2% Mana Node... what does it do?

Does the 2% mana node on an average speed hero make much of a difference, or should I go the other (attack) route? I currently have a level 9 mystic mage troop with a 7% mana bonus on my maxed out, 5 star, ranger hero (Khepri). I am free to play, so it’s not that easy for me to level up my heroes/troops very quickly. I am in the middle of filling up the talent grid, but I paused at the mana node, because I don’t really understand how the mana node works or if it will benefit my situation at all. Thank you for any help you could provide. :slight_smile:

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you have to add the 2% to all the other mana bonuses your hero may have :slight_smile: if you hit a “mana breakpoint”, a hero will charge in 1 fewer tile (e.g., average heroes charge in 9 tiles instead of 10, at +12% mana generation - this is one of the most critical breakpoints as 9 tiles is easy to get from 3x3 matches)

remember that these mana bonuses can come from: troops, costumes, family bonuses, special skills/minion effects…

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Yes, the question is, does a 3* and 4* really benefit of the for the 2% or it is a waste to choose that since we do not have a mana troop on 3* and 4* s? You usually need the 5% costume bonus plus the 4% mana node to drop a tile

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Thank you. Does +mana generation also add to the equation? If I paired a Khepri (who had +9 mana generation - including the mana troop) with Odin who has up to +28% mana generation for all allies, how would the mana and tile numbers work then?

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The 2% mana bonus is more useful on defense as there are a lot of break points when considering incoming tiles. The slower the hero on defense, the more break points.

The mana bonuses add up. The 28% from Odin gets added to the 9% resulting in +37% mana generation.

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With the 2% mana talent node on your Kephri a lvl11 magic troop will be sufficient to shave of one tile.
In general, use the mana talent nodes while embleming your 4* and 5* heroes you want to use in war. It pays off. With 3* heroes its tricky: only for rush tournaments you get the required 9% manna boost from S1 costumes and a 4% mana node.
For all other 3* (exception Treevile, he can vd used in VF war) there is no need to emblem the mana talent nodes.
A3* bard hero could change that equation with his 5% mana boost….
But 3* are cheap to reemblem.
Happy gaming

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The easy answer: yes it matters! More so if your troops are low level.

The long answer you can find in posts regarding mana speed and how different variables combine into different scenarios.

I believe (I did not double check) you will need your mage troop to be lvl 11, for the mana node on khepri to matter.

As a general advice: Put the mana node on EVERY hero that you intend to use in open conditions. A hero that will ONLY be played in 3star or 4 star tournaments is a different story.

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I am also a proponent of always taking the mana node unless you have 3-5 level 29 mana/ 23 magic troops. I question if I’ll be around for the years it takes to accomplish that at my current investment level.

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If you don’t have a bunch of level 23 mana troops, then taking the mana node is the best answer. Getting to level 17 mana troop isnt too too bad. It gets pricey past that

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yeah this is very relevant indeed, I think more carefully about the 3* and 4* because of the inability to use mana troops in their raid tourneys and challenge events. at least in PvE (e.g., Styx Tower), mana troops can be used - I still rely on a lot of 4* in those other parts of the game

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Play with this… Sometimes 2% reduces by 1 tiles and that can make all the difference…

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SGG has continually come up with new ways to boost mana beyond just Troops. So my thinking is to always take the Mana node because you don’t know when in the future that 2% is going to get you across a threshold.

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Thank you everyone for your advice. I chose the mana bonus :slight_smile: