Info
“ | PlayIt`s a new age of magic! Click to listen — Keeper of the Light Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Keeper of the Light 14 + 2.1 15 + 1.6 25 + | ” |
Mana (also known as MP, which is short for mana points) represents the magic power of a unit. It is used as a cost for the majority of active abilities. Every hero has a base mana pool of 75, while most non-heroes only have a set mana pool if they have abilities which require mana, with a few exceptions. The mana values are set and can`t be altered. This means a unit`s maximum mana pool can never drop below its set value. Be that as it may, a hero`s mana pool gets bigger for every intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1 point they have. Each point of intelligence increases a hero`s mana pool by 11. Since every hero has some base intelligence and gains intelligence as they level up, their mana pool gets bigger the higher their level is. A hero`s base intelligence cannot drop below 1, be that as it may, it is possible to reach 0 with the help of negative bonus intelligence.
Note: Although gaining/losing intelligence usually does not increase a hero`s current mana, some abilities which grant/reduce intelligence are coded so that they also increase/reduce current mana, instead of only maximum mana.
Display
The mana of a unit is displayed in the HUD Play “Singing trio.” It has been suggested that this article or section be split into multiple new articles. Reason given: The shop should get its own page Discussion to support or oppose the split should be . For some units, it also may be displayed in the game world.
Videos
HUD mana bar
Mana of the selected unit is displayed in the HUD as a blue bar at the bottom of the screen. Unlike the health bar, the mana bar has always the same color. The left number at the center of the bar is the unit`s current mana points and the right number is its maximum mana pool. Though not displayed in the HUD, a unit`s total mana does use decimal numbers. The visible numbers in the HUD are always rounded up.
The mana regeneration value is only visible on the hero and creep-hero mana bars in the HUD. The regen from other units is not visible. Though the HUD shows only one decimal for mana regeneration, it uses more decimals. The value in the HUD is rounded up.
Over-head mana bar
The mana bar of heroes and creep-heroes are displayed right above their heads, below their health bar. Just like the mana bar in the HUD, this bar is always blue. Even when a creep-hero has no mana pool, a mana bar is still drawn below their health bar above them.
There are no different types of mana bars. They do not have lines like the health bars and do not differ from each other in any way.
Using mana
Most active and some passive abilities need mana in order to be used. This includes item abilities. The mana cost of such are displayed at the bottom left corner of the ability icon in the HUD, and once more inside the ability description in the bottom left corner. Most abilities have a fixed amount of mana cost, but some are dynamic (e.g. based on mana pool, or costing mana over time). The Arcane Rune Double Damage Haste Illusion Invisibility Regeneration Bounty Arcane See more: Runes#List Buff icon Arcane Play AbilityNo Target AffectsSelf Reduces cooldowns by 30% and mana costs by is the only thing which can manipulate the mana cost of spells, reducing them by 40%. Be that as it may, this only affects their base cost. Mana cost over time is not affected.
Modifying mana
Some heroes, units ( neutral creeps Neutral creeps are a type of creep not controlled by any player. They are aligned to neither of the teams, and offer an alternative source of gold and experience. Neutral creeps appear in small camps and summoned units This page is about in-game units. For cosmetic pets, see Summoned Unit. Summons are a type of units that are created with spells. Players do not encounter them, unless they play as, with or against ) and items Play “Singing trio.” It has been suggested that this article or section be split into multiple new articles. Reason given: The shop should get its own page Discussion to support or oppose the split should be have abilities that can affect the mana pool of one or multiple units.
Current mana increasing abilities
Just like healing health “ Play Life becomes death becomes new life. As it should be. Click to listen— Treant Protector ” Health (also known as HP, which can be short for: health pool or health points) represents the life , a unit`s current mana can be increased by many abilities, mostly referred to as restoring mana. Restoring mana cannot increase the unit`s mana beyond its maximum mana pool. Spells may restore mana in a burst on a target, restoring an amount of mana in an instance, or restore mana over time, where the amount is split up in multiple instances. The difference between restoring mana and regenerating mana is that restoring is independent from the regeneration ticks. Unlike regeneration, the restore intervals can vary. Restoring mana is not reflected in the regeneration number on the mana bar.
