Description
Mana is the unit-level resource that gates ability casts.
Read moreShow less about Mana
A champion casts once its mana bar fills. So a low-mana unit casts more often than a high-mana one.
Three things push casts faster:
- Spear of Shojin gives mana per attack.
- Adaptive Helm amplifies Mana from all sources.
- Augments that grant starting mana.
Watch it happen Hide the drawing — a drawing of Mana
Listed in: Team buffs
Items that grant or scale with Mana (38)
How it links selected
Category selected
Mana effect selected
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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: • 18% Attack Damage and 18% Ability Power. • 15% 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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- +250 HP
- +35 MR
- +15% AP
30% Shred enemies within 2 hexes. When enemies cast an Ability, deal magic damage equal to 150% of the Mana spent. Shred: Reduce Magic Resist
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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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- +150 HP
- +10% AS
- +15% AP
- +20% Crit
Attacks grant 2 bonus Mana, increased to 4 if they critically strike.
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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
- +10% 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
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- +1 Mana Regen
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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. • 30% 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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- +500 HP
- +70 MR
- +30% AP
30% Shred enemies within 2 hexes. When enemies cast an Ability, deal magic damage equal to 300% of the Mana spent. Shred: Reduce Magic Resist
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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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- +300 HP
- +20% AS
- +30% AP
- +40% Crit
Attacks grant 4 bonus Mana, increased to 6 if they critically strike.
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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
- +18% 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
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- +30% AP
- +2 Mana Regen
Dealing magic damage reduces the target’s Magic Resist by 3. 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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- +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 10 Mana. Every 6 seconds, shield your ally for 200% of the holder's Ability Power.
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- +500 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.
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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.
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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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- +2 Mana Regen
The holder gains the Invoker trait. On cast, gain Ability Power equal to 8% 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 | 8 Mana Regen
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- +250 HP
The holder gains the Juggernaut trait. Gain 10 mana whenever a Juggernaut dies.
Your team gains Durability. Juggernauts gain more.
- 2
- 4% Durability or 20% Durability
- 4
- 6% Durability or 30% Durability
- 6
- 8% Durability or 42% Durability
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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
- 12% , 12%
- 4
- 16% , 16%
- 5
- 20% , 20%
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- +25% AP
The holder gains the Spellweaver trait. Gain 2 Mana whenever an ally casts their Ability.
Your team gains 10% Ability Power. Spellweavers gain more, plus extra Ability Power whenever a Spellweaver casts an Ability.
- 2
- 10% , +1% per cast
- 4
- 30% , +1% per cast
- 6
- 55% , +2% per cast
Champions that grant Mana (16)
16 shown · 7 team slots — forms of one champion share a slot
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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. -
Taste Their Fear Leap to the farthest enemy within 3 Hexes, dealing 265 / 370 / 535 magic damage. If they have no adjacent allies, deal 285 / 410 / 605 magic damage instead and gain 10 mana.
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Azure Shockwave Gain 480 / 684 / 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.
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Haymaker Passive: Upon falling below 40% max Health the first time each combat, gain 100 mana. Active: Wind up a big punch, rapidly healing for 225 / 275 / 2000 before dealing 222 / 355 / 5233 physical damage in a large cone.
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Spirit Rift Fire an arrow through the most enemies in a line that deals 465 / 700 / 1000 physical damage, reduced by 80 / 80 / 40% per enemy hit (minimum 20%). If no enemies are hit refund 70% of mana spent. The arrow leaves a trail for 3 / 3 / 20 seconds that deals 11 / 17 / 220 + 1.5 / 1.5 / 10% max Health physical damage per second to enemies within and 20% Slows them. Slow: Reduce Attack Speed
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Whirling Death Passive: Attacks target random enemies in range and apply a bleed that deals 150 / 225 / 3000 physical damage over 12 seconds. Every attack has a 12% chance to deal 50 / 50 / 900% bonus physical damage and apply 2 bleeds instead. Active: Throw two giant axes towards the enemy with the most bleeds. Deal 100 / 150 / 400 physical damage to enemies hit and consume their bleed, instantly dealing the remaining damage. The axes then return, dealing 30 / 45 / 100 physical damage to enemies hit. If no enemies are hit refund 50% of mana spent.
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the largest group of enemies that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit.
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Blackthorn Bonus: Stuns targets hit for 1 second.
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Blossom Bonus: The first target hit is dealt 10% bonus damage.
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Coven Bonus: Reduces the Armor and Magic Resist of targets hit by 8 for the rest of combat.
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Elderwood Bonus: Casts grant all allies 2.5% increased max Health for the rest of combat.
