Description
The unit-level resource that gates ability casts — champions cast once their mana bar fills, so low-mana units cast more often than high-mana ones. Spear of Shojin (mana per attack) and Adaptive Helm (amplifies Mana from all sources) push casts faster, alongside starting-mana augments. Blue Buff is no longer a mana item in Set 17 — it's now an AD/AP amp.
Items (53)
Refine list…
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- +20 MR
- +3 Mana Regen
Gain an additional 15% Mana from all sources. The holder 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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- +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
- +2 Mana Regen
Regenerate 2% of missing Health each second.
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- +15% AS
- +35 AP
- +1 Mana Regen
Damage from attacks and Abilities 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: Tank/Fighter: Gain 80 Armor and Magic Resistance. Marksman/Caster: 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: • 30% Attack Damage and 30% 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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- +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. [Direct damage item] 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
- +4 Mana Regen
Regenerate 4% of missing Health each second.
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- +30% AS
- +75 AP
- +2 Mana Regen
Damage from attacks and Abilities 30% Shred the target for the rest of combat. This effect does not stack. Shred: Reduce Magic Resist
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- +20 AP
- +4 Mana Regen
The holder is orbited by 3 foxfires. Each one deals 50 magic damage and the orbit expands to hit the holder's current target. For every 20 Mana the holder spends, foxfires travel 5% faster for the rest of combat.
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- +60 AP
- +2 Mana Regen
Dealing magic damage reduces the target's Magic Resist by 6. If their Magic Resist is 0, grant the holder 2 Mana instead. Ability damage can only trigger on each enemy once every 0.5 seconds.
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- +60% AS
Attacks deal an additional 60% Attack Damage as physical damage and heal the holder for the damage dealt. The holder cannot cast their Ability or gain Mana.
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- +15% AD
- +15 AP
- +2 Mana Regen
Reduce the holder's max Mana by 10. Subsequent spellcasts reduce max Mana by 10%, to a minimum of 10.
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- +30 AP
- +2 Mana Regen
Combat start: Blast the current target for 40% of their max Health as magic damage. Repeat this every 13 seconds.
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- +40 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.
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- +150 HP
- +2 Mana Regen
The holder gains 1% of their total Mana whenever they're hit by an attack. Each cast restores 20% of the holder's max Health over 3 seconds.
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- +15% AD
- +15% AS
- +10 AP
- +1 Mana Regen
After casting the first time in combat, gain 100 Mana over 5 seconds. [Unique - only 1 per champion]
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- +200 HP
- +2 Mana Regen
Increase healing on the holder by 25%. When the holder gives or receives a heal, grant 40% of the heals value to the lowest health ally as well.
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- +20% AD
- +20% AS
- +20 AP
- +3 Mana Regen
Gain 40% Damage Amp against targets 4 or more hexes away.
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- +10 Armor
- +10 MR
- +10% AS
- +15% Crit
Summon a clone with 70% base Health and +10% max Mana. You cannot equip items to the clone. The clone benefits from active traits [Unique - only 1 per champion]
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- +20 Armor
- +20 MR
- +2 Mana Regen
The holder gains the Meeple trait and 4% Damage Amp and 50 Health per.
Meeple attract Meeps that empower Meeple abilities in meepy ways. They also gain bonus Health. Cloning time = Champion cost
- 3
- 2, 100
- 5
- 3, 350
- 7
- 4, 450
- 10
- 6, 550
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- +2 Mana Regen
The holder gains the Shepherd trait. On cast, grant 8% of max Mana to the Bond of the Stars.
Shepherds summon the Bond of the Stars to aid them in battle. Bia and Bayin's power are increased by the total star level of all Shepherds.
- 3
- Summon Bia
- 5
- Summon Bayin
- 7
- Bia and Bayin's bond grows deeper
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- +30% AD
- +30 AP
- +5 Mana Regen
Store 20% of damage dealt. Every 6 seconds and on death, deal the stored damage as true damage to all enemies, reduced by 5% for each hex they are from the epicenter. Recommended Roles: Attack or Magic Caster
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- +40% AD
- +45 AP
- +5 Mana Regen
For every 15 mana spent, fire a projectile at a nearby enemy dealing ? + 50% of the holder's Ability Power magic damage, and applying 1% Burn and 33% Wound to enemies for 10 seconds. Each projectile leaves a lingering field that deals ? magic damage to enemies each second. Damage increases based on Stage. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received Recommended Roles: Magic Caster
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- +15 AP
Every 5 seconds, this item loses 3 Ability Power and gains 1 Mana Regen.
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- +10000 HP
- +100 Armor
- +100 MR
- +100% AD
- +100% AS
- +100 AP
- +75% Crit
- +100% Omnivamp
- +10 Mana Regen
The pinnacle of Anima technology.
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- +15% AD
- +3 Mana Regen
Every 30 Mana spent, fire a barrage of 4 rockets at the target, each dealing 30% physical damage. Jinx Bonus: If this item is equipped on Jinx, instead replace all ability bullets with rockets that deal 40% increased damage.
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- +15% AD
- +45 AP
- +4 Mana Regen
For every 20 mana spent, fire a projectile at a nearby enemy, dealing ? + 75% of the holder's Ability Power magic damage and applying 1% Burn and 33% Wound to enemies for 3 seconds. Damage increases based on Stage. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received Recommended Role: Magic Caster
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- +20% AD
- +30 AP
- +5 Mana Regen
Store 25% of damage dealt. On death or after 16 seconds in combat, deal the stored damage as true damage to all enemies, reduced by 15% for each hex they are away from the epicenter. Recommended Roles: Attack or Magic Caster
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- +15% AS
- +10% Damage Amp
- +2 Mana Regen
Every 5 seconds, gain: Magic Champions: 1 Mana Regen. Attack Champions: 15% Attack Speed. Recommended users: Sona and Viktor.
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- +20% AS
- +10% Damage Amp
- +3 Mana Regen
Every 5 seconds, gain: Magic Champions: 1 Mana Regen. Attack Champions: 15% Attack Speed. At (4): If the holder is Psionic, their abilities deal 25% of their ability damage as true damage instead. Recommended users: Sona and Viktor.
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Mana Cost reduced by 10
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Mana Cost reduced by 20
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- +10% AD
+2 Mana Regen and 10% Attack Damage
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- +20% AD
+3 Mana Regen and 20% Attack Damage
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- +30% AD
+5 Mana Regen and 30% Attack Damage
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Each cast reduces Mana Cost by 15% (to a minimum of 10)
Augments (5)
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Woven Magic Prismatic Gain a random item component. Every 2200 Mana your team spends grants an additional component (max /3).
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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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Deadlier Caps Gold 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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Flowing Tears Silver Gain a Tear of the Goddess. After your team spends 6500 Mana, gain 2 more.
Champions (2)
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Bullet Cluster Passive: On takedown, gain 10 mana. Active: Fire 16 missiles in a 2-hex radius around the current target, dealing 33 / 50 / 79 physical damage each. -
Quantum Clone Create a clone behind the target with 33 / 45 / 45% reduced max Health and 30 increased Mana cost. The clone inherits its creator's items, stats, and current Health, and can cast Quantum Clone.
Traits (2)
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Innate: Conduits gain 20% additional Mana from all sources. Your team gains Mana Regen, increased for Conduits.
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Stargazers chart a different constellation every game. This game: The Fountain. Allies in empowered hexes heal 1% max Health every 2 seconds. Stargazers in empowered hexes heal an additional 3% and gain stacking Attack Damage and Ability Power every 2 seconds. More hexes reveal at each player level
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 gates how often a champion casts its Special Ability. Mana usually starts each round at 0 (or at the unit's fixed starting Mana value if it has one) and fills as the unit attacks or — for some roles — takes damage. Once the bar is full, the champion automatically casts 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?
Max Mana is the size of the bar — how much a unit needs to accumulate to cast. Starting Mana is what the unit has on its bar at the moment combat begins; if a unit's starting Mana equals or exceeds its max, it casts immediately at round start. Mana regen is a per-second passive trickle that fills the bar independent of attacking or being hit — it was promoted to a first-class stat alongside the Roles Revamped update, replacing flat starting-Mana grants on most items.
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How much Mana does a unit gain from each basic attack?
Mana per basic attack is fixed by the unit's Role: 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 (e.g. an additional flat amount per attack, or a percentage bonus to all Mana from sources), but the role-based base value is the floor every other multiplier reads from.
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Do any roles generate Mana Regen on their own, without items?
Yes — the Caster role gets a built-in passive of 2 Mana per second of combat, 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 whose baseline Mana profile includes a per-second tick before any items are equipped. Other roles — Assassins, Marksmen, Fighters, Tanks — start with 0 baseline Mana Regen and 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 — and this is the most common confusion when items list a regen number. Mana Regen ticks 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, regardless of how fast it's auto-attacking. A unit with attack-speed buffs that swings three times a second still gets the same +1/sec from regen, but bigger gains from per-attack sources. The two stats stack but are not interchangeable.
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Why doesn't my unit gain Mana right after it casts? (Mana lock)
After every cast, units enter a brief Mana-lock window where they cannot gain Mana from any source — attacks, damage taken, items, and trait passives are all suppressed for the duration. The default Mana lock is 1 second, but some champions are locked longer (typically when their cast animation itself takes longer than that). Certain items can also apply Mana-lock to enemies as a debuff: a Mana-locked unit cannot accumulate Mana for the listed duration, effectively delaying its next cast.
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Do all units gain Mana from being attacked or taking damage?
No — only Tanks generate Mana from damage taken in current TFT. The Tank formula is 1% of pre-mitigation damage plus 3% of post-mitigation damage, capped at 42.5 Mana. Other Roles do not gain Mana from being hit by default. This is a deliberate change from older sets: with the Roles Revamped update, the universal damage-into-Mana rule was removed because it created loops where a frontline could cast indefinitely just by soaking and healing. Tanks kept it because tanking is their lane.
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Where does extra Mana go if a unit was already at full when its ability fires?
It carries over to the next bar — Mana that would overflow at cast time is banked, so the unit starts the next cycle with that surplus instead of resetting to 0. The wiki's worked example: 50/60 with a +20 Mana gain becomes 10/60 after the cast, not 0/60. The carry-over covers up to one cast worth of overflow. The mechanic was introduced in Set 12 to stop Mana-bar surpluses from being silently wasted, and is the reason flat per-attack Mana bonuses now feel cleaner to itemize than they used to.
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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's active for the entire combat. Because there's nothing to fill, Mana-generation items, traits, augments, and the role-based per-attack values do nothing on a manaless holder. Items that explicitly require a Mana bar (such as those that grant Mana after a cast) are typically blocked from being equipped on manaless champions. Whether any given set has manaless units rotates 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 (often 0, sometimes higher when the champion is designed with a partial pool), regardless of how much Mana it had banked at the end of the previous round. The within-round overflow rule that banks excess Mana past the cast threshold is independent of round boundaries. Items, traits, and augments that grant a flat starting-Mana boost effectively let a unit skip part of the bar each round, but the head-start is re-applied per round, not stacked.