“ | ▶️ It's a new age of magic!
— Keeper of the Light
|
” |
Mana (also known as MP, which is short for mana points) represents the magic power of a unit. It is used as a cost for the majority of active and even some passive abilities. Every hero has a base mana pool of 80MP, while most non-hero units only have a set mana pool if they have abilities which require mana, with a few exceptions. These values cannot be altered. This means that a hero's maximum mana cannot drop below 80MP.
Because each point of intelligence increases a hero's mana by 12MP, a hero's mana pool scales upwards with their intelligence points. Similarly, because every hero has some measure of intelligence growth per level, all heroes gain more and more mana as they continue to level up. A hero's base intelligence cannot drop below 1; however, it is possible to achieve 0 intelligence with the help of negative bonus intelligence.
- Total hero mana can be defined as
- Base Mana
- + (12 × Intelligence)
- ± Flat Bonus Mana Values
- × % Bonus Current/Max Mana Values
- Base Mana
Display[]
The mana of a unit is displayed in the HUD. For some units, it also may be displayed in the game world.
HUD Mana bar[]
Mana of the selected unit is displayed in the HUD as a blue bar at the bottom of the screen. The left number at the center of the bar is the unit's current mana points and the right number is its maximum mana points. Though not displayed in the HUD, a unit's total mana does use decimal numbers. The visible numbers in the HUD are always rounded up.
The mana regeneration value is visible on mana bars in the HUD of every unit. Though the HUD shows only one decimal for mana regeneration, it uses more decimals. The value in the HUD is rounded up.
Over-head Mana bar[]
The mana bar of heroes and creep-heroes are displayed right above their heads, below their health bar. Even when a creep-hero has no mana pool, a mana bar is still drawn below their health bar above them. Other units do not have an overhead mana bar.
There are no different types of mana bars. They do not have lines like the health bars and do not differ from each other in any way.
Modifying Mana[]
Some heroes, units (neutral creeps and summoned units) and items have abilities that can affect the current and maximum mana pool of units.
Restoring Mana[]
Just like healing health, a unit's current mana can be increased by many abilities, mostly referred to as restoring mana.
Restoring mana cannot increase the unit's mana beyond its maximum mana pool. Certain abilities may restore mana in a burst on a target, restoring an amount of mana in an instance, or restore mana over time, where the amount is split up in multiple instances. The difference between restoring mana and regenerating mana is that restoring is independent from the regeneration ticks. Unlike regeneration, the restore intervals can vary. Restoring mana is not reflected in the regeneration number on the mana bar.
- Bane – Fiend's Grip
- Invoker – E.M.P.
- Io – Tether
- Lua error: Found no Cargo data for "Keeper of the Light - Chakra Magic".
- Lich – Sinister Gaze
- Lion – Mana Drain
- Medusa – Mystic Snake
- Medusa – Cold Blooded
- Night Stalker – Hunter in the Night2b
- Outworld Destroyer – Essence Flux
- Phoenix – Supernova
- Pudge – Meat Hook
- Pugna – Life Drain
- Silencer – Glaives of Wisdom
- Slark – Pounce
- Slark – Essence Shift
- Storm Spirit – Ball Lightning
- Arcane Boots – Replenish Mana
- Arcane Ring – Replenish Mana
- Bloodstone – Bloodpact
- Cheese – Fondue
- Enchanted Mango – Eat Mango
- Eternal Shroud – Shroud
- Guardian Greaves – Mend
- Holy Locket – Energy Charge
- Magic Stick – Energy Charge
- Magic Wand – Energy Charge
- Soul Ring – Sacrifice
- Water Rune – Water
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Removing Mana[]
Most active and some passive abilities need mana in order to be used. This includes item abilities. The mana cost of such are displayed at the bottom left corner of the ability icon in the HUD, and once more inside the ability description in the bottom left corner. Most abilities have a fixed amount of mana cost, but some are dynamic (e.g. based on mana pool, or costing mana over time).
Besides using mana, there are also ways to offensively make units lose mana unvoluntarily. This act may be referred to as burning if it causes damage based on mana removed, draining if the mana is stolen and transferred to another unit, or removed if the mana is simply removed without other effects.
- Bane – Fiend's Grip
- Clockwerk – Power Cogs
- Invoker – E.M.P.
- Leshrac – Pulse Nova
- Lich – Sinister Gaze
- Lion – Mana Drain
- Medusa – Mana Shield
- Nyx Assassin – Vendetta
- Satyr Mindstealer – Mana Burn
- Storm Spirit – Ball Lightning
- Winter Wyvern – Arctic Burn2a
- Witch Doctor – Voodoo Restoration
- Harpy Scout – Take Off
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Setting Mana[]
Besides restoring and removing mana, a unit's mana may also be directly altered by setting it to certain values. Mana altered this way is neither registered as a mana restorement, nor as mana removal, and therefore is ignored by anything that reacts on restored or removed mana. It can never set the mana beyond the unit's maximum mana.
