A champion that is manaless does not use nor benefit from mana or mana regeneration. To date, there are 21 champions that do not use mana.
Of the champions the do not use mana, some utilize an alternative resource to cast their abilities.
These champions use health as their casting resource.
These champions use energy as their casting resource.
The remaining manaless champions have no costs related to their abilities.
Alternative Gating Mechanics
In place of or acting as a resource, there are a number of alternative mechanics that gate the availability of a champion's abilities.
Health
- Main article: Health
Champions who use their own health as their resource:
These champions use their own health to cast some — or all — of their abilities. Champions can never kill themselves due to ability casting, as their abilities become free at critical levels of health. While these champions can cast their abilities more freely than most, their disadvantage is that frequent ability usage will bring them closer to death. With the exception of , the ultimate abilities of health-using champions are free of any cost; only gated by cooldown.
It's worth noting that all of these champions have at least one ability capable of restoring their health:
- (25% bonus AD) health on every 3rd basic attack. This amount is tripled while is below 50% of his maximum health. passively restores 20 / 25 / 30 / 35 / 40 +
- 0.3% of his maximum health each second.
- costs 50 / 60 / 70 / 80 / 90 health to cast, but heals for 25 / 30 / 35 / 40 / 45 health if it hits an enemy, and 50 / 60 / 70 / 80 / 90 health if it kills an enemy.
- 20% of current health to cast, but restores 40 / 50 / 60% of his maximum health over 12 seconds. costs
passively restores - 24 / 29 / 34% (+ 4% per 100 AP) of target's maximum health in a period of 10 seconds: half that amount instantly and the other half over 10 seconds. is cost-free and heals for
- mana, and grants 9 / 12 / 15 / 18 / 21% life steal and 0.5% enhanced healing from all sources for every 1% of his missing health for 6 seconds.
- (12% AD) health to cast, but this health cost is refunded if the ability kills the target. costs 21 / 34.5 / 48 / 61.5 / 75 +
costs - (40% AP), increased by 1% for every 1% of her missing health up to 50 / 70 / 90 / 110 / 130 + (80% AP) for every enemy champion hit.
- mana and heals for 150 / 250 / 350 + (55% AP), increased by 50% on allied champions who are below 40% of their maximum health up to 225 / 375 / 525 + (82.5% AP). costs
passively enhances : each enemy champion hit by will heal for 25 / 35 / 45 / 55 / 65 + - (25% AP).
- 20% of current health to cast, but heals for 15% of the damage done (80 / 135 / 190 / 245 / 300 + (15% bonus health) over 2 seconds). costs
- costs 30 / 40 / 50 / 60 / 70 health to cast, but increases self-healing, health regen, and spell vamp effectiveness by 4 / 5 / 6 / 7 / 8% for 10 seconds stacking up 4 times, up to 16 / 20 / 24 / 28 / 32%.
is cost-free, and heals for 15 / 25 / 35 / 45 / 55 + - 4% of his maximum health for each chunk collected. passively creates chunks when casting abilties, picking up these chunks will restore
Energy
- Main article: Energy
Champions who use energy as their resource:
, , , andEnergy champions use an alternative to mana for spending on abilities. Having a maximum of 200 energy 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 an extended period of time. The main disadvantage of energy is that its small capacity restricts the rapid usage of multiple spells in a short period of time. The energy resource bar is colored yellow.
Ferocity
- Main article: Rengar
Unique to white. Upon reaching 5 Ferocity, the sections are colored orange.
, Ferocity is generated whenever Rengar lands an ability or passively after . Rengar can have up to 5 Ferocity, and having maximum Ferocity allows Rengar to use one of his empowered abilities. Rengar's resource bar is divided into 5 sections that appear as he gains 5 Ferocity. While Rengar has between 1 and 4 Ferocity, the sections are coloredFury
Template:For Fury behaves uniquely on each champion that utilizes it. The only consistent features are that each champion can generate fury on-hit or with their ultimates, the limit is 100 and the resource bar is colored red.
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- Main article: Rek'Sai
- While , Rek'Sai will restore health every second at the expense of 20% of her current Fury, based on the amount of Fury expended. Rek'Sai will restore a maximum of (25 × level) health over 5 seconds if she burrowed at 100 Fury. Additionally, Rek'Sai's next attack or damaging ability after will grant 15 bonus Fury. While Unburrowed, Rek'Sai generates 5 Fury whenever she damages an enemy which goes up to 100 Fury and will decay at a rate of 20 Fury per second if she has not gained any in the last ~5 seconds.
