Mana

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To read about the lore of mana, see Mana (Lore). For other uses, see Mana (Disambiguation)
▶️ Out of mana!
▶️ 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 75MP, 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 75MP.

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
    • × % Bonus Current/Max Mana Values

Display[edit]

Blue bar shows mana. Right number is mana regeneration.

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[edit]

The mana bars of enemy heroes and creep-heroes are not visible above their head.

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[edit]

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[edit]

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[edit]

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.

1 Requires TalentsTalents talent.
2a Requires Aghanim's Scepter.
2b Requires Aghanim's Shard.

Removing Mana[edit]

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.

1 Requires TalentsTalents talent.
2a Requires Aghanim's Scepter.
2b Requires Aghanim's Shard.

Setting Mana[edit]

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.

Mana Setting Sources
  • 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:
    Removes mana from the caster each second, until returning the Chakram.
  • Mana Cost per Second:
    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[edit]

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 Altering Sources
  • [[File:|64px|text-top|link=Eye of the Vizier#]]
    Max Mana: -15%
    Reduces the max mana of its wielder.
  • [[File:|64px|text-top|link=Null Talisman#]]
    Max Mana: 3%
    This item automatically upgrades on the 25th minute mark.
  • Max Mana Stolen: 1.75/2.5/3.25/4
    Duration:
    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[edit]

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:

Flat-Rate & Intelligence Mana
Item Value Item Cost Cost/Value Point
Aghanim's Scepter 295 4200 Gold 14.24 Gold
Ethereal Blade 396 5375 Gold 13.57 Gold
Eye of Skadi 514 5300 Gold 10.31 Gold
Khanda 296 5100 Gold 17.23 Gold
Null Talisman Expression error: Unexpected < operator. 505 Gold Expression error: Unexpected < operator. Gold
Phylactery 284 2600 Gold 9.15 Gold
Solar Crest 348 2600 Gold 7.47 Gold
Values do not include portions from actives or auras.

These items have a flat mana bonus to the hero who has them equipped.

Flat-Rate Mana
Item Value Item Cost Cost/Value Point
Aeon Disk 300 3000 Gold 10 Gold
Aether Lens 300 2275 Gold 7.58 Gold
Bloodstone 450 4400 Gold 9.78 Gold
Ceremonial Robe 300 N/A N/A
Dandelion Amulet 300 N/A N/A
Energy Booster 250 800 Gold 3.2 Gold
Faded Broach 150 N/A N/A
Lance of Pursuit 200 N/A N/A
Lotus Orb 250 3850 Gold 15.4 Gold
Octarine Core 500 4800 Gold 9.6 Gold
Pavise 250 1400 Gold 5.6 Gold
Philosopher's Stone 200 N/A N/A
Point Booster 175 1200 Gold 6.86 Gold
Soul Booster 425 3000 Gold 7.06 Gold
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.

