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.
EnergyChampions 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.
- For the 2016-2017 mastery tree, see Ferocity Mastery Tree (2016).
- Rengar generates 1 Ferocity whenever he casts a basic ability or leaps while having 0 Ferocity. 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 and gives him a movement speed boost.
- While Rengar has between 1 and 3 Ferocity, the sections are colored white. Upon reaching 4 Ferocity, the sections are colored orange.
Fury, Rage and Courage behave uniquely on each champion that utilizes it. The only consistent features are that each champion can generate that 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 Rage over 3 seconds upon dealing or receiving damage. Also every time he damages at least one enemy with a basic attack or he generates Rage, quadrupled amount against champions. Gnar's Rage decays if he has not dealt or received damage in the last 13 seconds.
- When Mini Gnar reaches 100 Rage, he gains abilities, which share his abilities' cooldowns. After either or upon casting an ability, Gnar transforms into for 15 seconds while his Rage depletes. Once his Rage is exhausted, Gnar reverts into Mini Gnar, retaining the same health percentage, and becomes for , during which he cannot gain Rage. to an alternate set of
- Kled is accompanied by his semi-trusty mount, Skaarl. Depending on 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
- Rek'Sai generates 25 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 3 seconds if she burrowed at 100 Fury. This stops once Rek'Sai consumes all of her Fury or returns to healthfull health. , she expends 20% of her accumulated Fury every second to
- : If Rek'Sai has full Fury, Furious Bite does double damage and is dealt as true damage instead.
- 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 activating . 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
HealthChampions 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. Exception is which can't be cast if he lacks the mana or health for the costs. 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 besidehave at least one ability capable of restoring their health:
- , , and
- 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.
- 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.
- 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 35% against minions.
- 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.
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
- It was once considered to have  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.