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.
Champions who use energy as their resource:, , , and
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.
- 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.
- For the mastery, see .
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).
- 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 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 abilities, which share his abilities' cooldowns. After either or upon casting an ability, Gnar transforms into for 15 seconds while his Fury depletes. Once his Fury is exhausted, Gnar reverts into Mini Gnar, retaining the same health percentage, and becomes out for , during which he cannot gain Fury. to an alternate set of
- Rek'Sai generates Fury every time she lands a basic attack, , or , 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 heal herself, up to a maximum of over 5 seconds if she burrowed at 100 Fury. This stops once Rek'Sai consumes all of her Fury or returns to full health. , she expends 20% of her accumulated Fury every second to
- 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. : Rek'Sai bites the target enemy, dealing
- Renekton generates Fury with his basic attacks and abilities. His ultimate, , 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 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.
- 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 , but activation does not instantly consume all her Fury, instead, it slowly decays until she returns to human form at 0 Fury.
- Tryndamere gains Fury each time he lands a basic attack, doubled on critical strikes. He also generates Fury for each enemy hit with , each time he kills an enemy, and when under the effect of . 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.
- heals himself, consuming all Fury. Each Fury he currently has increases the heal. : Tryndamere
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
- 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 +
- (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.
passively enhances : each enemy champion hit by will heal for 25 / 35 / 45 / 55 / 65 +
- 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
- (25% AP).
is cost-free, and heals for 15 / 25 / 35 / 45 / 55 +
- 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%.
- 4% of his maximum health for each chunk collected. passively creates chunks when casting abilities, picking up these chunks will restore
- 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: 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.
- 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. 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
- Aatrox also gains bonus attack speed based on the contents of his current Blood Well, regardless of whether the revival effect is available.
- Each cast of generates Bloodthirst over its cooldown, which is displayed in his secondary resource bar.
- At 2 stacks, Vladimir gains for 2.5 seconds and 10% bonus movement speed for 0.5 seconds.
- doubles damage and heals, reduced to 50% against minions.
- Kled is accompanied by his semi-trusty mount, Skaarl. Depending of whether Kled is or from Skaarl, his set of abilities is altered.
- Whenever Kled get he gains the ability to restore Skaarl's to 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 . fully restores Skaarl's Courage and health. If reuniting outside of base Skaarl gains Frayed Nerves, and a Kled will not be able to restore Skaarl's Courage for a brief period of time. % of his health
- Yasuo generates Flow when he travels by any means, requiring a total of 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.
- 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, 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:
- health) (uses
- (has abilities without cost)
- (has abilities without cost)
- (has abilities without cost)
- health) (uses
, and and are the only non-resource or alternative gating mechanics that is displayed in the resource bar.
- It is currently being considered to have  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.
- 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.