Ability resources are tangible resources that are given as such by the game, meant to limit or empower a champion's gameplay in various ways by consuming or generating them with actions such as ability casting or basic attacking. They are shown on a champion's health bar. Each champion is limited to a maximum of two resources, a primary one (displayed in the "resource" line under the current health line) and a secondary one (displayed at the bottom of the health bar, either as pips or champion-specific icons).
This page provides a compilation of all resources and other related matter. For more details, visit the respective pages that are linked.
Mana[]
- Main article: Mana
Mana is exclusively a primary resource and is used by the majority of champions. It is usually expended through ability casting, and is designed as a gating mechanic to that ability casting, meaning champions cannot cast their abilities too often and incur multiple ability costs without running out of it. Its regeneration rate is low and it has a limited pool in abscence of bonus mana or mana regeneration obtained through growth and various other effects.
Manaless[]
- Main article: Manaless
"Manaless" is a broad classification that comprises all champions which do not utilize mana specifically as a resource. However, many of them may use any variety of other resources in place of mana, or otherwise no resource at all. There are 27 manaless champions:
, , , and specifically use a resource that serves as a duration indicator for the purposes of specific abilities.
- Resourceless
Of the above, the following champions do not utilize any primary or secondary resource. There are 6 resourceless champions:
Energy[]
- Main article: Energy
Energy is an ability resource used in place of mana. It is also used as a gating mechanic for ability casting, but its regeneration rate is much higher and its pool cannot be improved. As a consequence, casting too many abilities at the same time will deplete it quickly, leaving the user unable to cast again for a short period of time while it regenerates. There are 5 energy champions:
Fury[]
Fury is an umbrella term for a multitude of resources that are telegraphed as so in the game, though each one has unique, champion-specific elements. Fury represents momentum and encourages sustained aggression from users, often gating a power-spike or empowerment. The user is rewarded for regularly cycling its accumulation and expenditure. While mana and energy have a base quantity provided by default, fury must be generated first in order to be usable.
This resource's generation varies between users, but is always done in-combat, and it may or may not decay when out-of-combat. Certain kinds of fury may also have some additional functions on top of basic attack or ability enhancements, such as a transformation. Fury's color varies between users from red at all times, to progressing from white or yellow to red as the bar is filled.
Gnar's Rage
-
- See:
Gnar generates fury over time after dealing or taking damage. Upon reaching the maximum, he transforms into rage begins to deplete over the duration, transforming back to when fully depleted.
, gaining different abilities as well as the ability to cast his ultimate, and hisRenekton's Rage
-
- See:
Renekton generates fury upon landing basic attacks and hitting abilities. While above the threshold, his next basic ability consumes some fury to gain enhanced effects.
Rek'Sai's Fury
-
- See:
Rek'Sai generates fury whenever she deals damage. She can healing, in addition to deal increased damage with her when at maximum.
Sett's Grit
-
- See:
Once Sett has learned shield and deal damage based on the Grit consumed.
Shyvana's Dragon Fury
-
- See:
Shyvana generates fury naturally and with her basic attacks. With enough fury, she may cast
at the cost of depleting all of her fury over time.Skaarl's Courage
-
- See:
When Skaarl's health drops below 0, she flees from the battlefield, dismounting Kled. The player can afterwards restore Skaarl's courage by performing various actions, such as attacking and taking down enemies. Once fully restored, they remount and a portion of Skaarl's health is restored.
Tryndamere's Battle Fury
-
- See:
Tryndamere generates fury with his basic attacks and some of his abilities. It grants him critical strike chance and he may consume it to increase healing.
Udyr's Awakening
-
- See:
Udyr charges up for an Awakening passively and upon triggering Monk Training attacks. Upon the resource filling up and Udyr entering a stance, he may cast the respective ability of his active stance again in order to empower it for a duration, consuming all Awakening charge in the process.
Vladimir's Crimson Rush
-
- See:
Vladimir gains a Crimson Rush charge over the cooldown of
. When the second charge is gained, he gains its effect for a short duration, causing his next cast of Transfusion within to be empowered.
Shield[]
- See:

Mordekaiser fills up his shield (also known as potential shield) upon dealing or taking damage, but decays otherwise. When shield of equal value.
Ferocity[]
- See:
Rengar generates Ferocity whenever he casts and uses a basic ability successfully, and loses all resource after being out of combat for some time. While at the maximum, his next basic ability consumes all of it to become empowered.
Ferocity is uniquely denoted in the resource bar for the player, but otherwise is also represented by pips that are visible to all players (including self). While not at maximum Ferocity, the bar and pips are colored white; upon reaching maximum Ferocity, the bar and pips are colored orange.
Flow[]
- See:
Yasuo uses Flow for the purpose of shield upon taking damage from
champions and
monsters.
Yasuo's Flow bar is colored blue while charging, and white once full (a commonly used color for shields).
Blood Well[]
Blood Well is a resource that thematically represents draining the life force from enemies. It is generated through a champion's own empowered form, and can be refreshed by passing a certain condition during combat. Blood Well depletes at a certain rate automatically, different for each champion. Only
currently uses this resource as a primary one, as the other champions use Mana as well.- uses Blood Well while his empowered form is active.
- Demonic Energy. uses Blood Well to indicate
- may also gain access to Blood Well when using ultimate abilities in this list.
Frenzy[]
- See:
Frenzy is a resource used exclusively by Briar for her Frenzy state. She generates it only upon finding a target through
or . Her resource bar indicates the remaining duration of this state.Frenzy generated from the regular Frenzy state (through
) will deplete over time, while Frenzy generated from her empowered Blood Frenzy (through , called "Hematomania") cannot deplete until the state ends or is otherwise canceled. Frenzy also resets to zero when the state is canceled.
