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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 75, while most non-heroes only have a set mana pool if they have abilities which require mana, with a few exceptions. The mana values are set and can't be altered. This means a unit's maximum mana pool can never drop below its set value. However, a hero's mana pool gets bigger for every Intelligence attribute symbol.png intelligence point they have. Each point of intelligence increases a hero's mana pool by 12. Since every hero has some base intelligence and gains intelligence as they level up, their mana pool gets bigger the higher their level is. A hero's base intelligence cannot drop below 1, however, it is possible to reach 0 with the help of negative bonus intelligence.

Note: Although gaining/losing intelligence usually does not increase a hero's current mana, some abilities which grant/reduce intelligence are coded so that they also increase/reduce current mana, instead of only maximum mana.


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 mana pool of one or multiple units.

Current mana increasing abilities[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. Spells 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.

There are several other abilities which are able to increase a unit's current mana, but these effects do not count as restoring. This means, similar to how damage flagged as HP Removal does not react on on-damage effects, these abilities fully ignore abilities which react on restoring effects, like Tether.

The following abilities are able to increase unit's current mana:

Restoring abilities
  • Fiend's Grip icon.png
    Max Mana drained per second: 5%
    Max duration: 5 (Talent 12)
    Drains the mana of the target, restoring the caster. Amount of mana restored is independent from how much mana the target actually loses from the spell.
  • Holy Persuasion icon.png
    Fully restores the targeted creep's mana pool.
  • EMP icon.png
    Mana burned: 100/175/250/325/400/475/550 (Upgradable by Aghanim's Scepter. /625)
    Mana restored per burned mana: 50%
    Restores mana to the caster based on how much mana the spell burned on enemies.
  • Tether icon.png
    Whenever the caster gets mana restored or regenerates mana, the target ally gets restored by 120%/130%/140%/150% of that amount.
  • Chakra Magic icon.png
    Mana restored: 75/150/225/300 (Talent 375/450/525/600)
    Affects the target ally.
  • Sacrifice icon.png
    Current health as mana restored: 55%/70%/85%/100%
    Restores the caster's mana based on the target's current health.
  • Control icon.png
    Restored amount: Max mana
    Fully restores the infested creep's mana pool upon taking control.
  • Mana Drain icon.png
    Restored amount per second: 20/40/60/120
    Max duration: 5
    Drains the mana of the target, restoring the caster. Amount of mana restored depends on how much mana the target actually loses from the spell.
  • Mystic Snake icon.png
    Max mana drained per jump: 11%/14%/17%/20% (Talent 31%/34%/37%/40%)
    Max jumps: 3/4/5/6
    Steals a percentage of each hit target's max mana, then transfers all stolen mana to the caster once fully returned.
  • Arcane Orb icon.png
    Mana restored per returned intelligence: 12
    Intelligence regained through Arcane Orb increases current and max mana. This only goes for the affected targets upon gaining their intelligence back. Does not count as restoring.
  • Essence Aura icon.png
    Proc Chance: 40% (Talent 55%)
    Max mana restored: 10%/15%/20%/25%
    Has a chance to proc on any ally who casts a spell. Does not count as restoring.
  • Supernova icon.png
    Fully restores the caster (Upgradable by Aghanim's Scepter. and the target ally) to full mana if successfully reborn. Does not count as mana restoring.
  • Meat Hook icon.png
    Mana restored: 140
    Restores the caster's mana only when successfully hitting a rune. Amount of mana restored is independent from actual mana spent for the cast.
  • Life Drain icon.png
    Mana restored per second: 150/225/300
    Max Duration: 10
    Drains the health of the target, restoring the caster's mana if they are at full health. Amount of mana restored depends on how much damage the target actually takes from the spell. When cast on allies, drains the caster's health into the ally, restoring their mana if their health is full.
  • Time Lapse icon.png
    Sets the caster's (Upgradable by Aghanim's Scepter. the target ally's) mana back to what it was 5 seconds ago. Does not count as mana restoring.
Restoring items
  • Arcane Boots icon.png
    Mana restored: 135
    Affects all allies within range upon cast.
  • Cheese icon.png
    Mana restored: 1500
    Affects the caster.
  • Enchanted Mango icon.png
    Mana restored: 125
    Affects the caster.
  • Guardian Greaves icon.png
    Mana restored: 160
    Affects all allies within range upon cast.
  • Magic Stick icon.png
    Mana restored per charge: 15
    Max charges: 10
    Affects the caster.
  • Magic Wand icon.png
    Mana restored per charge: 15
    Max charges: 20
    Affects the caster.
  • Soul Ring icon.png
    Mana restored: 150
    Affects the caster. If the added mana would exceed the user's current mana pool, its maximum mana pool is temporarily increased by the exceeding amount. At the end of the duration, the user loses any of the unused mana and its maximum mana pool goes back to normal if it was exceeded.

