

Darius, Hand of Noxus

 

Ahri, Nine-Tailed Fox

 

Ahri is a control deck centered around holding battlefields instead of the usual in-and-out conquer style you see from most decks. Being a Calm/Mind legend, she gets access to cards like Defy and Discipline to help her units sit on a battlefield while being able to deal with enemy units with cards like Charm and Singularity.

Ahri plays more two-cost units than most decks, with her curve being lower than most. She starts a 2-cost unit, then conquers with it on turn 2, enabling her to play Sona straight onto the battlefield. Having access to Sona this early will always ensure that you have runes available on your opponent’s turn moving forward, allowing you to play your turns fully.

Ahri, Nine-Tailed Fox

 

Lee Sin, Blind Monk

 

Lee Sin is another hold-centered deck with fewer control elements than decks like Ahri, but it still has control elements thanks to the Calm/Body card pool. Lee’s legend provides buffs to his units and includes the only unit in the game that can have more than one buff. This allows you to play “protect the president” with Lee, which many card game players love. 

Lee often starts like any other, going first deck with a 2-cost unit into his 4-cost Qiyana. This gives him flexibility in either having a card draw engine or a ramp engine with Qiyana. On turn 3, you can start to establish Lee or play to the board with cards like Carnivorous Snapvine, Challenge, and Charm.

Lee Sin, Blind Monk

 

Yasuo, the Unforgiven

 

Yasuo is a Calm/Chaos legend who can be aggressive despite having the control cards in Calm. There are a few different ways to build Yasuo currently, and I believe he’s the least explored deck so far. I'm very excited to see the different paths he can take moving forward due to his unique starts.

Yasuo can play more two-cost units than most decks. This is because of his ability to play 1 of them on turns 1 and 2 and conquer both battlefields with his legend’s ability. This will net you 2 points immediately, which can disrupt some decks' early game plans by not having a battlefield to move to.

Yasuo, Unforgiven

 

Leona, Radiant Dawn

 

Since her reveal, we have expected Leona to be the control deck for Origins. As a Calm/Order legend who has access to the two dominant control colors in the trial decks, Leona possesses multiple control tools to take over the game. While other colors have received more tools with the Origin reveals, Leona is still a contender for the best control deck.

Leona likes to start her games like most legends, establishing a turn 1 unit and using it to conquer on turn 2. Currently, Leona has access to the best 4-cost unit without a power cost, Fiora. She has a unit she can play while most other legends would have to go down in runes on this turn if you don't think you'll be able to utilize 4-cost Leona the following turn.

Leona, Radiant Dawn

 

Teemo, Swift Scout

 

Teemo is everyone's favorite, or most hated, Yordle. His legend is Chaos/Mind, very fitting to the mind games and chaos he creates in League and in Riftbound. Teemo likes to use the hidden mechanics to set up hidden tricks throughout the game. He looks very fun to play, and I'm very excited to see the last of his reveals moving forward.

Teemo currently has a fantastic start by playing any 2-cost unit with no power on turn 1, followed by blue Viktor on turn 2. This allows you to conquer with your 2-cost unit and hide any hidden card to start getting token generation with Viktor. If your Viktor lives into the next turn, he becomes an infinite token generator while sitting relatively safely in your base. Teemo's signature spell also allows him to reuse any hidden cards like Consult the Past to keep a large hand advantage over your opponent. 

Teemo, Swift Scout

 

Viktor, Herald of the Arcane

 

Viktor is an Order/Mind legend who focuses on generating small tokens to control the game. He possesses control-like elements and can strengthen his tokens using cards such as Grand Strategem. You can often take good combats through his tokens, as they're units gained throughout the game with minimal resources invested into them.

Viktor can go 1st or 2nd, having a fantastic 1st turn going 2nd by playing a Seal into a Vanguard Captain. This opener will create two tokens while establishing a 3-might unit that can contest most decks turn one starts. Viktor has access to Hidden Blade, which can put your opponent in awkward situations trying to contest it due to the flexibility of the card and being able to use it on your unit to draw two if needed. Viktor is in a very good spot at this point in the reveals and is a good deck to start with if you're undecided on what to play.