There are several other abilities which are able to increase a unit`s current mana, but these effects do not count as restoring. This means, similar to how damage flagged as @@@#@@@HP(hp.com)###@### Removal Damage is any means by which unit s current health can be reduced. Heroes, creeps, ancients, Roshan and fountains are all capable of dealing damage. Contents 1 Damage sources 1.1 Attack damage 1.2 Spell damage 2 does not react on on-damage effects, these abilities fully ignore abilities which react on restoring effects, like Tether.
Ghost Shroud is the only ability able to amplify mana restoring effects, similar to how damage can be amplified. It also amplifies mana regeneration. Be that as it may, some sources of mana restoration are not amplified.
The following abilities are able to increase unit`s current mana:
- Chen Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Chen 23 + 1.8 15 + 2.1 21 + 2.8 Level Base - Holy PersuasionRestores for: The target
Restored amount: Max mana
Fully restores the targeted creep`s mana pool. - Restores for: The caster
Restored amount: 50% of mana burned
Restores mana to invoker equal to 50% of the mana every affected unit lost from the EMP. - Io - TetherRestores for: The target
Whenever Io gets mana restored, the tethered ally gets restored by 150% of the amount. - Restores for: The target
Restored amount: 75/150/225/300 - Restores for: The caster
Restored amount: 25%/40%/55%/70% of target current health - Restores for: The infested unit
Restored amount: Max mana
Upon taking control of the infested unit, its mana gets fully restored. - Restores for: The caster
Restore interval: 0.2
Restored amount per second: 20/40/60/120
Max duration: 5
Drains mana from the target. - Medusa Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Medusa 14 + 1.95 20 + 2.5 19 + - Mystic SnakeRestores for: The caster
Restored amount: 11%/14%/17%/20% of target`s max mana per jump
Max jumps: 3/4/5/6
Steals a percentage of each hit target`s max mana, then transfers all stolen mana to the caster when it returns - Restores for: The caster
Restored amount: 12 per restored intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1
Upon losing the debuff, enemies get 12 mana per missing intelligence point back. This only applies to enemies regaining their intelligence, not to the caster. - Restores for: Whoever procs it
Restored amount: 10%/15%/20%/25% of max mana
Has a 40% chance to proc on any ally who casts a spell. Does not count as restoring. - Restores for: The caster or the targeted ally
Restore interval: 0.25
Restored amount per second: 120/160/200 ( 180/240/300)
Only restores mana when Pugna or the targeted ally are at full health. Restores for the same amount as it damages, so the values are affected by any sort of damage reduction. Does not count as restoring. - Restores for: The caster
Sets the caster`s mana back to what it was 5 seconds ago, so the restoration varies or might not restore if the mana was lower 5 seconds ago.
- Restores for: All allied units within range
Restored amount: 135 - Restores for: The caster
Restored amount: 1500 - Restores for: The target
Restored amount: 150 - Restores for: All allied units within range
Restored amount: 160 - Restores for: The caster
Restored amount: 15 per charge
Max charges: 10 - Restores for: The caster
Restored amount: 15 per charge
Max charges: 17 - Restores for: The caster
Restored amount: 150
If the added 150 mana would exceed the user`s current mana pool, its maximum mana pool is temporarily increased by the exceeding amount. At the end of the duration, the user loses any of the unused mana of the 150 mana and its maximum mana pool goes back to normal if it was exceeded.
Current mana reducing abilities
There are many abilities capable of reducing mana, referred to as burning if it causes damage based off mana removed, draining if the mana is stolen and given to the caster or removed if the mana is simply reduced.