- Fully refills the targeted creep's mana pool upon persuading.
- Temporary Mana Bonus: 10
At the end of the duration, any of the unspent mana gets lost. - Mana Cost per Second: 5%
Removes mana from the caster each second, until returning the Chakram. - Mana Cost per Second: 5%
Removes mana from the caster each second, until returning the Chakram. - Sets the caster's or the target ally's mana back to what it was 5 seconds ago.
Maximum Mana Affecting Abilities[]
Besides intelligence and raw bonuses from items, there are only very few abilities which can alter a unit's maximum mana.
This list does not include intelligence affecting sources.
- Max Mana: -15%
Reduces the max mana of its wielder. - Max Mana: 3%/6%
This item automatically upgrades on the 25th minute mark. - Max Mana Stolen: 16%/18%/20%/22%
Duration: 30/40/50/60
Steals a portion of the target hero's maximum mana for the duration. Does not increase or reduce current mana. - Temporary Mana Bonus: 10
Duration:
If the added mana would exceed the user's current mana pool, its maximum mana pool is temporarily increased by the exceeding amount.
Items[]
Many items grant their owners a mana bonus, increasing their maximum mana when equipped, either by increasing their intelligence, or by just giving them a flat bonus. In either case, the current mana percentage stays the same.
The following items increase a unit's maximum mana pool. The effects are limited to the item's owner, which must have the item equipped.
Items that provide mana bonus by flat amount and intelligence:
Item | Value | Item Cost | Cost/Value Point |
---|---|---|---|
Aghanim's Scepter | 295 | 4200 | 14.24 |
Ethereal Blade | 396 | 5375 | 13.57 |
Eye of Skadi | 514 | 5300 | 10.31 |
Khanda | 296 | 5000 | 16.89 |
Null Talisman 1 | 63 | 505 | 8.02 |
Null Talisman 2 | 126 | 505 | 4.01 |
Phylactery | 284 | 2400 | 8.45 |
Solar Crest | 348 | 2700 | 7.76 |
Values do not include portions from actives or auras. |
These items have a flat mana bonus to the hero who has them equipped.
Item | Value | Item Cost | Cost/Value Point |
---|---|---|---|
Aeon Disk | 300 | 3000 | 10 |
Aether Lens | 300 | 2275 | 7.58 |
Bloodstone | 500 | 4400 | 8.8 |
Ceremonial Robe | 300 | N/A | N/A |
Dandelion Amulet | 300 | N/A | N/A |
Energy Booster | 250 | 800 | 3.2 |
Faded Broach | 150 | N/A | N/A |
Lance of Pursuit | 200 | N/A | N/A |
Lotus Orb | 250 | 3850 | 15.4 |
Octarine Core | 625 | 4800 | 7.68 |
Pavise | 250 | 1400 | 5.6 |
Philosopher's Stone | 200 | N/A | N/A |
Point Booster | 175 | 1200 | 6.86 |
Soul Booster | 425 | 3000 | 7.06 |
Whisper of the Dread | 150 | N/A | N/A |
Values do not include portions from actives or auras. |
These items increase the hero's mana through the intelligence they provide.
Item | Value | Item Cost | Cost/Value Point |
---|---|---|---|
Arcane Blink | 300 | 6800 | 22.67 |
Arcane Ring | 72 | N/A | N/A |
Bloodthorn | 120 | 6625 | 55.21 |
Book of Shadows | 156 | N/A | N/A |
Book of the Dead | 300 | N/A | N/A |
Boots of Bearing | 96 | 4275 | 44.53 |
Bracer 1 | 24 | 505 | 21.04 |
Bracer 2 | 48 | 505 | 10.52 |
Circlet | 24 | 155 | 6.46 |
Crown | 48 | 450 | 9.38 |
Defiant Shell | 84 | N/A | N/A |
Diadem | 72 | 1000 | 13.89 |
Diffusal Blade | 120 | 2500 | 20.83 |
Disperser | 120 | 6100 | 50.83 |
Drum of Endurance | 84 | 1650 | 19.64 |
Eul's Scepter of Divinity | 120 | 2625 | 21.88 |
Force Staff | 120 | 2200 | 18.33 |
Ghost Scepter | 60 | 1500 | 25 |
Gleipnir | 300 | 5450 | 18.17 |
Harpoon | 120 | 4700 | 39.17 |
Helm of the Dominator | 72 | 2625 | 36.46 |
Helm of the Overlord | 252 | 5725 | 22.72 |
Holy Locket | 108 | 2350 | 21.76 |
Hurricane Pike | 180 | 4450 | 24.72 |
Iron Branch | 12 | 50 | 4.17 |
Kaya | 192 | 2100 | 10.94 |
Kaya and Sange | 192 | 4050 | 21.09 |
Linken's Sphere | 192 | 4800 | 25 |
Mage Slayer | 120 | 2825 | 23.54 |
Magic Wand | 36 | 450 | 12.5 |
Manta Style | 120 | 4550 | 37.92 |
Mantle of Intelligence | 36 | 140 | 3.89 |
Meteor Hammer | 288 | 2850 | 9.9 |
Mirror Shield | 120 | N/A | N/A |
Mystic Staff | 300 | 2800 | 9.33 |
Oblivion Staff | 120 | 1625 | 13.54 |
Occult Bracelet | 36 | N/A | N/A |
Orchid Malevolence | 120 | 3275 | 27.29 |
Parasma | 480 | 5975 | 12.45 |
