Combat — Riftbound Rules

Section 437 — 56 rules

438.
A Combat occurs when a Cleanup occurs, there are no items on the Chain, and a Battlefield has Units controlled by two opposing players.
439.
Combat is considered Staged if there are units controlled by two opposing players at a Battlefield but the Steps of Combat have not been initiated.
439.1.
If more than one Battlefield has Units controlled by opposing players at it at the same time, the Turn Player decides which Combat to resolve first.
439.2.
If Staged Combats stop being Staged before the Steps of Combat are initiated, they are not resolved or executed.
440.
Combat can only occur between Units controlled by exactly two players.
440.1.
In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units controlled by Players who don't already have Units at that Battlefield. See rule 425.2.a. for more information on Invalid Destinations.
440.2.
In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid to be chosen as a location to play one or more Units by a player not involved in that Combat by any means,
440.2.a.
If an effect would require a Unit be played to a Battlefield with a Staged Combat or a Combat in Progress, where the controller of the played unit is not a participant, instead the Unit is played to its controller's Base.
440.2.b.
Any subsequent reference to "here" in the corresponding effect is reassigned to the Controller's Base, where the Unit was played. Any further effects that may be invalidated are invalidated as if the effect was mistargeted. See rule 352.5. Targeting for more information on Mistargeting.
440.3.
All choices that would result in a Combat occurring between more than two players simultaneously are invalid and ineligible to be completed.
441.
The Steps of Combat
442.
Step 1: The Showdown Step
442.1.
A Showdown opens at this time.
442.1.a.
Establish who is Attacker and who is Defender.
442.1.a.1.
The Attacker is the player whose unit(s) applied the Contested status to the Battlefield. They gain the Attacker designation now.
442.1.a.1.a.
This player gains Focus as this Showdown begins.
442.1.a.2.
The Defender is the player who did not apply the Contested status to the Battlefield. They gain the Defender designation now.
442.1.a.3.
Units at the Contested Battlefield controlled by the Attacker gain the Attacker designation now.
442.1.a.3.a.
If a Unit controlled by the Attacker becomes present at this Battlefield after this moment, it will gain the Attacker designation during the Cleanup phase following the action that caused it to become present
442.1.a.4.
Units at the Contested Battlefield controlled by the Defender gain the Defender designation now.
442.1.a.4.a.
If a Unit controlled by the Defender becomes present at this Battlefield after this moment it will gain the Defender designation during the Cleanup phase following the action that caused it to become present
442.1.b.
Finalize items on the Initial Chain if establishing Attacker and Defender has caused Triggered Abilities to become Pending.
442.1.b.1.
The Attacking player, who has Focus, places Triggered Abilities on the Chain first, followed by all non-Defender players in Turn Order, followed by the Defending Player.
442.1.c.
The State Closes if an Initial Chain was created.
442.1.c.1.
Otherwise the Showdown continues, with the State Open as normal.
442.1.d.
Players proceed with any play on the Chain as normal.
442.1.e.
Focus does not pass upon closure of the Initial Chain, if any.
443.
Step 2: The Combat Damage Step
443.1.
When the Showdown closes, Attackers and Defenders resolve Combat Damage at the Battlefield that was attacked, using their current Might.
443.1.a.
The Combat Damage Step only occurs if both Attacking and Defending units remain at the location.
443.1.a.1.
If neither Attacking Units nor Defending Units remain at this stage, the Combat Damage Step is skipped.
443.1.b.
Sum the Might of all Attacking Units.
443.1.c.
Sum the Might of all Defending Units.
443.1.d.
Starting with the Attacker, each player assigns an amount of damage equal to their summed Might among the other's Units.