Viktor, Herald of the Arcane

 

Miss Fortune, Bounty Hunter

 

Miss Fortune is a Body/Chaos legend who can grant ganking abilities to any of her units. This forces your opponents to consider when to take battlefields, as your units can contest them when other decks couldn't. Due to this, Miss Fortune pairs well with bigger units who can attack well, while pairing with cards like Challenge and Carnivorous Snapvine to deal with decks like Ahri and Master Yi, who like to force you into them.

Miss Fortune has a unique signature spell in Bullet Time, as your opponent doesn't know how much you will put into it until it resolves. This opens up more room for your opponent to make mistakes, similar to all of your units having ganking and can punish players who aren't familiar with the deck. You also have access to the Bullet Time and Warwick combo, which people love to pull off. 

Miss Fortune, Bounty Hunter

 

Sett, The Boss

 

Sett is an Order/Body legend who has the ability to remove a buff counter from your units to recall a unit that would be killed. This ability makes him incredibly strong in the control decks while still being able to take favorable combats into the combat-heavy decks.

Sett heavily relies on Arena Bar, and you should always prioritize trying to find this in your opening hand. This allows you to protect any of your units with your legend's ability while refreshing the buff as needed. Sett also has access to cards like Challenge and Carnivorous Snapvine, dealing with problematic units or hold strategies. Overall, Sett is one of the strongest decks and is a solid choice to learn.

Sett, The Boss

 

Annie, Dark Child

 

Now we get to talk about the Proving Ground legends, starting with Annie. Annie is a Fury/Chaos legend like Jinx but plays the control game instead of the aggro one. Her legend ability allows her to restand two runes at the end of your turn, always having access to spells on your opponent's turn.

Due to her legend’s ability, Annie loves cards like Get Excited, Incinerate, and Rebuke that cost 2 and synergize well with battlefields like Void Gate and Targon’s Peak. Annie is also unique, being the only legend to currently have a signature unit instead of a signature spell. This legend already looks pretty decent and can only get better the more spells we get. 

Annie, Dark Child

 

Master Yi, Wuju Bladesman

 

Master Yi was initially one of the worst-looking Proving Ground legends but looks better after getting some games in. His ability to hold is similar to Ahris, and having access to the Calm/Body combination gives a lot of control options, which forces your opponents to attack into you versus just playing a removal spell. 

Yi loves cheap units that can hold well, like Stalwart Poro or Wielder of Water. You have spells such as Discipline and Defy to protect these units while using cards like Charm and Carnivorous Snapvine to answer your opponent’s units. Overall I believe this deck will perform better than anticipated, and we will see more with the rest of the reveals.

Master Yi, Wuju Bladesman

 

Lux, Lady of Luminosity

 

Lux is an Order/Mind legend and my personal favorite from the Proving Ground legends, being the other removal-spell-based legend. She draws a card whenever you play a spell that costs 5 or higher. This allows any 5-cost removal spell to essentially have draw 1 tagged onto it, which is great for control decks.

Lux plays the early game a bit slower than some of the other control decks, establishing units on turns 1 and 2. From turn 3 onwards, she uses her 5-cost or higher spells to start regaining control of the game, replenishing her hand while doing so.

Lux, Lady of Luminosity

 

Garen, Might of Demacia

 

Garen is an Order/Body legend who likes to go wide with tokens, similar to Viktor. Garen forgoes some of the more controllable aspects of the mind domain to gain access to aggressive spells in the body. Garen's legend ability allows him to draw 2 cards if you conquer a battlefield with 4 units, so establishing a wide board early will be your focus.

With this playstyle, Garen loves cards like Faithful Manufacturer and Vanguard Captain, both generating early tokens to capitalize on his legend's ability. Later into the game, you get access to cards like Recruit the Vanguard and Decisive Strike that make it much easier to trigger your legend's ability. 

Garen, Might of Demacia

 

Conclusion

I hope this overview helped you decide on what legend you would like to play or maybe helps you play into certain legends. With only two weeks of spoilers left, we are very close to the full set and can start building finalized lists. Once we have the full set, we will be looking into more deck-specific articles here with in-depth guides on each legend.

 

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