Pig Pole | 60 | N/A | N/A |
Power Treads (Intelligence) | 120 | 1400 | 11.67 |
Robe of the Magi | 72 | 450 | 6.25 |
Rod of Atos | 180 | 2250 | 12.5 |
Scythe of Vyse | 360 | 5200 | 14.44 |
Shiva's Guard | 60 | 5175 | 86.25 |
Specialist's Array | 72 | N/A | N/A |
Spirit Vessel | 72 | 2780 | 38.61 |
Staff of Wizardry | 120 | 1000 | 8.33 |
Ultimate Orb | 180 | 2800 | 15.56 |
Urn of Shadows | 24 | 880 | 36.67 |
Vambrace (Agility) | 24 | N/A | N/A |
Vambrace (Intelligence) | 96 | N/A | N/A |
Vambrace (Strength) | 24 | N/A | N/A |
Veil of Discord | 48 | 1725 | 35.94 |
Wind Waker | 420 | 6825 | 16.25 |
Witch Blade | 144 | 2775 | 19.27 |
Wraith Band 1 | 24 | 505 | 21.04 |
Wraith Band 2 | 48 | 505 | 10.52 |
Yasha and Kaya | 192 | 4000 | 20.83 |
Values do not include portions from actives or auras. |
Talents[]
- Increases the max mana capacity, but keeps the current mana percentage.
- The following values exist:
- 100/125/150/175/200/225/250/275/300/350/400/500/600/700/800/1000
No hero has this talent.
Mana Restore Manipulation[]
Mana restore manipulation refers to any form of amplification and reduction applied to mana restoration. Mana restore manipulations affect every ability listed under mana restoring.
- 1 Requires talent.
- 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Mana Loss Manipulation[]
Several abilities are able to reduce the amount of mana a unit loses. This includes the mana cost of abilities, and mana removed, burned or drained by abilities. Mana Loss Manipulation stacks multiplicatively.
Mana loss manipulation has no effect on mana regeneration, so if the regeneration should have a negative value, mana loss reduction does not affect it.
It does not affect mana changes caused by losing or gaining intelligence. Current mana percentages are kept equal upon gaining or losing intelligence, regardless of mana loss reductions. It also has no effect on mana setting effects.
When an ability has extra effects based on the mana loss, these extra effects are not affected by mana loss reduction. For example, Mana Break abilities deal full damage, despite burning less mana and mana draining effects still restore the same amount, despite their targets losing less mana. However, mana loss reduction is applied before the ability is actually cast, causing for example, Nether Ward to deal reduced damage.
- Mana Loss Reduction: 30%
Duration: 50 - Mana Loss Reduction: 5%
Affects the item owner.
Talents[]
Passive
Self
- Grants the hero mana cost and mana loss reduction.
- Has the following values:
- 8%/9%/11%
The following heroes have a talent that grants them mana loss reduction.
Bonus | Level 10 | Level 15 | Level 20 | Level 25 | ||||
---|---|---|---|---|---|---|---|---|
Left | Right | Left | Right | Left | Right | Left | Right | |
Mana Reduction |
On-restore Effects[]
Similar to how some abilities react on a unit getting damaged, some abilities react on a unit getting mana restored, or on a unit regenerating mana. Only mana gain that is classified as a mana restoring, and mana regeneration trigger on-restore effects. Mana gained in other means (e.g. getting mana set) does not trigger it.
Besides mana restore amplifications, the following abilities react on restoring and regeneration.
Abilities Modified by Mana[]
These abilities have effects that are based on maximum mana.
Besides illusions, whose current health and mana depend on the current health and mana of the unit they are based on, the following abilities have effects that are based on current mana.
These abilities have other mana-based effects as well.
- Damage per Missing Mana: 0.8/0.95/1.1
Deals damage to the target and in an area around it based on how much mana the target is missing.
Mana Regeneration[]
Mana Regeneration determines the amount of mana a unit regains each second. It is shown as a small number with a +
sign at the right side of the unit's mana bar.
Recent Changes[]
- Mana cost reduction now stacks multiplicatively.
- Fixed mana restore manipulation and mana regen manipulation, to not allow negative mana restore and mana regeneration.
- Heroes can now have non-standard base mana regeneration values.