Current mana reducing abilities[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 many abilities capable of reducing mana, referred to as burning if it causes damage based off mana removed, draining if the mana is stolen and given to the caster or removed if the mana is simply reduced.

The following abilities reduce a unit's current mana:

Reducing abilities
Reducing items

Maximum mana affecting abilities[edit]

Besides Intelligence attribute symbol.png 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 abilities
  • Chakra Magic icon.png
    Max mana bonus: 75/150/225/300 (Talent 375/450/525/600)
    Duration: 15
    The target's current mana stays the same, means its current mana percentage does not stay the same.
  • Essence Aura icon.png
    Max mana bonus: 150/250/350/450
    Passively increases mana pool of the hero.
  • Soul Ring icon.png
    Max mana bonus: 150
    If the added mana would exceed the user's current mana pool, its maximum mana pool is temporarily increased by the exceeding amount.

Mana granting 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 affects are limited to the item's owner, which must have the item equipped.

Bonus mana
Item Value Item cost Cost per value point
Aeon Disk icon.png Aeon Disk 250 3350 13.4
Aether Lens icon.png Aether Lens 450 2350 5.22
Aghanim's Scepter icon.png Aghanim's Scepter 295 4200 14.24
Arcane Boots icon.png Arcane Boots 250 1400 5.6
Blade Mail icon.png Blade Mail 120 2200 18.33
Bloodstone icon.png Bloodstone 425 4900 11.53
Bloodthorn icon.png Bloodthorn 300 7205 24.02
Bracer icon.png Bracer 36 465 12.92
Buckler icon.png Buckler 24 800 33.33
Circlet icon.png Circlet 24 165 6.88
Crimson Guard icon.png Crimson Guard 24 3550 147.92
Dagon 1 icon.png Dagon 1 216 2715 12.57
Dagon 2 icon.png Dagon 2 252 3965 15.73
Dagon 3 icon.png Dagon 3 288 5215 18.11
Dagon 4 icon.png Dagon 4 324 6465 19.95
Dagon 5 icon.png Dagon 5 360 7715 21.43
Diffusal Blade 1 icon.png Diffusal Blade 120 3150 26.25
Drum of Endurance icon.png Drum of Endurance 72 1615 22.43
Echo Sabre icon.png Echo Sabre 120 2650 22.08
Energy Booster icon.png Energy Booster 250 900 3.6
Ethereal Blade icon.png Ethereal Blade 120 4700 39.17
Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity 120 2750 22.92
Eye of Skadi icon.png Eye of Skadi 550 5500 10
Force Staff icon.png Force Staff 120 2250 18.75
Ghost Scepter icon.png Ghost Scepter 60 1500 25
Guardian Greaves icon.png Guardian Greaves 310 5450 17.58
Headdress icon.png Headdress 24 650 27.08
Helm of the Dominator icon.png Helm of the Dominator 24 2000 83.33
Hurricane Pike icon.png Hurricane Pike 156 4615 29.58
Iron Branch icon.png Iron Branch 12 50 4.17
Kaya icon.png Kaya 192 1950 10.16
Linken's Sphere icon.png Linken's Sphere 156 5050 32.37
Lotus Orb icon.png Lotus Orb 250 4000 16
Magic Wand icon.png Magic Wand 36 450 12.5
Manta Style icon.png Manta Style 120 4800 40
Mantle of Intelligence icon.png Mantle of Intelligence 36 135 3.75
Mekansm icon.png Mekansm 60 2350 39.17
Meteor Hammer icon.png Meteor Hammer 144 2625 18.23
Mystic Staff icon.png Mystic Staff 300 2700 9
Null Talisman icon.png Null Talisman 84 465 5.54
Oblivion Staff icon.png Oblivion Staff 120 1650 13.75
Octarine Core icon.png Octarine Core 725 5900 8.14
Orchid Malevolence icon.png Orchid Malevolence 300 4075 13.58
Point Booster icon.png Point Booster 175 1200 6.86
Power Treads (Intelligence) icon.png Power Treads (Intelligence) 120 1450 12.08
Ring of Aquila (Active) icon.png Ring of Aquila 36 965 26.81
Robe of the Magi icon.png Robe of the Magi 72 450 6.25
Rod of Atos icon.png Rod of Atos 240 2930 12.21
Scythe of Vyse icon.png Scythe of Vyse 420 5700 13.57
Shiva's Guard icon.png Shiva's Guard 360 4750 13.19
Silver Edge icon.png Silver Edge 180 5550 30.83
Soul Booster icon.png Soul Booster 425 3200 7.53
Spirit Vessel icon.png Spirit Vessel 24 2975 123.96
Staff of Wizardry icon.png Staff of Wizardry 120 1000 8.33
Ultimate Orb icon.png Ultimate Orb 120 2150 17.92
Urn of Shadows icon.png Urn of Shadows 24 875 36.46
Veil of Discord icon.png Veil of Discord 168 2330 13.87
Vladmir's Offering icon.png Vladmir's Offering 24 2250 93.75
Wraith Band icon.png Wraith Band 36 465 12.92
Values may include portions from actives or auras.