- physical damage that is increased by 1% for every 1% of her current Fury. If Rek'Sai has full Fury, Furious Bite will deal true damage instead. : Rek'Sai bites her target, dealing
- Main article: Renekton
- Renekton's Fury is generated whenever he attacks an enemy, per enemy hit by and passively during . If Renekton has 50 or more Fury, his next ability will be empowered at the cost of 50 Fury. Renekton's Fury will begin to deplete if he has not been in combat for 12 seconds. Due to Renekton's fury generation is boosted by 50% when he is under half health.
- Main article: Shyvana
- Shyvana does not have access to Fury until she has ranked , and she gains a full fury bar (100) once she does for the first time. Shyvana's Fury does not decay and generates passively and whenever she attacks an enemy. 100 Fury is required to activate , but activation does not instantly consume all her Fury - instead, it depletes slowly until it runs out. Shyvana can still generate Fury with her basic attacks while it is depleting.
- Main article: Tryndamere
- Tryndamere's Fury is not required to activate any of his abilities, but grants him bonus critical strike chance based on his current Fury and activating will consume his current Fury to empower its healing effect. Tryndamere generates Fury whenever he damages an enemy with his basic attacks or abilities, whenever he kills a unit and when he activates his ultimate, . Tryndamere's Fury will begin to deplete if he has not been in combat for 8 seconds.
Heat
- Main article: Rumble
Unique to
, Heat is generated whenever he casts one of his basic abilities. Heat rapidly depletes if Rumble has not cast an ability in the last 4 seconds. Rumble gains different effects depending on his current Heat. Heat is displayed in Rumble's secondary resource bar, and is colored differently depending on the current amount.- Normal – 0 – 49 HEAT: No effect.
- Danger Zone – 50 - 99 HEAT: Rumble's basic abilities temporarily have enhanced effects.
- Overheating – 100 HEAT: is silenced and his basic attacks deal additional damage until his heat reaches 0. Visually 's mech is colored bright red and you can hear his cries of discomfort due to the heat.
Rage
- Main article: Gnar
Unique to
, will generate Rage whenever he deals damage to any source or takes damage from an enemy champion, plus additional Rage over 3 seconds. If Gnar has not dealt or received damage after 13 seconds, his Rage will start to decay. Rage generation from combat with minions is reduced. The over-time Rage generation cannot exceed 99 Rage from combat with minions if Gnar kills the minion.When Gnar reaches 100 Rage, he gains access to an alternate set of abilities. After either 5 seconds or upon casting an ability,
will transform into for 15 seconds while his Rage depletes. Once his Rage is exhausted, he will turn back into Mini Gnar and cannot gain Rage again for 13 seconds.Other uses of the Secondary Bar
Some champions use the secondary bar to display some ability effects to track them better.
Blood Well
- Main article: Aatrox
Unique to red or white depending on whether or not the effect is available. Aatrox fills the Blood Well by casting his abilities, with 100% of the health cost being stored in the Blood Well. The Blood Well slowly depletes if Aatrox has not taken or dealt damage recently.
, acts as a health reserve should Aatrox take lethal damage - reviving him with an amount of health equal to the Blood Well's contents plus a base amount. The revival effect has a cooldown, and the current amount in the reserve is coloredAatrox also gains bonus attack speed based on the contents of his current Blood Well, regardless of whether the revival effect is available.
Iron Man
- Main article: Mordekaiser
Unique to absorption shield that is generated by the damage he deals with his abilities. The resource bar is colored white.
, acts as a temporary, decaying,Flow
- Main article: Yasuo
Unique to
, Flow is generated by movement, dashing and teleporting, requiring a total of 4000 traveled units to be fully filled. Maximum Flow is required to use .Flow is represented in Yasuo's resource bar and is colored grey while charging, and white once full to indicate it's a shield (as with ).
: Should take damage from a champion or jungle monster his Flow will will turn into a shield for 1.5 seconds, after which- if it has not been broken- it fully depletes.
Crimson Rush Charges
keeps track of his stacks gained from using . At 2 stacks, his next cast gains .
Champions without Secondary Bar
This is the list of all champions without a secondary resource bar:
- health) (uses
- (has abilities without cost)
- (has abilities without cost)
- (has abilities without cost)
- health) (uses
Trivia
- It is currently being considered to have [1] If this change passes, similar changes may also be applied to similar mechanics (such as ). charges displayed in the resource bar, in a visually similar manner to Rengar's Ferocity.
, and and are the only non-resource or alternative gating mechanics that is displayed in the resource bar.
- When the mechanic was unique to Renekton, Fury was known as "Rage".
- When was first released, she was not technically classified as manaless - she simply had 0 (+0) base mana and 0 (+0) base mana regeneration. She could purchase mana and it would be represented in her resource bar - allowing her to use and benefit from items such as and . This was hotfixed shortly after.