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Disney Lorcana keywords explained — all 14 abilities

Keywords are the bolded shorthand abilities printed on Disney Lorcana cards, followed by a line of italic reminder text. Learning the 14 of them is the single fastest way to read any board at a glance — once they click, you stop re-reading every card and start playing the game.

Updated June 2026

14 keywords, three jobs

Every keyword in Disney Lorcana falls into one of three buckets: it changes a fight, it changes the cost of playing a song, or it changes tempo and card flow. Group them that way and the whole rulebook gets simpler.

01 Combat & defense

The biggest bucket. These nine keywords decide who can hit whom, who gets hit back, and how much damage actually sticks. If you only memorize one group, make it this one.

Challenger +N

Static

Bigger when it's the one throwing the punch.

Challenger gives the character +N Strength only while it's the one initiating a challenge — i.e., when you choose to attack with it. It does nothing on defense when it's being challenged. If a card has Challenger +1 and gets another +2 from somewhere, the two stack to +3 for that one swing.

TipA small body with Challenger +N is a sleeper. Send it into something larger than its base Strength suggests — the bonus only shows up at the moment it matters.

Evasive

Static

Only other Evasive characters can touch it.

An Evasive character can only be challenged by other Evasive characters. Against a board with no Evasive of their own, your opponent simply can't reach into combat with it — questing or attacking are both free.

TipEvasive questers are the cleanest source of lore in the game. Plan your deck so at least a couple of evasive answers exist for when your opponent finally drops one of their own.

Alert

Static

Your answer to flying questers — on offense only.

Alert lets this character challenge Evasive characters, ignoring Evasive's "only Evasive can challenge me" rule. Importantly, Alert does not make this character itself Evasive — opponents can still target it with anything that doesn't need to be Evasive.

TipThink of Alert as a one-way ticket. It opens a swing lane against an Evasive blocker, but it doesn't protect the Alert character from anything coming back.

Rush

Static

Challenge the turn it shows up.

Normally a character you just played has to wait a turn before it can act — it's "drying." Rush removes that delay for challenging only. The character still can't quest for lore on the turn it's played; it just gets to swing into combat right away.

TipRush is your emergency removal. Hold a Rush character in hand when your opponent is about to quest with something important — then play it and immediately trade.

Bodyguard

Static

A bouncer that draws every punch.

Bodyguard is actually two abilities in one. First, you may put the character into play exerted instead of ready — your choice as you play it. Second, while it's in play and able to be challenged, an opponent who wants to challenge anything of yours must choose a Bodyguard if there's one available.

TipEntering exerted matters because a normally fresh character can't be challenged, while an exerted one can. Drop a Bodyguard exerted on your turn and your big questing character behind it survives the next swing.

Resist +N

Static

Shrinks the damage that lands.

Resist reduces the damage dealt to this character or location by N. Multiple instances stack. The key word is dealt — Resist softens incoming damage from challenges and damage-dealing effects, but it does not protect against damage that's simply placed on the card or moved over from somewhere else.

TipStack Resist on something that quests a lot. Even Resist +1 turns a lot of in-combat trades in your favor over the course of a game.

Reckless

Static

Can't quest, won't sit still.

A Reckless character can't quest, and you can't end your turn while it's ready and able to challenge something. It's a pure offensive piece — all teeth, no lore — that forces you to swing every turn it's available.

TipReckless is great in aggressive decks and a trap in slower ones. If your opponent has nothing worth challenging, the "can't end turn" clause becomes annoying real fast.

Ward

Static

Opponents can't point at it.

Opponents can't choose this card for the effects of their abilities or actions. Anything that says "choose a character" — targeted removal, bounce, exert effects — simply can't pick it. Effects that hit everything at once (no choosing involved) still apply, and Ward does not stop challenges, which are their own thing.

TipUse Ward as your lore-engine insurance. A Ward quester is immune to single-target answers, so opponents have to spend a sweeper to deal with it.

Vanish

Triggered

Punish them for picking on it.

When an opponent chooses this character as part of resolving one of their actions, this character is banished. It doesn't prevent the action from being played — but the character disappears in response, often before the chosen effect can squeeze more value out of it.