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Fae Bonus: Heals the lowest percent Health ally for 18% of ability damage dealt.
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Inferno Bonus: Restores 10 mana per takedown.
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Lunar Bonus: Applies 8% Vulnerable to enemies hit for 4 seconds. Vulnerable: Increases damage taken
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Primal Bonus: Gain 60% Attack Speed for 6 seconds after cast.
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Solar Bonus: Deal 15% bonus damage. For each unique 3-star champion fielded, deal an additional 12% bonus damage.
Augments that grant or benefit from Mana (10)
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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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TONS of Stats! (II) Prismatic Your team gains 88 Health, 8% Attack Damage, 8% Ability Power, 8 Armor, 8 Magic Resist, 8% Attack Speed, and 8 Mana.
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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.
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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.
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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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Tons of Stats! (I) Gold Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
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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.
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Woven Magic Gold Gain a random item component. Every 2200 Mana spent by your champions, grants an additional component (max: 0/3).
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Flowing Tears Silver Gain a Tear of the Goddess. After your champions spend 6500 Mana, gain 2 more.
Traits that grant Mana (3)
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Your team gains Mana Regen, increased for Invokers.
Wisps that grant Mana (10)
What enables Mana (10)
- Counterspell Combat
Increase all enemies' Max Mana by 15 until their next cast.
- Downpour Combat
Your team gains 2 Mana Regen.
- Drizzle Combat
After 8 seconds of combat, your team gains 10 Mana.
- Homing Fireflies Combat
Your Casters spawn a firefly per 20 Mana spent. Each deals 110 magic damage.
- Mana Potion Other
Gain a temporary equippable Mana Potion.
- Mana-Rich Soil Combat
Your Casters have 15% reduced Max Mana.
- Rain Combat
Your team gains 1 Mana Regen.
- Thingamajig Bag Other
Gain 2 consumables that give permanent Ability Power or Mana Regen.
- Thingamajig Jar Other
Gain 1 consumable that gives permanent Ability Power or Mana Regen.
- Thingamajig Sack Other
Gain 3 consumables that give permanent Ability Power or Mana Regen.
What counters Mana
See also
Frequently asked questions
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What is Mana and how does it gate ability casts in TFT?
Mana is the unit-level resource that controls how often a champion casts its Special Ability.
The bar fills and empties in a fixed cycle:
- Mana usually starts each round at 0. A unit with a fixed starting Mana value, if it has one, starts there instead.
- The bar fills as the unit attacks. For some roles it also fills when the unit takes damage.
- Once the bar is full, the champion casts automatically and the bar empties.
Most damage, healing, shielding and crowd control on a board comes out of these casts. So anything that fills the bar faster directly increases a unit's effective output.
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What's the difference between starting Mana, max Mana, and Mana regen?
Each of the three names a different part of the same bar.
- Max Mana is the size of the bar. It is how much a unit needs to collect before it casts.
- Starting Mana is what the unit has on its bar at the moment combat begins.
- Mana regen is a passive trickle every second. It fills the bar on its own, with no attacking or being hit.
Note: If a unit's starting Mana equals or exceeds its max, it casts immediately at round start. Mana regen became a first-class stat with the Roles Revamped update. It replaced flat starting-Mana grants on most items.
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How much Mana does a unit gain from each basic attack?
It depends on the unit's Role. Each Role has a fixed Mana value per basic attack.
- 10 Mana for Assassins, Marksmen and Fighters.
- 7 Mana for Casters.
- 5 Mana for Tanks.
Attacks generate Mana even if they miss or are parried. The trigger is the swing, not the hit.
Items, traits and augments can multiply or add to this value. For example, an additional flat amount per attack, or a percentage bonus to all Mana from every source. The Role-based base value is the floor that every other multiplier reads from.
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Do any roles generate Mana Regen on their own, without items?
Yes. The Caster role has a built-in passive of 2 Mana per second of combat. That comes on top of its 7 Mana per basic attack.
Riot's Roles Revamped post lists it explicitly: "Caster — 7 Mana per attack. Generates 2 mana each second."
That makes Casters the only role with a per-second tick in its baseline Mana profile, before any items are equipped.
Note: The other roles start with 0 baseline Mana Regen. Assassins, Marksmen, Fighters and Tanks rely on items, traits or augments to get any.
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Is "+1 Mana Regen" the same as "+1 Mana per attack"?
No. This is the most common confusion when an item lists a regen number.
- Mana Regen ticks once per second of combat, independent of attacks.
- Per-attack Mana is added the moment a basic attack swings.
