Description
Cast Frequency is how often a unit casts its ability.
Read moreShow less about Cast Frequency
Most damage, healing, shielding, and crowd control on a board comes from abilities. So extra casts per fight usually decide who wins the round.
Two main levers control it:
- Mana governs the cost, the refunds, and the starting pool that gate every cast.
- Attack Speed controls how fast the unit auto-attacks, and each attack generates Mana.
What enables Cast Frequency (8)
Completed items that change Cast Frequency (3)
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- +20 MR
- +3 Mana Regen
Gain an additional 15% Mana from all sources. The wearer gains an additional bonus based on their Role: Tanks and Fighters: Gain 30 Armor and Magic Resistance. Other Roles: Gain 10% Attack Damage and Ability Power.
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- +150 HP
- +10% AS
- +15% AP
- +20% Crit
Attacks grant 2 bonus Mana, increased to 4 if they critically strike.
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- +15% AD
- +15% AP
- +1 Mana Regen
Attacks grant 5 bonus Mana.
Radiant items that change Cast Frequency (3)
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- +300 HP
- +20% AS
- +30% AP
- +40% Crit
Attacks grant 4 bonus Mana, increased to 6 if they critically strike.
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- +30% AD
- +30% AP
- +2 Mana Regen
Attacks grant 10 bonus Mana.
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- +40 MR
- +7 Mana Regen
Gain an additional 30% Mana from all sources. The wearer gains an additional bonus based on their Role: Tanks and Fighters: Gain 80 Armor and Magic Resistance. Other Roles: Gain 40% Attack Damage and Ability Power.
Artifacts that change Cast Frequency (1)
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- +20% AD
- +20% AP
- +1 Mana Regen
Reduce the holder's max Mana by 10. Subsequent spellcasts reduce max Mana by 5%, to a minimum of 15.
Augments that change Cast Frequency (1)
Gold (1)
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Promised Protection Gold Gain a Protector's Vow. Protector's Vow grants its holder 20% additional Mana from all sources and 200 max Health.
See also
Frequently asked questions
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What does "cast frequency" actually measure in TFT?
Cast frequency is how many times a unit fires its Special Ability in a single combat.
TFT abilities have no cooldowns. The only gate is the Mana bar filling. So cast frequency is just the rate at which a unit's bar empties and refills.
Most damage, healing, shielding, and crowd control on a board comes out of these casts. So the number of casts per fight is usually a better predictor of board output than its raw ability tooltip values.
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Which stats and effects raise a unit's cast frequency?
Four levers move cast frequency.
- Lever 1: Lower max Mana shrinks the bar, so each cast comes faster.
- Lever 2: Higher Mana per attack fills the same bar in fewer swings. That comes from flat bonuses or role upgrades.
- Lever 3: Higher Attack Speed packs more swings into the same window. It multiplies every per-attack Mana source.
- Lever 4: Starting Mana or on-cast Mana refunds shorten how much of the bar has to fill from zero.
Mana regen adds a constant per-second trickle on top of attack-driven income.
Note: See the dedicated Mana and Attack Speed pages for the underlying numbers.
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Why does the same-name unit cast slower on my board than on another player's?
Almost always Attack Speed or items.
Attack Speed buffs are percent-based. They stack from traits, items, augments, and ally auras. So two boards with the same star-level unit can reach combat with very different effective Attack Speed. That directly changes how fast the Mana bar fills.
Items also matter. These all change cast cadence even when the printed ability tooltip is identical:
- Starting-Mana boosts.
- Per-attack Mana bonuses.
- On-cast Mana refunds.
Note: Ally-side effects that grant Mana or Mana regen also shift the count.
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Why does a small-looking max-Mana increase feel like a huge nerf?
Because the Mana bar fills in whole-attack steps, one extra swing is a big cut.
Mana income is discrete: a fixed chunk per attack. So raising max Mana past a multiple of the per-attack income forces an extra swing.
