Mana

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
How mana works, played back in real time An animated chart of one champion's mana over time, playing on a loop. The line is drawn left to right at a fixed speed. Three attacks add 10 mana each, carrying it from 0 past the full mark of 25 up to 30, and the 5 above full splits off into its own block. At the cast the line drops to 0. It stays there for one real second, the mana lock, while a ring closes in the empty space and a bracket with ten tenth-of-a-second ticks sweeps out under the time axis. Nothing can come in across that second. The 5 above full lifts out of the bar at the cast, waits above the chart, and comes back down the moment the lock ends, so the bar jumps from 0 straight to 5 and the next fill starts from there. A second, longer bracket then finishes under the first one: the cast animation, which outlasts the lock and blocks every attack. The finished picture holds, then fades and the run restarts. 25 FULL 0 EMPTY MANA TIME +10 +10 +10 5 EXTRA 5 ARRIVES 5 WAITING HELD ABOVE THE BAR 5 CAST nothing can come in here MANA LOCK — ABOUT A SECOND CAST ANIMATION — NO ATTACKS LOCK LENGTH IS TUNED PER UNIT HOW MANA WORKS The mana lock holds the bar at 0 for about a second. Mana above full is kept, and arrives when the lock ends. The cast animation runs longer, and blocks every attack.
How mana works A chart of one champion's mana over time, drawn tall for a narrow screen. Three attacks add 10 mana each, carrying it from 0 past the full mark of 25 up to 30. The 5 mana above full is marked as a separate block. At the cast the line drops to 0 and stays there for about a second, the mana lock, and across that stretch there is nothing at all under the line, because nothing can come in. The 5 mana above full waits above the chart and comes down the moment the lock ends, so the bar jumps from 0 straight to 5, and the next fill starts from there. Under the time axis two spans start together at the cast: the mana lock, and a longer one for the cast animation, during which the unit cannot attack at all. 25 FULL 0 EMPTY MANA TIME +10 +10 +10 5 EXTRA 5 ARRIVES 5 WAITING HELD ABOVE THE BAR 5 CAST nothing comes in MANA LOCK — ABOUT A SECOND CAST ANIMATION — NO ATTACKS LOCK LENGTH IS TUNED PER UNIT HOW MANA WORKS The cast empties the bar, then the mana lock holds it at 0 for about a second. Mana above full is kept and arrives the moment the lock ends. The cast animation runs longer still, blocking every attack.
The across-axis is time at one fixed speed throughout, so the lock really does take a second to play. Lock length is tuned per unit, and the cast animation that outlasts it is a community measurement.

Listed in: Team buffs

Items that grant or scale with Mana (38)

    • +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.

    Tear of the GoddessNegatron Cloak
    • +30% AP
    • +1 Mana Regen

    Combat start: Gain 20% Ability Power every 5 seconds in combat.

    Needlessly Large RodTear of the Goddess
    • +15% AD
    • +15% AP
    • +5 Mana Regen

    Gain 10% additional Attack Damage and Ability Power from all sources.

    Tear of the GoddessTear of the Goddess
    • +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.

    Tear of the GoddessSparring Gloves
    • +20% AD
    • +20% AP
    • +15% Omnivamp
    • +1 Mana Regen

    Heal the lowest percent Health ally for 20% of damage dealt.

    B.F. SwordNeedlessly Large Rod
    • +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

    Needlessly Large RodNegatron Cloak
    • +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.

    Giant's BeltNeedlessly Large Rod
    • +150 HP
    • +10% AS
    • +15% AP
    • +20% Crit

    Attacks grant 2 bonus Mana, increased to 4 if they critically strike.

    Recurve BowGiant's Belt
    • +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.

    Chain VestTear of the Goddess
    • +15% AD
    • +15% AP
    • +1 Mana Regen

    Attacks grant 5 bonus Mana.

    Tear of the GoddessB.F. Sword
    • +300 HP
    • +10% Durability
    • +2 Mana Regen

    Regenerate 2% of missing Health each second.

    Giant's BeltTear of the Goddess
    • +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

    Recurve BowTear of the Goddess
    • +1 Mana Regen
    • +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.

    • +60% AP
    • +2 Mana Regen

    Combat start: Gain 40% Ability Power every 5 seconds in combat.

