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A champion that is manaless does not use nor benefit from mana or mana regeneration. To date, there are 22 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.

Energy

Champions who use energy as their resource: Akali Akali, Kennen Kennen, Lee Sin Lee Sin, Shen Shen and Zed Zed

Energy champions use an alternative to mana for spending on abilities. Having a maximum of 200 energy (except for Shen with 400 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

Rengar Rengar
  • Rengar generates 1 Ferocity whenever he casts a basic ability. Upon reaching 4 Ferocity, his next basic ability is empowered, can be cast independently of its basic version's cooldown, incurs no cooldown of its own and consumes all of his Ferocity.
  • While Rengar has between 1 and 3 Ferocity, the sections are colored white. Upon reaching 4 Ferocity, the sections are colored orange.

Fury

For the mastery, see Fury mastery 2016.png Fury (Season 2016 Mastery).

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 abilities, the limit is 100 and the resource bar is colored red (not necessarily all the time).

Gnar Gnar
  • While in Mini Gnar form, Gnar generates Fury over 3 seconds upon dealing or receiving damage. Also every time he damages at least one enemy with a basic attack or Boomerang Throw.png Boomerang Throw he generates Fury, quadrupled amount against champions. Gnar's Fury decays if he has not dealt or received damage in the last 13 seconds.
  • When Mini Gnar reaches 100 Fury, he gains Enraged.png access to an alternate set of abilities, which share his abilities' cooldowns. After either 5 seconds or upon casting an ability, Gnar transforms into Mega Gnar.png Mega Gnar for 15 seconds while his Fury depletes. Once his Fury is exhausted, Gnar reverts into Mini Gnar, retaining the same health percentage, and becomes Tired.png Tired out for 15 seconds, during which he cannot gain Fury.
Rek'Sai Rek'Sai
  • Rek'Sai generates Fury every time she lands a basic attack, Queen's Wrath.png Queen's Wrath, Unburrow.png Unburrow or Furious Bite.png Furious Bite, plus additional Fury per enemy hit beyond the first. Rek'Sai loses 20 Fury per seconds if she has not gained any in the last 5 seconds.
  • As long as Rek'Sai remains Burrow.png burrowed, she expends 20% of her accumulated Fury every second to heal herself, up to a maximum of 25 - 450 (based on level) over 5 seconds if she burrowed at 100 Fury. This stops once Rek'Sai consumes all of her Fury or returns to full health.
  • Furious Bite.png Furious Bite: Rek'Sai bites the target enemy, dealing physical damage that is increased by 1% for every point of current Fury. If Rek'Sai has full Fury, Furious Bite deals true damage instead.
Renekton Renekton
  • Renekton generates Fury with his basic attacks and abilities. His ultimate, Dominus.png Dominus, also generates Fury over time for 15 seconds. He loses 4 Fury per second if he hasn't dealt or received damage in the last 12 seconds.
  • At 50 or more Fury, his next basic ability consumes 50 Fury to enhance its effects, though generating no Fury in the process.
  • Renekton gains 50% more Fury from all sources while below half health.
Shyvana 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.
  • While in human form, Shyvana passively generates Fury every second. In both forms, her basic attacks also generate Fury. Shyvana's Fury does not decay in human form.
  • 100 Fury is required to activate Dragon's Descent.png Dragon's Descent, but activation does not instantly consume all her Fury, instead, it slowly decays until she returns to human form at 0 Fury.
Tryndamere Tryndamere
  • Tryndamere gains Fury each time he lands a basic attack, doubled on critical strikes. He also generates Fury for each enemy hit with Spinning Slash.png Spinning Slash, each time he kills an enemy, and when under the effect of Undying Rage.png Undying Rage. After not dealing or receiving damage for 8 seconds, Tryndamere loses Fury each second.
  • Tryndamere gains 0.35% critical strike chance per point of Fury he currently has, up to a maximum of 35% critical strike chance.
  • Bloodlust.png Bloodlust: Tryndamere heals himself, consuming all Fury. Each Fury he currently has increases the heal.

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 Dr. Mundo 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:

