Description
A stat that trickles Mana into a unit every second on its own, with no attack or damage needed. Items print it on their stat line as "Mana Regen", and it fills the same bar an Ability waits on — so more of it means the Ability comes out sooner and repeats more often, which is why it is worth most on an expensive caster that would otherwise cast once a fight. Tear of the Goddess is the component that carries it, and most items built from Tear keep it; the Invoker trait hands it to your whole team. It is a rate, not a lump: a one-off Mana refund tops the bar up once and stops, while Mana Regen keeps adding to it every second. Mana Reave pushes on the same bar from the other side — it raises what the next cast costs and leaves the refill rate alone.
What enables and benefits from Mana Regen (5)
Components (1)
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- +1 Mana Regen
Artifacts (1)
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- +35% AP
- +1 Mana Regen
Combat start: Form a pact with the highest Health allied champion, If they die, gain 10 Mana regen and 40% Ability Power. When the ally uses their ability, gain 15 Mana. Every 6 seconds, shield your ally for 200% of the holder's Ability Power.
Augments (3)
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Deadlier Caps Prismatic Gain a Rabadon's Deathcap. Rabadon's Deathcaps grant 1 Mana Regen and permanently gain 1% Ability Power whenever their holders score a takedown.
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Seraphim's Staff Gold Gain an Archangel's Staff. Archangel's Staff grants 2 additional Mana Regen if its holder has 90% or more Ability Power.
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U.R.F Gold Gain a Spatula. Champions holding Spatula or Frying Pan items gain 20% Attack Speed and 3 Mana Regen.
What enables Mana Regen (29)
Completed items (10)
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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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- +30% AP
- +1 Mana Regen
Combat start: Gain 20% Ability Power every 5 seconds in combat.
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- +15% AD
- +15% AP
- +5 Mana Regen
Gain 10% additional Attack Damage and Ability Power from all sources.
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- +20% Crit
- +1 Mana Regen
Gain 2 effects: • 15% Attack Damage and 15% Ability Power. • 12% Omnivamp. While above 50% health, double the Attack Damage and Ability Power. While below 50% Health, double the Omnivamp.
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- +20% AD
- +20% AP
- +15% Omnivamp
- +1 Mana Regen
Heal the lowest percent Health ally for 20% of damage dealt.
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- +150 HP
- +20% AP
- +1 Mana Regen
Attacks and Abilities deal 1% Burn and 33% Wound to enemies for 10 seconds. Burn: Deals a percent of the target’s max Health as true damage every second. Wound: Reduces healing received.
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- +25 Armor
- +25 MR
- +1 Mana Regen
Combat Start: Gain 20 Mana. At 40% Health, gain 15 Mana and a Shield equal to 20% max Health.
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- +15% AD
- +15% AP
- +1 Mana Regen
Attacks grant 5 bonus Mana.
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- +300 HP
- +8% Durability
- +2 Mana Regen
Regenerate 2% of missing Health each second.
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- +15% AS
- +35% AP
- +1 Mana Regen
Attacks and Ability damage 30% Shred the target for 5 seconds. This effect does not stack. Shred: Reduce Magic Resist
Emblems (4)
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- +250 HP
- +2 Mana Regen
The holder gains the Flora Fatalis trait.
- 1
- 10 Mana
- 2
- and grant a 8% max Health heal to the lowest Health ally.
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- +250 HP
- +2 Mana Regen
The holder gains the Flora Fatalis trait. They gain double benefits from Flora Fatalis.
- 1
- 10 Mana
- 2
- and grant a 8% max Health heal to the lowest Health ally.
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- +3 Mana Regen
The holder gains the Invoker trait. On cast, gain Ability Power equal to 10% of Mana spent.
Your team gains Mana Regen, increased for Invokers.
- 2
- 1 Mana Regen | 3 Mana Regen
- 3
- 1 Mana Regen | 4 Mana Regen
- 4
- 2 Mana Regen | 6 Mana Regen
- 5
- 2 Mana Regen | 9 Mana Regen
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- +20% AS
- +3 Mana Regen
The holder gains the Lunar trait.
Lunar champions and adjacent allies gain Attack Speed and Ability Power. Lunar champions gain 100% more.
- 2
- 7% , 7%
- 3
- 10% , 10%
- 4
- 14% , 14%
- 5
- 18% , 18%
Radiant items (10)
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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.
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- +60% AP
- +2 Mana Regen
Combat start: Gain 40% Ability Power every 5 seconds in combat.
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- +30% AD
- +30% AP
- +10 Mana Regen
Gain 20% additional Attack Damage and Ability Power from all sources.
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- +40% Crit
- +2 Mana Regen
Gain 2 effects: • 35% Attack Damage and 35% Ability Power. • 24% Omnivamp. While above 50% health, double the Attack Damage and Ability Power. While below 50% Health, double the Omnivamp.
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- +40% AD
- +40% AP
- +30% Omnivamp
- +2 Mana Regen
Heal the lowest percent Health ally for 40% of damage dealt.
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- +300 HP
- +35% AP
- +2 Mana Regen
Attacks and Abilities deal 2% Burn and 33% Wound to enemies for 10 seconds. Burn: Deals a percent of the target’s max Health as true damage every second. Wound: Reduces healing received.
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- +50 Armor
- +50 MR
- +2 Mana Regen
Combat Start: Gain 40 Mana. At 40% Health, gain 30 Mana and a Shield equal to 50% max Health
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- +30% AD
- +30% AP
- +2 Mana Regen
Attacks grant 10 bonus Mana.