443.1.d.1.
Assigning Damage is not Dealing Damage.
443.1.d.1.a.
When all Damage is assigned, it will be Dealt simultaneously. These actions are not synonymous.
443.1.d.2.
Abilities or effects may influence the order in which damage is assigned. Reminder: Lethal Damage is non-zero damage equaling or exceeding the Might of a Unit.
443.1.d.3.
Units must have lethal damage assigned to them in full before damage is assigned to a different Unit. Example: If a player has 5 damage to distribute among four 3 Might units, they may not choose to assign 2 damage to one of the units and 1 damage to each of the remaining 3. They must assign at least 3 damage to one, and the remaining 2 to another.
443.1.d.4.
Units cannot have more damage assigned to them than the minimum required to constitute lethal damage unless no further units remain to have damage assigned to them.
443.1.d.5.
A player must obey all requirements and restrictions on damage assignment if able. Example: A player is assigning damage to the following units: a unit with Tank ("I must be assigned combat damage first."); Caitlyn, Patrolling ("I must be assigned combat damage last."); and another unit without any abilities. That player must assign combat damage first to the unit with Tank, then to the unit with no abilities, then to Caitlyn.
443.1.d.6.
If multiple Units have abilities or effects that require a player to assign them damage with the same priority, that player may assign damage to those units in any order. Example: A player is assigning damage to the following units: two units with Tank ("I must be assigned combat damage first.") and one unit with no abilities. That player chooses one of the units with Tank and assigns combat damage to it. Then they must assign any remaining damage first to the other unit with Tank, then to the unit with no abilities.
443.1.d.7.
If a Unit has one or more Abilities or effects applying to it that demand it be assigned damage in a specific way that is exclusionary, then the assigning player chooses only one of those abilities to apply when assigning damage. Example: Caitlyn, Patrolling ("I must be assigned combat damage last.") has been given the Tank ability ("I must be assigned combat damage first."). A player is assigning damage to this Caitlyn with Tank and two units with no abilities. That player can’t fulfill both of Caitlyn’s damage requirements, so they may choose to assign damage to Caitlyn first, fulfilling the Tank requirement, or last, fulfilling Caitlyn’s printed requirement. They can’t choose to apply damage to Caitlyn in between the other two units, because that wouldn’t fulfill either requirement.
443.1.d.8.
If there is more than one unit in which this situation applies to, each unit is dealt with individually. The assigning player chooses which ability or effect applies, and then resolves the assignment. If this creates a situation where now more than one unit must be assigned with the same priority, those units may be assigned damage in any order as normal within that priority. Example: Two copies of Caitlyn, Patrolling ("I must be assigned combat damage last.") have been given the Tank ability ("I must be assigned combat damage first."). A player assigning damage to these two Caitlyns and one unit with no abilities could choose to fulfill both Caitlyns’ Tank requirements by assigning them both damage before the other unit.
443.1.d.9.
If a unit cannot be dealt damage, then no amount of damage can be considered lethal. Such a unit is exempt from any considerations of mandatory assignment. Example: Kayn, Unleashed says “If I have moved twice this turn, I don't take damage.” While Kayn can’t take damage, it is ignored for the purposes of assigning lethal damage in combat.
443.1.e.
Deal Damage to each unit equal to the amount assigned to it.
444.
Step 3: The Resolution Step
444.1.
1. Perform a Combat Cleanup.
444.1.a.
Invoke a Combat Special Cleanup.
444.1.a.1.
Insert “2c. Heal all Units.”
444.1.a.2.
Insert “2d. Recall Attackers present at the Battlefield if Defenders are still present.” See rule 432. Recalls for more information.

