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.
Items (38)
Refine list…
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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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- +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
- +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
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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. • 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. 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
- +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
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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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- +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.
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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.
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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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- +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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- +350 HP
The holder gains the Juggernaut trait. Gain 15 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 40% 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
- 10% , 10%
- 4
- 14% , 14%
- 5
- 18% , 18%
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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
Augments (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! 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! 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.
Champions (14)
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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 285 / 400 / 580 magic damage. If they have no adjacent allies, deal 310 / 445 / 660 magic damage instead and gain 10 mana.{Augment.Variant.RivalsAugment.AbilityTooltip}
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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.
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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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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 330 / 520 / 5000 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 330 / 520 / 5000 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 330 / 520 / 5000 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 330 / 520 / 5000 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 330 / 520 / 5000 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 330 / 520 / 5000 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 330 / 520 / 5000 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 330 / 520 / 5000 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Lunar Bonus: Applies 10% 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 330 / 520 / 5000 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 330 / 520 / 5000 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Solar Bonus: Deals 12% bonus damage for each unique 3-star champion fielded.
Traits (3)
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Your team gains Mana Regen, increased for Invokers.
See also
What counters Mana
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. It exists to stop Mana-bar surpluses from being silently wasted, and is the reason flat per-attack Mana bonuses feel clean to itemize.
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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.