A unit with +1 Mana Regen gets one extra Mana every second the round is running. How fast it auto-attacks does not matter. A unit with attack-speed buffs that swings three times a second still gets the same +1 per second from regen. It gets bigger gains from per-attack sources though.
Note: The two stats stack, but they are not interchangeable.
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Why doesn't my unit gain Mana right after it casts? (Mana lock)
After a cast, a unit goes into a short Mana lock. While the lock lasts, the unit gains no Mana at all.
- Attacks, damage taken, items and trait passives are all switched off.
- The lock starts at the moment the cast starts.
- Riot has never published one duration for it.
- About 1 second is the working figure players use, from community measurement, not from Riot.
- Riot does tune the lock per champion, so some units sit above or below that figure.
Note: A long cast animation does not mean a long lock. The per-champion timing tables you find online measure the cast animation, meaning how long the unit is busy casting. The lock often ends while that animation is still playing. Some items also put Mana lock on an enemy unit. That stops its Mana gain for the listed time and delays its next cast.
Sources
- Patch notes — Riot (Riot names the lock: "a time window that prevents him from gaining mana to cast again") (opens in new tab)
- Patch notes — Riot (per-champion lock fixes; one unit's lock ends with its dashes, not its animation) (opens in new tab)
- Tip data: Tft mana-lock — League of Legends Wiki (community-maintained; the one-second figure carries no source there) (opens in new tab)
- TFTraits — cast timelines ("Cast animation — How long the cast animation plays") (opens in new tab)
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Do all units gain Mana from being attacked or taking damage?
No. Only Tanks gain Mana from damage taken.
Most guides quote this formula:
- 1% of pre-mitigation damage, the damage before any reduction is applied.
- 3% of post-mitigation damage, the damage after reductions are applied.
- Capped at 42.5 Mana.
No official Riot page states this formula. The numbers trace to a Riot employee's 2019 social post and a Riot developer's 2020 video. Write-ups disagree on the second share.
Note: The universal damage-into-Mana rule was removed with the Roles Revamped update. It let a frontline cast endlessly by soaking damage and healing. Tanks kept it because tanking is their lane.
Sources
- Mana (TFT) — League of Legends Wiki ("1% of pre-mitigation … 3% of post-mitigation … up to 42.5 Mana"; its refs are a 2019 Riot-staff social post and a 2020 Riot-developer video) (opens in new tab)
- Patch notes — Riot (damage-into-Mana removed by default) (opens in new tab)
- Roles Revamped and Item Changes — Riot (says only that Tanks generate Mana from taking damage; no formula) (opens in new tab)
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Where does extra Mana go if a unit was already at full when its ability fires?
It carries over, but it does not show up right away.
The extra Mana is added when the Mana lock ends, not at the moment of the cast. That is about a second later. The bar shows 0 for that moment and then jumps. This is why the Mana looks lost when it is not.
Example: A unit at 50/60 gains 20 Mana and casts. It drops to 0/60, then reads 10/60 once the lock ends.
Note: Only the one gain that pushed the unit past full is carried. Mana the unit would have earned during the lock is gone for good. Whether a single very large gain can carry more than one full bar is not settled. No Riot page names a cap.
Sources
- Patch notes — Riot ("Mana gained above max Mana from sources besides taking damage is now granted after the cast") (opens in new tab)
- Shallow Dip: TFT BIS QOL — Steff 'n Stuff ("bank any excess mana and start with the difference after mana lock ends") (opens in new tab)
- Mana (TFT) — League of Legends Wiki (worked example: 50/60 plus 20 Mana becomes 10/60) (opens in new tab)
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What does "manaless" mean — why don't some units have a Mana bar?
A manaless unit has no Mana bar and never casts a triggered Special Ability. Instead it has a permanent passive effect that is active for the entire combat.
Because there is nothing to fill, these do nothing on a manaless holder:
- Mana-generation items, traits and augments.
- The role-based per-attack Mana values.
Note: Items that explicitly require a Mana bar are typically blocked from being equipped on manaless champions. An example is an item that grants Mana after a cast. Whether a given set has manaless units rotates from set to set.
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Does Mana ever carry over between rounds?
No. Every unit starts each combat round at its fixed starting-Mana value. How much Mana it had banked at the end of the previous round does not matter.
- That value is often 0.
- It is sometimes higher, when the champion is designed with a partial pool.
The within-round overflow rule, which banks excess Mana past the cast threshold, is independent of round boundaries.
Note: Items, traits and augments that grant a flat starting-Mana boost effectively let a unit skip part of the bar each round. The head-start is re-applied every round, not stacked.