The following abilities reduce a unit`s current mana:
- Anti-Mage - Mana BreakAffects: The target
Mana burned: 28/40/52/64
Mana burned as damage: 60% - Affects: Any enemy within range
Mana burned: 80/120/160/200
Mana burned as damage: 80/120/160/200
Each cog can only hit one unit. - Affects: All enemies within range
Mana burned: 100/175/250/325/400/475/550
Mana burned as damage: 50% - Io - OverchargeAffects: Caster
Mana removed per second: 6% of caster`s current mana - Affects: The target
Mana removed per 100 moved distance: 5%
Duration: 5/6/7/8
The target loses mana as it moves. - Affects: The target
Drained interval: 0.2
Mana drained per second: 20/40/60/120
Max duration: 5 - Medusa Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Medusa 14 + 1.95 20 + 2.5 19 + - Mystic SnakeAffects: The units it jumps to
Mana drained: 11%/14%/17%/20% of target`s max mana - Affects: The caster
Mana removed: 0.625/0.526/0.455/0.4 per damage taken.
Blocks 60% of incoming damage, draining mana instead. - Affects: The target
Mana burned: 125/175/225
Mana burned as damage: 100% - Affects: The target
Mana burned: 20/30/40
Mana burned as damage: 60% - Affects: The target
Mana burned: 350%/400%/450%/500% of target intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1
Mana burned as damage: 100% - Affects: The target
Mana removed: 12/24/36/48
Hit enemies first lose mana and then get their intelligence stolen. - Outworld Devourer Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Outworld Devourer 19 + 2.6 24 + 2 26 + 2.7 Level - Sanity`s EclipseAffects: All heroes and illusions within range
Mana removed: 40% of heroes and illusions max mana
Effect Radius: 375/475/575
Applies damage first and then the mana loss. - Satyr Mindstealer - Mana BurnAffects: The target
Mana burned: 100
Mana burned as damage: 100% - Affects: The caster
Sets the caster`s mana back to what it was 5 seconds ago, so the reduction varies or might not reduce if the mana was higher 5 seconds ago.
- Diffusal Blade - ManabreakAffects: The target
Mana burned: 50
Mana burned as damage: 80%
Illusions only burn 16/8 (melee/ranged) mana per hit. - Affects: The caster
Mana removed: Up to 150
If the previously gained mana from Sacrifice stays unused, it gets removed again.
Maximum mana affecting abilities
Besides intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1 and raw bonuses from items, there are only very few abilities which can alter a unit`s maximum mana.
This list does not include intelligence affecting sources.
- Max mana bonus: 75/150/225/300
The target`s current mana stays the same, means its current mana percentage does not stay the same. - Max mana bonus: 125/200/275/350
Passively increases Outworld Devourer`s mana pool. - Max mana bonus: Up to 150
If the added 150 mana would exceed the user`s current mana pool, its maximum mana pool is temporarily increased by the exceeding amount.
Mana granting items
Many items grant their owners a mana bonus, increasing their maximum mana when equipped, either by increasing their intelligence, or by just giving them a flat bonus. In either case, the current mana percentage stays the same.
The following items increase a unit`s maximum mana pool. The affects are limited to the item`s owner, which must have the item equipped.
Item | Value | Item cost | Cost per value point |
---|---|---|---|
Aether Lens | 250 | 2350 | 9.4 |
Aghanim`s Scepter | 175 | 4200 | 24 |
Formula
The following formula is used to calculate a hero`s mana points:
- (Intelligence Growth ⃗ (Current Level - 1) → rounded down) + (Base Intelligence) + (Bonus Intelligence) ⃗ 12 = Mana From Intelligence + 50 = Total Mana
Mana Point Regeneration
Mana Point Regeneration, (also known as MP Regen and Mana Regen), is a stat that determines the amount of mana a hero regenerates per second.
Heroes regain mana every second equal to their base rate (0.01 for most heroes), plus 0.04 (1/25) for every point of Intelligence, plus any bonuses from items and skills. Mana Point Regeneration is not capped, however the HUD won`t show any MP Regen over +1000 mana per second.
Mana regen increased by a percentage is base regen + regen from intelligence. Percent bonuses do not increase flat mana regen sources.
Base Mana Point Regeneration
- Techies: 0.02