TipVanish pairs beautifully with strong "leaves play" payoffs. If your character does something good when it's banished, you've turned your opponent's removal into your own trigger.

02 Songs

Songs are action cards you can play either by paying ink the normal way, or by singing them — exerting a character. These two keywords are alternate costs that make singing wildly cheaper.

Singer N

Alternate cost

Sing as if you're worth more ink.

This character can exert to sing a song as though it cost N ink, even if its actual ink cost is much lower. So a 2-cost character with Singer 5 can exert to play any 5-or-less song for "free." It's a static ability that gives you a powerful alternate cost whenever a big song is in your hand.

TipBuild a Singer deck around two things: a small set of expensive songs you'd never want to hard-cast, and enough Singers that you always have one ready when you draw a song.

Sing Together N

Alternate cost

Choir mode — many singers, one giant song.

A song with Sing Together N can be sung by exerting any number of your ready characters whose combined ink costs add up to N or more. No single character has to hit the number alone — it's a group sing.

TipSing Together turns a wide board of cheap bodies into one massive turn. If you've got six little characters sitting around, you can fund a song that would otherwise be unplayable.

03 Tempo & value

The remaining three keywords don't fight or sing — they bend ink, draws, and stat lines. Each one is a way to get more out of the same hand of cards.

Shift [cost]

Alternate cost

Pay less, upgrade in place.

If you already have a character in play with the same name as this one, you can play this version by paying its Shift cost instead of its full ink cost. The new card goes on top of the existing character, essentially upgrading it on the spot. There are also Classification Shift (you can shift onto any character with a named classification, not just the same name) and Universal Shift (you can shift onto any of your characters). On cards you'll see it written as something like "Shift 4 {I}."

TipShift is how Disney Lorcana cheats on curve. A 7-cost monster with Shift 4 effectively costs you 2 cheaper than the bigger ink number suggests, because you already paid for the body underneath.

Support

Triggered

Lends its muscle to a teammate.

Whenever this character quests, you may add its Strength to another of your characters' Strength for the rest of the turn. It's an opt-in team buff that triggers on quest, so it pays both lore and combat math at the same time.

TipA high-Strength Support character on a board with a Rush character is a frequent kill combo — quest with the Support, dump the bonus onto the Rusher, and trade up.

Boost N

Activated

Tuck a card under it to power things on.

Once per turn you may pay N ink to put the top card of your deck facedown under this character. Cards tucked underneath aren't in play and stay hidden — they exist purely as a counter. The payoff comes from other abilities or cards that care how many cards are boosted under a character; Boost itself doesn't do anything until something else reads that number.

TipDon't Boost in a vacuum. Spend the ink only when you have, or are about to play, a card whose effect actually scales with the number of boosted cards underneath.

04 Frequently asked

What does Ward do in Disney Lorcana?
Ward stops opponents from choosing the warded card for their effects. Targeted removal, bounce, and similar "pick a character" effects can't pick it. Effects that hit every character at once (no choosing involved) still apply normally, and Ward does not prevent challenges.
What does Shift do in Disney Lorcana?
Shift is an alternate cost. If you already have a character in play with the same name, you can pay the Shift number instead of the full ink cost and stack the new version on top of the old one. You essentially upgrade the character on the spot, keeping any damage and exerted state, while skipping the wait for ink and any "just played" restrictions.
What's the difference between Evasive and Alert in Disney Lorcana?
Evasive is defensive: only other Evasive characters can challenge an Evasive character. Alert is offensive: it lets that one character challenge Evasive characters, ignoring their protection. Alert does not make the character Evasive itself, so non-Evasive attackers still can't reach it.
What does Bodyguard do in Disney Lorcana?
Bodyguard does two things. First, you may put the character into play exerted if you want to — useful for blocking on the same turn. Second, while a Bodyguard is in play and able to be challenged, your opponent must choose a Bodyguard character when they challenge. It acts like a bouncer for the rest of your board.
What does Rush do in Disney Lorcana?
Rush lets a character challenge the same turn it is played. Normally a freshly played character has to wait a turn before it can act. Rush only unlocks challenging — the character still can't quest for lore on its first turn.

05 See also