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Manaless

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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

Champions who use their own health as their resource: AatroxSquare.png Aatrox, DrMundoSquare.png Dr. Mundo, MordekaiserSquare.png Mordekaiser, OlafSquare.png Olaf, SorakaSquare.png Soraka, VladimirSquare.png Vladimir and ZacSquare.png Zac.

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 DrMundoSquare.png Dr. Mundo's Sadism.png Sadism, 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.

Energy

Champions who use energy as their resource: AkaliSquare.png Akali, KennenSquare.png Kennen, LeeSinSquare.png Lee Sin, ShenSquare.png Shen and ZedSquare.png Zed

Energy 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

Unique to RengarSquare.png Rengar, Ferocity is generated whenever Rengar lands an ability or passively after Thrill of the Hunt.png Thrill of the Hunt. 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 colored white. Upon reaching 5 Ferocity, the sections are colored orange.

Fury

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, and the resource bar is colored red.

Rek'SaiSquare.png Rek'Sai

While Burrow.png burrowed, 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 Unburrow.png unburrowing 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.
Furious Bite.png Furious Bite: Rek'Sai bites her target, dealing 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.

RenektonSquare.png Renekton

Renekton's Fury is generated whenever he attacks an enemy, per enemy hit by Cull the Meek.png Cull the Meek and passively during Dominus.png Dominus. 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 Reign of Anger.png Reign of Anger Renekton's fury generation is boosted by 50% when he is under half health.

ShyvanaSquare.png Shyvana

Shyvana does not have access to Fury until she has ranked Dragon's Descent.png Dragon's Descent, 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 Dragon's Descent.png Dragon's Descent, 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.

TryndamereSquare.png Tryndamere

Tryndamere's Fury is not required to activate any of his abilities, but Battle Fury.png Battle Fury grants him bonus critical strike chance based on his current Fury and activating Bloodlust.png Bloodlust 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,Undying Rage.png Undying Rage . Tryndamere's Fury will begin to deplete if he has not been in combat for 8 seconds.

Heat

Unique to RumbleSquare.png Rumble, 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.

  • 0 – 49 heat — No effect.
  • 50 – 99 heatDanger Zone. RumbleSquare.png Rumble's abilities gain additional effects.
  • 100 heatOverheat. RumbleSquare.png Rumble is silenced and his basic attacks deal additional damage until his heat reaches 0. Visually RumbleSquare.png Rumble's mech is colored bright red and you can hear his cries of discomfort due to the heat.

Rage

Unique to GnarSquare.png Gnar, GnarSquare.png Mini Gnar 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, GnarSquare.png Mini Gnar will transform into  Mega GnarSquare.png Mega Gnar 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

Unique to AatroxSquare.png Aatrox, Blood Well.png Blood Well 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 colored 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.

Aatrox also gains bonus attack speed based on the contents of his current Blood Well, regardless of whether the revival effect is available.

Iron Man

Unique to MordekaiserSquare.png Mordekaiser, Iron Man.png Iron Man acts as a temporary, decaying, absorption shield that is generated by the damage he deals with his abilities. The resource bar is colored white.

Flow

Unique to YasuoSquare.png Yasuo, 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 Way of the Wanderer.png Resolve.

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 MordekaiserSquare.png Mordekaiser's Iron Man.png Iron Man).

Way of the Wanderer.png Resolve: Should YasuoSquare.png Yasuo 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.

Trivia

  • MordekaiserSquare.png Mordekaiser's Iron Man.png Iron Man, YasuoSquare.png Yasuo's Flow and AatroxSquare.png Aatrox's Blood Well.png Blood Well and are the only non-resource or alternative gating mechanics that is displayed in the resource bar.
    • It is currently being considered to have RivenSquare.png Riven's Runic Blade.png Runic Blade charges displayed in the resource bar, in a visually similar manner to Rengar's Ferocity. [1] If this change passes, similar changes may also be applied to similar mechanics (such as Tides of Blood.png Tides of Blood).
  • When the mechanic was unique to Renekton, Fury was known as "Rage".
    • When HUD animations were first revealed on the PBE, TryndamereSquare.png Tryndamere, ShyvanaSquare.png Shyvana and RenektonSquare.png Renekton's resources were described as Battle Fury, Dragon Fury and Rage, respectively. [2]
  • When RivenSquare.png Riven 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 Manamune item.png Manamune and Archangel's Staff item.png Archangel's Staff. This was hotfixed shortly after.

References

  1. RicklessAbandon commenting on Riven's Runic Blade
  2. Battle Fury, Dragon Fury and Rage.

Start a Discussion Discussions about Manaless

  • Mordekaiser's Shield Bar

    5 messages
    • Idk, that seems viable. Tell RIot about it!
    • You're right. A player not being able to immediately guauge how much shield he has is fairly crippling for them. Still, I enjoy being Morde...

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