Intelligence Mana
Item Value Item Cost Cost/Value Point
Arcane Blink 300 6800 Gold 22.67 Gold
Arcane Ring 72 N/A N/A
Bloodthorn 120 6625 Gold 55.21 Gold
Book of Shadows 156 N/A N/A
Book of the Dead 300 N/A N/A
Boots of Bearing 96 4275 Gold 44.53 Gold
Bracer 24 505 Gold 21.04 Gold
Circlet 24 155 Gold 6.46 Gold
Crown 48 450 Gold 9.38 Gold
Defiant Shell 84 N/A N/A
Diadem 72 1000 Gold 13.89 Gold
Diffusal Blade 120 2500 Gold 20.83 Gold
Disperser 120 6100 Gold 50.83 Gold
Drum of Endurance 84 1650 Gold 19.64 Gold
Eul's Scepter of Divinity 120 2625 Gold 21.88 Gold
Force Staff 120 2200 Gold 18.33 Gold
Ghost Scepter 60 1500 Gold 25 Gold
Gleipnir 300 5750 Gold 19.17 Gold
Harpoon 120 4700 Gold 39.17 Gold
Helm of the Dominator 72 2625 Gold 36.46 Gold
Helm of the Overlord 252 5725 Gold 22.72 Gold
Holy Locket 108 2250 Gold 20.83 Gold
Hurricane Pike 180 4450 Gold 24.72 Gold
Iron Branch 12 50 Gold 4.17 Gold
Kaya 192 2100 Gold 10.94 Gold
Kaya and Sange 192 4200 Gold 21.88 Gold
Linken's Sphere 192 4800 Gold 25 Gold
Mage Slayer 120 2825 Gold 23.54 Gold
Magic Wand 36 450 Gold 12.5 Gold
Manta Style 120 4650 Gold 38.75 Gold
Mantle of Intelligence 36 140 Gold 3.89 Gold
Meteor Hammer 288 2850 Gold 9.9 Gold
Mirror Shield 120 N/A N/A
Mystic Staff 300 2800 Gold 9.33 Gold
Oblivion Staff 120 1625 Gold 13.54 Gold
Occult Bracelet 36 N/A N/A
Orchid Malevolence 120 3275 Gold 27.29 Gold
Parasma 480 5975 Gold 12.45 Gold
Pig Pole 60 N/A N/A
Power Treads (Intelligence) 120 1400 Gold 11.67 Gold
Robe of the Magi 72 450 Gold 6.25 Gold
Rod of Atos 180 2250 Gold 12.5 Gold
Scythe of Vyse 360 5200 Gold 14.44 Gold
Shiva's Guard 60 5175 Gold 86.25 Gold
Specialist's Array 72 N/A N/A
Staff of Wizardry 120 1000 Gold 8.33 Gold
Ultimate Orb 180 2800 Gold 15.56 Gold
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 Gold 35.94 Gold
Wind Waker 420 6825 Gold 16.25 Gold
Witch Blade 144 2775 Gold 19.27 Gold
Wraith Band 24 505 Gold 21.04 Gold
Yasha and Kaya 192 4200 Gold 21.88 Gold
Values do not include portions from actives or auras.

Talents[edit]

Mana
Ability
Passive
Affects
Self
There is no description for this ability.
Mana Bonus: Varies
NOTES
 
6096, 5904, 5905, 6067, 6094, 6504, 6006, 438, 5990, 6254, 6321, 6185, 6382, 7059, 6816, 6686

special_bonus_mp_100/125/150/175/200/225/250/275/300/350/400/500/600/700/800/1000
  • 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


The following heroes have a TalentsTalents talent that grants them a flat mana bonus.

Bonus Level 10 Level 15 Level 20 Level 25
Left Right Left Right Left Right Left Right
Mana
  • +250

Mana Restore Manipulation[edit]

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.

Mana Restore Manipulation Sources
1 Requires TalentsTalents talent.
2a Requires Aghanim's Scepter.
2b Requires Aghanim's Shard.

Mana Loss Manipulation[edit]

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 Manipulation Sources

Talents[edit]

Manacost/Manaloss Reduction
Ability
Passive
Affects
Self
There is no description for this ability.
Mana Loss Reduction: Varies
NOTES
 
800, 8018, 440

special_bonus_mana_reduction_8/9/11
  • Grants the hero mana cost and mana loss reduction.
  • Has the following values:
    • 8%/9%/11%


The following heroes have a TalentsTalents 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
  • +8%

On-restore Effects[edit]

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.

  • Restores the tethered ally's mana by a percentage of restorement and regeneration the caster receives, whenever the caster gets restored or regenerates mana.

Abilities Modified by Mana[edit]

These abilities have effects that are based on maximum mana.

2a Requires Aghanim's Scepter.
2b Requires Aghanim's Shard.


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.

Abilities Based On Current Mana


These abilities have other mana-based effects as well.

Other Abilities with Mana-based Effects
  • Damage per Missing Mana: 0.3
    Deals damage to the target and in an area around it based on how much mana the target is missing.
  • Mana Difference Damage Multiplier: (TalentsTalents )
    Deals damage to everyone within the area based on the mana difference between the caster and the hit enemy heroes.
  • Damage per Used Mana: (TalentsTalents
    Bonus Mana: 98%)
    Deals damage to any nearby enemy that dares to spend mana in any way.

Mana Regeneration[edit]

Main Article: 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[edit]

Main Article: Mana/Changelogs
Description
7.31b
(2022-02-28)
7.26a
(2020-04-21)
7.22
(2019-05-24)
  • Heroes can now have non-standard base mana regeneration values.