    • +30% AD
    • +30% AP
    • +10 Mana Regen

    Gain 20% additional Attack Damage and Ability Power from all sources.

    • +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.

    • +40% AD
    • +40% AP
    • +30% Omnivamp
    • +2 Mana Regen

    Heal the lowest percent Health ally for 40% of damage dealt.

    • +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

    • +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.

    • +300 HP
    • +20% AS
    • +30% AP
    • +40% Crit

    Attacks grant 4 bonus Mana, increased to 6 if they critically strike.

    • +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

    • +30% AD
    • +30% AP
    • +2 Mana Regen

    Attacks grant 10 bonus Mana.

    • +700 HP
    • +18% Durability
    • +4 Mana Regen

    Regenerate 4% of missing Health each second.

    • +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

    • +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.

    • +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.

    • +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.

    • +500 HP
    • +2 Mana Regen

    Shields have 40% of their value converted to max Health instead.

    • +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.

    • +15% AD
    • +15% AP
    • +1 Mana Regen

    After casting the first time in combat, gain 110 Mana over 5 seconds.

    • +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.

    • +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.
    • +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.
    • +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
    Frying PanTear of the Goddess
    • +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
    • +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% Attack Speed, 7% Ability Power
    3
    12% Attack Speed, 12% Ability Power
    4
    16% Attack Speed, 16% Ability Power
    5
    20% Attack Speed, 20% Ability Power
    SpatulaTear of the Goddess
    • +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% Ability Power, +1% Ability Power per cast
    4
    30% Ability Power, +1% Ability Power per cast
    6
    55% Ability Power, +2% Ability Power per cast
    Frying PanNeedlessly Large Rod

Champions that grant Mana (16)

16 shown · 7 team slots — forms of one champion share a slot

  • Azure Laser
    Begin consuming 35% max Mana per second and channeling a laser on the target. Each second while casting, deal 160 / 240 / 360 Ability Power 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 Ability Power magic damage. If they have no adjacent allies, deal 285 / 410 / 605 Ability Power magic damage instead and gain 10 mana.
  • Azure Shockwave
    Gain 480 / 684 / 2421 Ability PowerMax Health 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 Ability Power 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.
  • 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 Max HealthAbility Power before dealing 222 / 355 / 5233 Max HealthAttack Damage physical damage in a large cone.
  • Spirit Rift
    Fire an arrow through the most enemies in a line that deals 465 / 700 / 1000 Attack Damage 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 Attack DamageAbility Power + 1.5 / 1.5 / 10% max Health physical damage per second to enemies within and 20% Slows them.
    
    Slow: Reduce Attack Speed
  • Whirling Death
    Passive: Attacks target random enemies in range and apply a bleed that deals 150 / 225 / 3000 Attack Damage physical damage over 12 seconds. Every attack has a 12% Ability Power 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 Attack Damage physical damage to enemies hit and consume their bleed, instantly dealing the remaining damage. The axes then return, dealing 30 / 45 / 100 Attack Damage physical damage to enemies hit. If no enemies are hit refund 50% of mana spent.
  • Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the largest group of enemies that deals 375 / 565 / 6500 Ability Power magic damage, reduced by 25 / 25 / 10% for each enemy hit.
  • Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%).
    
    Blackthorn Bonus: Stuns targets hit for 1 second.
  • Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%).
    
    Blossom Bonus: The first target hit is dealt 10% bonus damage.
  • Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power 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.
  • Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power 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.
  • Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power 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.
  • Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%).
    
    Inferno Bonus: Restores 10 mana per takedown.
  • Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power 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
  • Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%).
    
    Primal Bonus: Gain 60% Attack Speed for 6 seconds after cast.
  • Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power 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)

How it links
Tier

Traits that grant Mana (3)

Wisps that grant Mana (10)

What enables Mana (10)

  • 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.
  • Your Casters spawn a firefly per 20 Mana spent. Each deals 110 magic damage.
  • Gain a temporary equippable Mana Potion.
  • Your Casters have 15% reduced Max Mana.
  • Rain Combat
    Your team gains 1 Mana Regen.
  • Gain 2 consumables that give permanent Ability Power or Mana Regen.
  • Gain 1 consumable that gives permanent Ability Power or Mana Regen.
  • Gain 3 consumables that give permanent Ability Power or Mana Regen.

What counters Mana

See also

Frequently asked questions