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Manaless champions do not possess mana. These champions instead

  • Spend health,
  • Use energy,
  • Have no cost for their abilities at all, relying entirely on cooldowns,
  • Use other champion-unique abilities costs as stated below.

At this time, there are 18 champions that do not use mana.

Manaless champions derive no benefit from mana or mana regeneration items, meaning that many items cannot be used to full efficiency on them.

Manaless champions often use their resource bar for something else since they don't have to keep track of mana. It may be empty, filled with energy, or display a resource specific to that champion. Players should remember that, other than mana and energy, the resource bar does not limit the champion's ability usage.

Cooldowns

Cooldown champions don't have any form of cost for their abilities. Their main advantage is their steady fighting ability and their independence from ability costs, allowing them to focus entirely on offensive or defensive stats. Their main disadvantage is that their cooldowns are generally longer during early game, as well as having lower base damage on abilities. These champions benefit greatly from cooldown reduction and derive no benefit from mana or mana regeneration items, meaning that many items cannot be used to full efficiency on them.

No resource

These champions' resource bar is empty (black) and serves no purpose:

Fury

These champions' resource bar displays fury, colored in red. Having fury improves the champion in some way and is gained in combat or by collecting a health relic. Fury has a maximum of 100. Both Renekton's Renekton's and Tryndamere's Tryndamere's fury depletes over time while they are out of combat for a certain time, Shyvana's Shyvana's fury only depletes over time during her Dragon's Descent Dragon's Descent.

In one of the discussion posts concerning the new HUD animations for health and resources, "Bloodlust, Dragon's Fury and Rage" were listed separately and each received a slightly different particle effect.

Ferocity

Ferocity is currently only used by Rengar Rengar. Ferocity is generated in multiple ways, but primarily through spell casts, and has a maximum value of 5. Upon reaching 5 charges of Ferocity, Rengar Rengar will consume all five charges to empower the next regular ability cast.

Rengar Rengar is capable of building Ferocity through:

  • Hitting enemies with non-empowered regular abilities, gaining 1 Ferocity per cast.
  • Using Thrill of the Hunt Thrill of the Hunt, generating up to 5 Ferocity over 3.75 seconds.
    • If in possession of a Bonetooth Necklace Bonetooth Necklace with at least 14 stacks or a Head of Kha'Zix Head of Kha'Zix, using an ability while Thrill of the Hunt Thrill of the Hunt is activated will generate 1 additional Ferocity, generating up to 5 Ferocity over 3 seconds

Heat

Heat is currently only used by Rumble Rumble. Heat is generated by using abilities, and rapidly decreases to 0 if no abilities have been cast in the last few seconds. Depending on the current heat amount, the resource bar will have a different color and the following effects will be applied to the champion:

  • 0–49 heat—No effect.
  • 50–99 heatDanger Zone. Rumble's Rumble's abilities gain additional effects.
  • 100 heatOverheat. Rumble Rumble is silenced and his basic attacks deal additional damage until his heat reaches 0.

Energy

Energy champions use an alternative to mana for spending on abilities. The energy bar is yellow, having a maximum of 200 with no growth per level. The main advantage of energy is its rapid regeneration (10 energy per second), so that energy champions are not at the risk of depleting their resource over time. However, due to the maximum amount of energy being capped, their ability combos can deplete energy in an important situation and leave them unable to cast spells for a few crucial seconds while their energy regenerates (unlike mana champions, whose mana pools increase, nullifying this problem as the game goes on). To somewhat alleviate this, energy champions have at least one ability which restores a small amount of energy if used in specific conditions, so careful management to set up these conditions will prevent energy from depleting too quickly. These champions typically do not benefit from cooldown reduction as much as other champions as they lack the energy to support their more frequent ability casts.

Health

Health champions use their own health to cast their abilities. Their main advantage is the ability to focus on their total health and health regeneration, as they don't have to waste time regenerating mana or energy. However, they can fight themselves to death if their skills are used carelessly while in combat, since being low on health also warrants the same (if not more) dangers as being low on mana. Spell vamp, life steal, and health regeneration are extremely beneficial to these champions. These champions cannot kill themselves using their abilities, as their abilities may become free at critical health or will not become available for use.

Shield

Blood Well

  • Aatrox's Aatrox's Blood Well Blood Well makes use of his secondary bar to display the current amount of health stored in his Blood Well. The resource color is red when it is ready to activate and revive Aatrox from death, and gray when the activation is on cooldown. The blood well also increases his attack speed when filled.
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