Example: A unit at 60 max Mana takes 6 attacks to cast, at 10 Mana per swing. At 61 max it still takes 7 attacks. That is exactly the same cost as raising it to 70. That single extra attack is roughly a 17–18% reduction in casts per fight.
Note: Tiny tooltip patch changes can therefore look cosmetic but be enormous in practice.
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Does Attack Speed scale cast frequency linearly?
Roughly yes, for attack-driven Mana, until the 5.00 Attack Speed cap.
Each additional attack carries the unit's role-based Mana value: 10 / 7 / 5 depending on role. So doubling effective Attack Speed roughly doubles attack-driven Mana income, and therefore casts per second.
Two things are subtracted from that:
- The fixed Mana-lock window after each cast.
- Any time spent in the cast animation.
Note: Some units also gain Mana from being hit (Tanks) or from Mana regen. Those non-attack sources don't scale with Attack Speed, so the curve flattens slightly at very high AS.
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How does Mana lock affect cast frequency, and is it the same for every unit?
After every cast, a unit enters a Mana-lock window. It cannot accumulate Mana from any source while the lock runs. The window is not the same for every unit.
While locked, all of these are suppressed for the duration:
- Attacks.
- Damage taken.
- Items.
- Trait passives.
Riot August gave 1 second as the default. But the real window differs per champion. Community timing tables measure it both shorter and longer. Units with long cast animations sit at the long end. Those are typically channeled or sustained-effect abilities.
Note: The lock is a fixed floor on time-between-casts. For very low max-Mana units it caps cast frequency more than the bar size does. Past a point, more Mana income stops helping until the lock expires.
Sources
- TFTraits — cast timelines (per-champion mana lock, hand-measured: "Mana lock duration varies by champion") (opens in new tab)
- Mana lock — Dot Esports (LeBlanc's mana lock increased "from one second to two seconds" — the 1-second default and that some champions are locked longer) (opens in new tab)
- Mana (TFT) — League of Legends Wiki ("After casting their Special Ability, champions can't accumulate mana for the second thereafter") (opens in new tab)
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Does cast frequency stay constant through a fight, or does it ramp?
It usually ramps. Many cast-frequency multipliers compound across the fight.
- Mana overflow banks the excess past the cast threshold, so later casts start with a head-start.
- On-cast Attack-Speed buffs make later attacks generate Mana faster.
- Stacking-on-cast effects pay back into the next cast.
Frontline units also see continuous Mana income from damage taken, so their cast cadence is steadier.
Note: Big-Mana backline casters typically fire only once or twice without item investment. For those units, cast frequency is highly sensitive to fight length.
Sources
- Mana (TFT) — League of Legends Wiki ("Mana that is gained that would overflow will be carried over up to one cast") (opens in new tab)
- Shallow Dip: TFT Units and Mana Design — Steff 'n Stuff (big caster champions cast "once or twice a fight without investment"; frontline units have continuous Mana growth) (opens in new tab)
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Is there a ceiling on how fast a unit can be made to cast?
Yes. The ceiling is built from three separate floors and caps rather than one number.
- The Mana-lock window after each cast is a hard floor on time-between-casts. No Mana income of any kind counts while it is running, so past a point extra Mana simply waits.
- Attack Speed is capped at 5.0 attacks per second. That caps attack-driven Mana income.
- The artifact that shrinks the bar as you cast writes its own floor into the tooltip. It takes 10 off max Mana up front, then 5% more with every later cast. But it stops at a minimum of 15 Mana, so the bar can never be driven to nothing.
Note: Stack all three levers and a unit converges on a fixed maximum cadence instead of accelerating forever.
Sources
- TFT.Tools — current-set items (Dawncore: "Subsequent spellcasts reduce max Mana by 5%, to a minimum of 15") (opens in new tab)
- Attack Speed (TFT) — League of Legends Wiki ("capped at 5.0 attacks per second") (opens in new tab)
- Mana (TFT) — League of Legends Wiki (Mana lock: no accumulation for the second after a cast) (opens in new tab)