What is Might in Riftbound?
Might is the number in the top right corner of a Riftbound unit, beside a sword and shield. It is both the damage the unit deals in combat and the damage it takes to kill it, and buffs, spells, Equipment and abilities can raise or lower it during a game.
- 6 min read
- Updated Oct 13, 2026
Every unit in Riftbound: the League of Legends trading card game has a number in its top right corner, printed beside a small sword and shield. That number is its Might. Riftbound has no separate numbers for attack and health. The one number tells you how much damage a unit deals in combat and how much damage it takes to kill it, so a bigger unit hits harder and is harder to remove at the same time.
The same sword and shield in a card's text stands for Might. Might has nothing to do with Power, the resource you get by recycling runes.
What does Might do in a fight?
In combat, Might is the damage a unit deals. When a fight at a battlefield reaches its damage step, each player adds up the Might of their units there and deals that total as damage to the enemy units, as rule 467 of the Core Rules says. A unit dies as soon as the damage marked on it is equal to or more than its Might.
Take two Origins units with no abilities. Your Vanguard Sergeant, with 4 Might, attacks a battlefield held by an opponent's Shipyard Skulker, with 3 Might. The attacker deals 4 damage to the defender, more than its 3 Might, so the defender dies. At the same moment the defender deals 3 damage back, less than the attacker's 4 Might, so the attacker survives and conquers the battlefield.
Damage does not lower Might. If a spell had dealt 3 damage to your Vanguard Sergeant earlier in the turn, it would still deal its full 4 damage in combat, although 1 more damage would then be enough to kill it. A stunned unit deals no combat damage, but it still needs damage equal to its full Might to die.
Which cards have Might?
Only units have Might: every unit card, champion units included, and unit tokens such as the 1 Might Recruit and the 3 Might Sprite. Spells, runes, Legends and battlefields have none. Gear has no Might either, but Equipment, the gear that attaches to units, carries a Might bonus in its lower right corner. Doran's Blade has a Might bonus of +2, which a unit gets while the gear is attached to it.
Might rises with cost. Most units that cost 2 to 6 Energy have Might equal to their Energy cost, as the units without any ability show: Shipyard Skulker costs 3 Energy and has 3 Might, Vanguard Sergeant costs 4 and has 4, and Playful Phantom costs 5 and has 5. A unit with a strong ability often has less. Draven, Showboat costs 5 Energy and has only 3 Might, but his Might is increased by your points. At the top end, Baron Nashor and Master Yi, Unstoppable from Unleashed have 12 Might, the highest of any unit printed before Radiance, the fifth set, with its release on 23 October 2026.
How can a unit's Might change during a game?
The printed number is only where a unit starts. On the board, cards and rules always mean a unit's current Might, which counts every bonus and penalty it has at that moment. In your hand, your deck or your trash, a unit card has only its printed Might. These are the usual ways Might changes:
- Buffs. A buff is a counter that gives a unit +1 Might until it is spent or the unit leaves the board, and a unit can have only one.
- Bonuses for the turn. Discipline gives a unit +2 Might this turn, and Frigid Touch gives a unit -2 Might this turn. Changes like these end in the Ending Phase of the turn.
- Combat keywords. Assault adds Might while a unit attacks and Shield while it defends.
- Equipment. The Might bonus of each attached Equipment counts while it stays attached.
- Abilities that keep counting. Draven, Showboat has +1 Might for each of your points, and Baron Nashor gives your other units +2 Might while it is in play.
Discipline and Frigid Touch add to a unit's Might or take from it, on top of its base Might, the starting number it has before any bonus. A few cards change that base instead. Dragon Form from Vendetta makes a unit's base Might 5 for the turn. On a 2 Might unit with a buff, that means 6 Might, because the buff still counts on top. On an enemy Mountain Drake, printed with 10 Might, it means 5. Other cards work on the current Might instead: Last Stand doubles a friendly unit's Might for the turn, and Switcheroo swaps the Might of two units at the same battlefield. At a tournament, a unit's current Might is public information, so your opponent must tell you what it is if you ask.
Can a unit's Might drop to 0 or below?
Yes. Eclipse, a Reaction spell from Unleashed, gives a unit -4 Might this turn, so a 3 Might unit hit by it has -1 Might. A unit with less than 0 Might counts as 0 in combat and for any card that reads its Might, as rule 143.2.c says, so it deals no combat damage. For further changes the game keeps using the real number: if that unit then gets +2 Might from Discipline, it has 1 Might, not 2.
Low Might alone never kills a unit. The 3 Might unit that Eclipse left with -1 Might is still in play, because a unit dies only when it has at least 1 damage on it that is equal to or more than its Might. A unit with 0 Might or less therefore survives until something damages it, and then any amount kills it. A unit with 0 Might can still conquer and hold a battlefield, as the reminder text on Scuttle Crab says. Steel Paws costs 1 Energy and has 0 Might, and once you pay 7 Energy to Empower it, it has +7 Might.
Which cards look at a unit's Might?
Many cards check a unit's Might before they work, and they always check the current number. Gust returns a unit at a battlefield with 3 Might or less to its owner's hand. If your opponent plays it on your 3 Might unit and you answer with Discipline, the unit has 5 Might when the spell resolves, so the spell does nothing to the unit.
Where Gust uses Might as a limit, other cards turn it into damage or a discount. Yasuo, Remorseful deals damage equal to his Might to an enemy unit at his battlefield when he attacks, so every bonus he gets makes that hit bigger. Sky Splitter costs 8 Energy, reduced by the highest Might among your units, so a unit with 6 Might brings it down to 2. A unit with 5 Might or more is also Mighty, a word many cards look for.
Every unit with its Might is on the units page, and the full rules are rule 143.2 of the Core Rules on Riot's Rules Hub. On a unit card, the words after its type are its tags, which the deck rules and other cards use to find it.



