Riftbound Mighty: what it does
GlossaryMighty is a Riftbound description that applies automatically to any unit with 5 or more Might — it isn't something a card grants directly, it's a threshold other cards can check for. A unit "is Mighty" the instant its Might reaches 5, and stops being Mighty the instant that value drops, without needing any instruction to turn it on or off.
How the Mighty threshold works
Being Mighty is purely derived from a unit's current Might total — reach 5 or more, by any combination of printed stats and modifiers, and the unit counts as Mighty for as long as that total holds. Buffs, Shield, Assault and printed stat lines all count toward it equally; there's no separate "Mighty" counter or status to track.
Cards that check for Mighty
Because Mighty is just a live threshold, cards that reference it ("while I'm Mighty, I have...") gain and lose those bonuses automatically as the unit's Might crosses 5 in either direction over the course of a game — no separate trigger required. That makes stat-boosting effects like Buff, Shield and Assault doubly valuable on a unit sitting just under the line. See the Game Actions guide for how Mighty interacts with Riftbound's other stat-modifying tools.
Mighty FAQ
What does it mean for a unit to be Mighty in Riftbound?
A unit is Mighty as long as its current Might is 5 or greater — it's a derived threshold, not something granted by a specific card.
Does a unit stop being Mighty if its Might drops?
Yes — being Mighty is checked continuously off the unit's current Might; if it drops below 5, the unit is no longer Mighty until it's boosted back up.
Do buffs count toward the Mighty threshold?
Yes — any source that raises a unit's Might, including counters and combat bonuses like Shield or Assault, counts toward whether it's Mighty.