Heat[]
- See:
Rumble generates heat whenever he casts a basic ability, and loses a portion of it over time after not casting for a period of time. While above the threshold, his basic abilities are empowered. Upon reaching the maximum, he loses it rapidly and his abilities are disabled until fully depleted at the cost of enhancing his basic attacks.
Style[]
- See:
Style is a resource used exclusively by Samira through her stacks. It is generated upon hitting a basic attack or ability against a champion that is different from the previous one, and lost after not hitting a champion for some time. Style grants her increasing bonuses, and while at the maximum she gains access to her ultimate, , and can expend all of the resource in order to use the ultimate.
(innate) and has a maximum of 6Style is displayed below Samira's health bar as pips. The first three pips have a white color, the next two have a yellow color, and the final one has a red color.
For added flavor, the player sees Style as six grades next to her health bar as well, from lowest to highest:
.
Moonlight[]
- See:
Moonlight is a resource used exclusively by Aphelios that functions as ammunition for each of his weapons specifically. The Moonlight bar under his health bar is divided into five parts of 10 ammo.
Moonlight is expended whenever he uses a basic attack or casts his unique active ability through his main weapon. Upon expending all of it for any weapon, he places that specific weapon to the reserve. When that weapon is gained again, all of its moonlight is replenished.
For the player, pips will also appear on the side of the screen when there is 10 moonlight or less remaining in his main weapon.
Ammo[]
- Also see: Health bar#Champion ability indicators
Ammo is a resource that is required to be consumed by certain actions, limiting its users with its low quantity in exchange for accessing an effect or a more powerful version of an effect. The number of ammo available is visually represented by either pips or icons below the user's health bar. Some of the indicators are only relevant for stocked charges, while others may only exist for the purposes of visual clarity for passive effects.
- : Indicates the number of stacks and when the stun is ready.
- : Indicates the number of available casts.
- : Indicates the number of empowered attacks (visible to self only).
- stock, and when a Big One is available. Pips are removed from left to right, as rockets are expended. : Indicates the amount of rockets in
- : Indicates the number of Powder Kegs currently in stock.
shells.
: Each basic attack consumes one ammo and he will reload over a few seconds immediately after expending all or when withholding leftover ammo for a while. For Graves, it is displayed as - : Consumes ammo during its cast time, increasing the number of snips for each consumed. Can be filled up with basic attacks but not required to have any to cast.
- : Each basic attack consumes one ammo and he will reload over a few seconds immediately after expending all or when withholding leftover ammo for a while.
- : Indicates when empowered casting is ready.
- : Indicates the number of empowered attacks (visible to self only).
Runes.
: Indicates the number of generated - : Indicates when an Echo cast is ready.
- : Indicates when the empowered attack is ready (visible to self only).
- : Indicates the number of charges currently in stock (visible to self only). For Syndra, it is displayed as "dark circle" icons.
feathers.
: Each basic attack consumes one ammo if any are present, sending out a powerful feather that penetrates through enemies. If there is no ammo, then a normal basic attack is fired. Can be filled up with ability casts. For Xayah, it is displayed as
Miscellaneous resources[]
The following are resources that do not fit the other classifications on the Wiki.
- : Counts down the active time of True Form, in seconds.
- stacks and whether its full effect is active. : Indicates the number of
- : Indicates the current stacks and whether its full effect is active (visible to self only).
- orange : Counts down the the remaining duration of the ability in centiseconds. Its bar is colored
Health[]
- Main article: Health as a casting resource
Instead of an ability resource or in addition to it, certain champions can expend a set quantity or percentage of health to cast some or all of their spells. Some resourceless champions have health costs.
Internal classification[]
This section compiles all information on the internal resource types. Riot's classifications do not necessarily coincide with the purposes of the Wiki and/or system paradigms and gameplay patterns in general.
Table of All Resources[]
Types are represented by their unique index. A champion labeled with *
uses the resource they are placed under as a secondary resource.
Index | Internal Name | Display Name | User(s) |
---|---|---|---|
0 | mana
|
Mana | Most champions |
1 | energy
|
Energy | , , , , |
2 | none
|
N/A | , , , , , |
3 | shield
|
Shield | Exclusive to |
4 | battlefury
|
Fury | Exclusive to |
5 | dragonfury
|
Fury | , |
6 | rage
|
Fury | Exclusive to |
7 | heat
|
Heat | |
Grade | * | ||
8 | gnarfury
|
Rage | |
Fury | |||
Grit | |||
Courage | |||
Awakening | * | ||
Crimson Rush | |||
9 | ferocity
|
Ferocity | Exclusive to * |
10 | bloodwell
|
Blood Well | , * , * |
11 | wind
|
Flow | , |
12 | ammo
|
(Varied) | * | , * , * , * , * , * , * , * , * , * , * , * , * , *
13 | moonlight
|
Moonlight | Exclusive to * |
14 | other
|
(Varied) | , * , * , * |
Data Variables[]
![]() |
This article or section is substantially or structurally incomplete. You can help the League of Legends Wiki by expanding it. For more projects, see the Community To Do List.
|
---|
Trivia[]
- When the mechanic was unique to Renekton, Fury was known as "Rage".
- Rage was once named "Tantrum".
- When was first released, she was not technically classified as manaless. For example, she could purchase mana and it would be represented in her resource bar, allowing her to increase her 0 mana and 0 mana regeneration and benefit from items such as and . A hotfix was released to remove this interaction shortly after.