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- +700 HP
- +15% Durability
- +4 Mana Regen
Regenerate 4% of missing Health each second.
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- +30% AS
- +75% AP
- +2 Mana Regen
Attacks and Ability damage 30% Shred the target for the rest of combat. This effect does not stack. Shred: Reduce Magic Resist
Artifacts (5)
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- +30% AP
- +2 Mana Regen
Dealing magic damage reduces the target’s Magic Resist by 4. If their Magic Resist is 0, grant the holder 4 Mana instead. Ability damage can only trigger on each enemy once every 0.5 seconds.
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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.
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- +400 HP
- +2 Mana Regen
Shields have 40% of their value converted to max Health instead.
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- +250 HP
- +20 Armor
- +20 MR
- +2 Mana Regen
Stunning an enemy causes lightning to strike them, dealing 30% of their max Health as magic damage.
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- +15% AD
- +15% AP
- +1 Mana Regen
After casting the first time in combat, gain 110 Mana over 5 seconds.
What benefits from Mana Regen (7)
Champions (2)
Refine champions…
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Azure Laser Begin consuming 35% max Mana per second and channeling a laser on the target. Each second while casting, deal 160 / 240 / 360 magic damage to them and reduce their Magic Resist by 3. Teal Buff: Gain 2 Mana Regen for every 4 seconds channeled. -
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.
Artifacts (1)
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- +450 HP
- +20% AD
- +20% AP
After 22 seconds gain 100% max Health, 12 Mana Regen, and 120% Damage Amp for the rest of combat.
Augments (2)
Gold (2)
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Cry Me A River Gold Gain a Tear of the Goddess. Your team gains 1 Mana Regen. After 12 seconds in combat, increase this to 4.
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Cybernetic Uplink Gold Your champions holding an item gain 100 Health and 2 Mana Regen. Gain a Tear of the Goddess.
See also
Frequently asked questions
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What exactly is Mana Regen, and is it really just Mana per second?
Yes — it is a real stat, printed on item stat lines. A unit recovers that amount of Mana every second, passively: no attack, no damage taken, no trigger. It is a rate, not a lump — a one-off Mana refund tops the bar up once, while regen keeps adding for the whole fight. It adds to the Mana earned by attacking and by taking damage, filling the same Mana bar, so every cast arrives sooner.
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League has a mana-regen stat too — does TFT work the same way?
Only loosely. Both add Mana over time, but League's is a base champion stat that grows per level and is measured per 5 seconds. TFT units do not level: starring up raises only maximum Health and Attack Damage, so Mana Regen is granted by items and traits instead. And the bar is not a pool you spend by choice — a unit casts the moment it fills, and each round starts from a fixed starting Mana value.
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Mana Regen or per-attack Mana — which one should a carry want?
Compare rates. Per-attack Mana is role-based: it pays on every attack, so it scales with Attack Speed — attacks per second, capped at 5.00 — and stalls whenever the unit cannot attack. Some roles also gain Mana from damage taken. Mana Regen pays a fixed amount every second regardless. Fast attackers usually gain more from attacking; slow casters, and units stuck out of range or locked down, gain more from regen. They stack.
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Does Mana Regen from several sources stack, and is there a cap?
They add up: the Mana Regen on every item, trait or effect a unit holds combines into one per-second rate, and no cap on the stat is published. Two ceilings still bite. A unit gains no Mana at all during the Mana lock after each cast, so its cast cycle cannot shrink past that. And Mana past the top of the bar carries over only up to one cast. Past those, extra regen returns less.
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Does Mana Regen still tick while a unit is stunned or can't reach anything?
Yes, and that is its main advantage. Regen is passive and time-based, so it keeps filling the bar while a unit is stunned, walking to a target, or has nothing in range — every case where attack-based Mana stops. Some roles also keep gaining Mana from damage taken. The one stated gap is Mana lock: for the second after each cast a unit gains no Mana from any source, and some units stay locked longer.
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Does Mana Regen keep filling the bar while a unit is in the middle of casting?
No. Each cast starts a Mana lock — for the second that follows, the unit cannot gain Mana from any source, regen included — and some units stay locked longer than that. The bar only starts filling again once the lock ends. So regen pays best on units that cast and go straight back to fighting, and worst on units that stay locked longest.
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Does Mana Regen get stronger when a unit stars up, or scale with Ability Power?
No to both. Starring up raises only maximum Health and Attack Damage; the ability grows stronger, but Mana Regen, maximum Mana and Attack Speed are untouched, so an upgraded copy casts on the same clock as a fresh one holding the same items. Ability Power raises what a cast does — including Mana an Ability itself grants — not the Mana Regen stat filling the bar.
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Does more Mana Regen cancel out Mana Reave?
It softens it, it does not cancel it. Mana Reave raises the affected unit's maximum Mana until its next cast, so the finish line moves further away; regen only changes how fast the bar fills. Reave does not slow that fill, and regen does not lower the new target — so more regen shortens the delay a Reave creates, but never removes it.
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When is stacking Mana Regen a trap?
When the bar was never the bottleneck. Some units are Mana-less: no bar, so regen does nothing for them. It also does nothing between rounds, since every unit starts each round at a fixed starting Mana value. Its value is highest on a unit that would otherwise cast once or twice a fight; on one already casting freely, that slot usually buys more as damage or survivability.