Description
Raises the Mana cost of the affected unit's next Ability cast, delaying that cast rather than preventing it. The unit keeps generating Mana at its normal rate — it simply needs more of it before the Ability goes off. That makes it a tempo debuff aimed at casters: it buys time instead of removing the cast, unlike a Stun, which interrupts one that is already happening.
What enables Mana Reave (1)
Champions (1)
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Azure Shockwave Gain 530 / 734 / 2421 Shield for 4 seconds. Slam the ground, sending a fissure in the direction of the most enemies. Enemies hit are briefly knocked up, take 100 / 150 / 3500 magic damage, and are Mana Reaved for 10. Blue Buff: Each time Sentinel casts, allies gain 2 Mana Regen. Mana Reave: Increase the Mana cost of the next Ability cast.
See also
What Mana Reave counters
Frequently asked questions
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Does Mana Reave take Mana away, or change what the unit needs?
It changes what the unit needs. A Mana Reave raises the unit's maximum Mana until its next Ability, so the bar has further to fill. Nothing already banked is removed — a unit sitting at 40 Mana still has 40. Once that Ability fires, the raise ends and the bar returns to its normal size. Extra Mana earned past the bar is not wasted either: overflow carries into the next cast. See Mana.
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Does Mana Reave stop or interrupt the cast?
No. It never blocks Mana income — the unit keeps earning at its normal rate from attacks and Mana Regen. It just needs more before the Ability fires, so it delays rather than denies. That is what separates it from two other effects: a Mana lock stops the unit gaining Mana at all, and a Stun stops it moving, attacking or casting while it lasts. Mana Reave does neither, which is why it is a tempo tool.
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If two effects Mana Reave the same unit, do the amounts add up?
Published rules do not say whether the amounts add. What they do say is that every Mana Reave on a unit points at the same thing — its next cast — so they all end together the moment that Ability fires. You never sit through them one after another. Treat the result as one raised cost, not as separate debuffs with separate timers. Few effects apply Mana Reave, so an overlap is rare in practice.
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Does Mana Reave wear off on a timer, and does re-applying it reset anything?
There is no timer. It lasts until the unit's next Ability cast, however long that takes — a unit that never reaches the raised cost stays Reaved all fight. Because the end condition is a cast and not a duration, a fresh application has no duration to extend. After that cast the unit is clean, and any later application starts fresh on the cast after it. Whether a second application raises the cost further is not documented.
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How much time does a Mana Reave actually buy?
Convert the extra Mana into attacks. Attacks give a flat chunk set by the unit's role — 10 Mana for attack-focused roles, 7 for casters, 5 for tanks — and tanks also gain Mana from damage they take. The raise is a flat Mana amount, not a share of the bar, so a raise worth one chunk costs one extra swing. Attack speed is attacks per second, so those swings convert straight to seconds; Mana Regen ticking alongside shortens it. See cast frequency.
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Is Mana Reave the same as burning or draining Mana?
No, and the name misleads. Draining or burning removes Mana a unit has already earned, pushing its bar backwards. Mana Reave never touches stored Mana. It raises the unit's maximum Mana until the next cast, so the bar keeps everything in it and simply has further to go. Against a nearly full bar the difference is large: removal would erase that progress, while a Reave only adds new work on top of it.
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Does crowd-control immunity block a Mana Reave?
Probably not, though no rule states it outright. Crowd control is defined as a status effect that blocks, reduces or controls what a unit can do — move, attack, cast, see. Mana Reave stops none of those; it only raises what the next Ability costs. Crowd-control immunity prevents any crowd control being applied, so on that definition it should not catch a Reave. The unit clears it the normal way: by paying the raised cost once.
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Does a Mana Reave carry over into the next round?
It should not. Each round a unit starts from its own fixed starting Mana, and a Mana Reave lasts only until that unit's next cast — it is combat state, not something carried between rounds. So a Reave that was never paid off ends with the round instead of following the unit forward. No published rule spells out this transition, so treat this as the expected behaviour rather than a stated one.
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When does Mana Reave do almost nothing?
When the target refills the raise quickly. A unit with a big per-attack Mana chunk and high attack speed pays it back in a swing or two, and Mana gained from taking damage refills it without attacking at all. It also lapses at the next cast, so it taxes one cast and never compounds. It cannot cancel a cast already underway either — a unit casts on reaching max Mana, and the raise only moves that finish line further away.