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* Most units use mana to cast their special ability. |
* Most units use mana to cast their special ability. |
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* Mana is generated by attacking and taking damage. |
* Mana is generated by attacking and taking damage. |
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− | ** All units generate {{as|10 Mana}} per attack, and taking damage generates (6% of damage taken) mana, up to {{as|{{fd|42.5}} Mana}}<ref>[https://twitter.com/RiotAfic/status/1148690730937753601 Riot Afic on mana generation - 2]</ref><ref>[https://youtu.be/zXCh-2FI4mM?t=1553 TFT Fates - Launch Full Rundown | TFT Fates | Teamfight Tactics]</ref>, depending on the pre-mitigated damage. |
+ | ** All units generate {{as|10 Mana}} per attack, and taking damage generates (6% of damage taken) mana, up to {{as|{{fd|42.5}} Mana}}<ref>[https://twitter.com/RiotAfic/status/1148690730937753601 Riot Afic on mana generation - 2]</ref><ref>[https://youtu.be/zXCh-2FI4mM?t=1553 TFT Fates - Launch Full Rundown | TFT Fates | Teamfight Tactics]</ref>, depending on the pre-mitigated damage. |
+ | *** <math>\text{ Mana from taking damage} = 0.06 \times \text{ pre-mitigated damage}</math> |
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** Champions with mana automatically use their Special Abilities when their mana bar is full. |
** Champions with mana automatically use their Special Abilities when their mana bar is full. |
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** After casting their Special Ability, champions can't accumulate mana for the second thereafter. Some champions are mana-locked for longer. |
** After casting their Special Ability, champions can't accumulate mana for the second thereafter. Some champions are mana-locked for longer. |
Revision as of 05:35, 24 September 2020
Mana in Teamfight Tactics is a resource used by most champions. Mana usually starts at 0 and is gained by attacking or being attacked. Once a champion's mana bar is full, they can cast their ability.
Mechanic
- Most units use mana to cast their special ability.
- Mana is generated by attacking and taking damage.
- All units generate 10 Mana per attack, and taking damage generates (6% of damage taken) mana, up to 42.5 Mana[1][2], depending on the pre-mitigated damage.
- Champions with mana automatically use their Special Abilities when their mana bar is full.
- After casting their Special Ability, champions can't accumulate mana for the second thereafter. Some champions are mana-locked for longer.
- All units generate 10 Mana per attack, and taking damage generates (6% of damage taken) mana, up to 42.5 Mana[1][2], depending on the pre-mitigated damage.
- All units start with a fixed starting mana value. Units with starting mana equals or larger than maximum mana will cast their abilities at the start of the round. Note that there are ways to change a unit maximum mana, which may prevent these scenarios.
Improving mana cast
Generating additional mana
Increasing starting mana
Spell recast
Modifying mana costs
Negatively impacting mana
Increasing the mana cost of next spell
Preventing mana generation
- (during ability)
- (during ability)
- (during ability)
- (during ability)
- (during ability)
- (during ability)
- (during ability)
- (during ability)
- (during ability)
- (during ability)
- (during ability)
- (during ability)
- (during ability)
- (during ability)
- (during ability)
- (during ability)
- (during ability)
- (during ability)
- (during ability)
Reducing current mana
Mana cost as scaling
Manaless
Manaless is a term that refers to units that do not have or generate mana. Manaless units instead have a permanent passive effect.
Trivia
- Some monsters use mana, and can increase their starting mana if they have mana-items equipped.
- TFT manaless champions are not necessarily manaless in League of Legends, and conversely, LoL manaless champions are not necessarily manaless in TFT.