... and 6 more rules

Related FAQ (9)

Can I move more units in before a combat starts using a spell or ability?

If you don't move units together as a group using the standard move, then you can only move additional units afterward if you use a spell or ability with the Action or Reaction keywords, after the combat starts as part of the showdown.

What happens when both sides in combat have the same total Might?

In this case, both sides will assign damage to the other side equal to the total Might of all units there, which will end up killing all units on both sides. No units will remain to control the battlefield, leaving it open and nobody will score a point.

What happens if units from both sides in combat survive, either because of Kayn or a stun?

In this case, both sides will still assign damage to the other side as normal (stunned units will not deal damage). Units will still die if they are assigned damage equal to or greater than their Might (unless they don't die, for example because of Kayn's ability). Then if units from both sides remain alive at the battlefield, any remaining attacking units will be recalled to base and the defending player will maintain control (no score, though).

Do units heal from combat damage? When?

Yes, units everywhere will heal from damage at the end of every combat and at the end of every turn. That means if a unit survives through damage assignment, it'll be back to zero damage at the end of the combat.

Can I use the exhaust ability of a unit in combat?

The cost of using an ability with the exhaust symbol is to exhaust that unit. If you just moved a unit into combat using the standard move, then you already exhausted the unit as the cost to do that, so you won't be able to use its ability with the exhaust symbol that same turn. If the unit is defending, it might be ready and then you can use abilities that require exhausting it in combat (as long as those abilities have the Action or Reaction keyword).

I have Garen, Commander at a battlefield along with a Recruit token. Thanks to Garen, the Recruit has 2 Might. My opponent's total Might during the combat damage step is 6, so they deal 5 damage to Garen and 1 to the Recruit. Does the Recruit die?

No. Under the revised rules, combat damage is dealt, any units with lethal damage on them are killed, and then units are immediately healed of all damage before lethal damage is checked again. This means that if one of your units that died was providing a Might boost to other units, they're healed of any damage before losing that Might boost. This is a change from previous rulings that impacts cards including Captain Farron; Taric, Protector; Garen, Commander; and Darius, Executioner.

Does the damage from Kog'Maw's Deathknell ability happen before or after combat damage is healed?

After. Kog'Maw, Caustic has a Deathknell ability that says “Deal 4 to all units at my battlefield." Under the revised rules, all damage currently on units will be healed before Kog'Maw's Deathknell ability resolves. This does mean, however, that any units that survive his Deathknell will still have 4 damage on them after combat, and you can use a spell or another combat to finish them off. This is a change from previous rulings.

What does it mean for combat to be a “tie?"

The updated rules will more clearly define what it means to win, lose, or tie a combat. ● A player wins a combat if only their units are present after combat damage has been dealt. ● A player loses a combat if the other player in combat still has units present and they do not (ie, if the other player wins). ● A combat ends in a tie if either: ○ Neither player has units left at the battlefield (e.g. they all died to combat damage). ○ Both players have units left at the battlefield (e.g. one or more units was ineligible to deal or receive combat damage—stunned units, Kayn, etc). Winning a combat is not the same as conquering, although ordinarily the attacking player must win in order to conquer. Either the attacker or the defender can win, and each combat either ends in a tie, or has exactly one winner and one loser. When combat ends in a tie, all attacking units are recalled to their base and the defender retains control of the battlefield. This doesn't cause the defender to win the combat; it's too late for that.

What does this card do, and when can it do it? If I play him from Hidden during combat, does his ability trigger twice?

We're issuing a rules update that changes how Teemo and other defend and attack triggers work, and we're issuing a minor errata for Teemo in accordance with it. We're also clarifying what his ability does and how many targets it has. This contradicts some previous guidance we've given on this card, as we've examined what it says, what it's intended to do, and what our rules can support. Teemo has a “when I defend" trigger. Under previous rules, attack and defend triggers happened only at the beginning of combat. Teemo's dual trigger condition was meant to cover this—he either triggered at the beginning of combat, or he triggered when you played him into combat. Under the updated rules, attack and defend triggers trigger any time a unit becomes an attacker or defender—whether that's because combat began, because the unit was moved into combat using a spell or ability, or because the unit was played into combat somehow. (And yes, this means that a unit that starts in combat, moves out somehow, and then moves back can trigger these abilities twice. We think this is fine—moving a unit at Action speed isn't easy to do, and doing it twice is even harder, so we don't mind there being a substantial reward.) One thing to note about this change that doesn't apply to Teemo directly: Assault and Shield are not attack or defend triggers, so they'll work the same way they did before. They apply while a unit is an attacker or defender in combat as appropriate, stop applying once the unit is no longer in combat, and start applying if it joins or rejoins combat partway through. This rules change makes the “played from (Hidden)" part of Teemo's text redundant. And since the ability only does anything if enemy units are present, we're issuing errata to clarify that it only triggers once as intended, whether Teemo is played into combat or was there from the start. We're also rephrasing the ability to make it clearer that it only has one target.