  • Aatrox Aatrox's Blood Thirst.png Blood Thirst passively restores 20 / 25 / 30 / 35 / 40 + (25% bonus AD) health on every 3rd basic attack. This amount is tripled while Aatrox Aatrox is below 50% of his maximum health.
  • Dr. Mundo Dr. Mundo's Adrenaline Rush.png Adrenaline Rush passively restores 0.3% of his maximum health each second.
    • Dr. Mundo Dr. Mundo's Infected Cleaver.png Infected Cleaver 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.
    • Dr. Mundo Dr. Mundo's Sadism.png Sadism costs 20% of current health to cast, but restores 40 / 50 / 60% of his maximum health over 12 seconds.
  • Mordekaiser Mordekaiser's Children of the Grave.png Children of the Grave is cost-free and heals for 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.
  • Olaf Olaf's Vicious Strikes.png Vicious Strikes costs 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.
    • Olaf Olaf's Reckless Swing.png Reckless Swing costs 21 / 34.5 / 48 / 61.5 / 75 + (12% AD) health to cast, but this health cost is refunded if the ability kills the target.
  • Soraka Soraka's Astral Infusion.png Astral Infusion passively enhances Starcall.png Starcall: each enemy champion hit by Starcall.png Starcall will heal for 25 / 35 / 45 / 55 / 65 + (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.
    • Soraka Soraka's Wish.png Wish costs 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).
  • Vladimir Vladimir's Transfusion.png Transfusion is cost-free, and heals for 15 / 25 / 35 / 45 / 55 + (25% AP).
    • Vladimir Vladimir's Sanguine Pool.png Sanguine Pool costs 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).
    • Vladimir Vladimir's Tides of Blood.png Tides of Blood 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%.
  • Zac Zac's Cell Division.png Cell Division passively creates chunks when casting abilities, picking up these chunks will restore 4% of his maximum health for each chunk collected.

Heat

Rumble 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.
    • Junkyard Titan Normal: 0 – 49 HEAT: No effect.
    • Junkyard Titan 2 Danger Zone: 50 – 99 HEAT: Rumble's basic abilities temporarily have enhanced effects.
    • Junkyard Titan 3 Overheating: 100 HEAT: Rumble is silenced and his basic attacks deal additional damage until his heat reaches 0. Visually Rumble's mech is colored bright red and you can hear his cries of discomfort due to the heat.

Other uses of the secondary bar

Some champions use the secondary bar to display some ability effects to track them better.

Blood

Aatrox Aatrox
  • Blood Well.png Blood Well acts as a health reserve used when Aatrox takes 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 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.

Bloodthirst

Vladimir Vladimir
  • Each cast of Transfusion.png Transfusion generates Bloodthirst over its cooldown, which is displayed in his secondary resource bar.
  • At 2 stacks, Vladimir gains Crimson Rush.png Crimson Rush for 2.5 seconds and 10% bonus movement speed for 0.5 seconds.
  • Crimson Rush.png Crimson Rush doubles Transfusion.png Transfusion's damage and heals, reduced to 50% against minions.

Courage

Kled Kled
  • Kled is accompanied by his semi-trusty mount, Skaarl. Depending of whether Kled is Skaarl the Cowardly Lizard.png mounted or Skaarl the Cowardly Lizard 2.png dismounted from Skaarl, his set of abilities is altered.
  • Whenever Kled get Skaarl the Cowardly Lizard 2.png dismounted he gains the ability to restore Skaarl's Skaarl the Cowardly Lizard 3.png Courage to Skaarl the Cowardly Lizard.png reunite again, which is displayed in Kled's resource bar.
  • Kled restores Courage on takedowns and for dealing damage. At 100 Courage, Skaarl returns to the fight with 50 / 60 / 70 / 80% of his health. Recall.png Returning to the base fully restores Skaarl's Courage and health. If reuniting outside of base Skaarl gains Frayed Nerves, and a Skaarl the Cowardly Lizard 2.png dismounted Kled will not be able to restore Skaarl's Courage for a brief period of time.

Flow

Yasuo Yasuo
  • Yasuo generates Flow when he travels by any means, requiring a total of 5900 / 5200 / 4600 units travelled to obtain maximum Flow.
  • At maximum Flow, the next instance of champion or monster damage against Yasuo consumes all of his Flow and shields him for up to 1 second.
  • Flow is represented in Yasuo's resource bar and is colored grey while charging, and white once full to indicate it's a shield.

Shield

Mordekaiser Mordekaiser
  • Mordekaiser shields himself for 25% of the damage dealt by his abilities, halved against enemy minion and capped at 25% maximum health.
  • After a 1.5 seconds delay, Iron Man.png Iron Man's shield decays each second.
  • The resource bar is colored white.

Champions without secondary bar

This is the list of all champions without a secondary resource bar:

  • Dr. Mundo Dr. Mundo (uses health)
  • Garen Garen (has abilities without cost)
  • Katarina Katarina (has abilities without cost)
  • Riven Riven (has abilities without cost)
  • Zac Zac (uses health)

Trivia

  • Mordekaiser Mordekaiser's Iron Man.png Iron Man, Yasuo Yasuo's Flow and Aatrox 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 Riven 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, Tryndamere Tryndamere, Shyvana Shyvana and Renekton Renekton's resources were described as Battle Fury, Dragon Fury and Rage, respectively.[2]
    • Gnar's Fury is listed within the game files as "Tantrum".
  • When Riven 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

Start a Discussion Discussions about Manaless

  • Mordekaiser's Shield Bar

    6 messages
    • 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 Mo...
    • I main Morde and I think the shield bar is OK if it displays the shield like the health. I mean for example:1000 shield=A bar with 10 segmen...

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