Mana restore manipulation[edit]

Similar to how incoming damage can be manipulated (reduced, amplified or negated), mana restoring effects can also be manipulated.

The following abilities are able to manipulate mana restoring effects

Mana manipulation
  • Ghost Shroud icon.png
    Mana restore amplification: 75%
    Duration: 0.5
    Amplifies all mana restoring and mana regeneration effects the caster receives.
  • Life Drain icon.png
    Life Drain mana restore amplification: 0 (Talent 25%)
    Max Duration: 10
    The talent amplifies the heal done by Life Drain, and therefore also the mana restoring when at full health.

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 lost, burned or drained by abilities.

Some abilities reduce mana regeneration, like Nether Ward. In this case, mana loss manipulation works only when the total mana regeneration is negative.

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 effects which set a unit's mana to certain values, like Time Lapse.

Mana loss reduction is applied as very last, after the spell causing it fully resolved. This means when a spell 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. Mana draining effects still restore the same amount, despite their targets losing less mana.

Mana loss reducing abilities

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.

Version history[edit]

  • Rebalanced attribute bonuses. Primary attributes now provide +25% more benefit to the bonuses it provides.
  • Mana per intelligence rescaled from 12 [?] to 12 [?].
  • Mana regen amp per intelligence rescaled from 2% [?] to 1.8% [?].
  • Increased mana per intelligence from 11 to 12.
  • Reworked mana regeneration formula to change percentage bonuses to raw bonuses.
    • Old: (0.01 + 0.04 * Int) * (1 + Percentages Bonuses) + Flat Bonuses
    • New: (Base + Flat Bonuses) and increases by 2% Per Intelligence
    • Each point of Intelligence amplifies mana regeneration by 2%.
    • All heroes currently have 0.9 base, but may be adjusted on case by case basis in the future (like base HP regen is now).
    • Talents, abilities and items have been adjusted to account for the new formula.
  • Increased hero base mana pool from 50 to 75
  • Reduced mana per intelligence from 12 to 11.
  • Increased hero base mana pool from 0 to 50.
  • Reduced mana per intelligence from 13 to 12.
  • Heroes now respawn with full mana.
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