Mana in E&P - Sheet and Descriptions

looks like this would be a good place to ask. Which heroes increase mana generation by the largest percentage?

I know ariel is 24%. Which heroes match or exceed her mana generation buff%

I believe that record is currently held by costume Alberich, at +38%

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Mica is great, too with 33% at charge 3.

And all heroes from the Slayer Family can reach 50%. @ManiacOfMayhem

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Disregarding 3*, here are some other mana generation boosters

Khagan: 24% to nearby allies (costume is 12% to all)
Costume Justice: 24% to self
Costume Thorn: 24% to self
Costume Yunan: 33% to all
Boss wolf: 24% to nearby allies
Lancelot: 24% to nearby allies
Odin: maxes out at 28% to all
Sif: 24% to nearby allies
D’Andre: 24% to all
Hulda Minons: 24% to owner

Alberich definitly the highest buff, but some interesting new metas lately with Xnolphod increasing 20% and Ahhotep increasing 20% if target is killed in next three turns, and Khonshu with 50% mana gain on kill. I have Xnolphod and I am working on Ahhotep and Khonshu to pair with Ariel for an interesting synergy

And then you have Ludwig, but he is a different ballgame

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Great work, thanks! :slight_smile:

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For these slayers then, if you do the 2% mana node emblem plus level 11 Mana troop (9%) or level 5 magic troop (8%) then that’s 11% or 10% respectively so they become average speed (10 tiles needed)? Assume their stack never activates.

Sorry for a long-winded post, but thus far for magic heroes, I still don’t think we have an accurate understanding of the 2nd charge because of the fact that the 1st charge and 2nd charge require unequal amounts of mana/tiles: roughly 5.5 until the 1st charge, but then from there roughly “6.1 to 6.3” additional tiles to get to roughly “12.1 to 12.3” tiles.

It is sometimes possible to get to the 2nd charge with only 10 tiles with a 21% mana gen bonus as previously shown in a video. However depending on the order of tiles matched, sometimes 10 tiles with a 21% mana gen bonus is not able to fully reach the 2nd charge. The order in which the tiles are matched and obtained matter.

From my testing, if the matches happen in this order: 4 , 3 , 3 = 10 tiles will get you to the 2nd charge with 21% bonus.

However, if the matches happen in this order: 3 , 3 , 4 = 10 tiles will NOT get you to the 2nd charge.

My guess is that at least the first 7 tiles need to be acquired from a starting point before the 1st charged is reached.

(I think a similar phenomenon complicates our understanding of the Styx heroes charging requirements as well)

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With so many different speeds being present in today’s game, can we get a definitive guide


VF - 6.5
F - 8
Av - 10
Slow - 12
VS - 13.5
Magic 1 -
Magic 2 -
Styx 1 -
Styx 2 -
Styx 3 -
Ninja 1 -
Ninja 2 -
Ninja 3 -
Slayer -

I have having to guess exactly what the speed is
 and honestly
 I appreciate people can mathematically establish what the rate of a category is
 but why don’t the developers just tell us
 Faster than slow is a bullcrap description.

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Well, it’s pretty easy

Slayer, styx, ninja, magic

1 - you still have a fighting chance;
2 - you’re pretty much fu
ed;
3 - well, that’s it
 if you somehow survived there’s a small upper right corner icon depicting a running man, use it to put out own misery


That’s prety much all one needs to know


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These are the numbers:

VF - 6.5
F - 8
Av - 10
Slow - 12
VS - 13.5
Magic 1 - 5.5
Magic 2 - 12.3
Styx 1 - 6
Styx 2 - 9
Styx 3 - 12
Ninja 1 - 4.9
Ninja 2 - 9.8
Ninja 3 - 14.7
Slayer - 11

Information on some of them:

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Beautiful. I’d hug you
 But no.

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you are the real MVP

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From here: đŸ§Ș Early Information on Round 2 of Tower of Styx Heroes [Part of The Beta Beat v50]

Slayer info

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Thank you for the amazing work.

Will this be updated to include Slayers/Nyx?

Styx and magic mana break points can’t be summarized as easily.

The exact same mana bonus for 2 identical heroes can require different amounts of tiles to reach full charge. (I have a longer post about this earlier in this thread).

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Warning: long post incoming

The past few months I collected data on several hero speeds by counting turns and avoiding tiles to hit the target heroes.

This basically consisted of looking for raid teams with an interesting hero on a wing, then throwing tiles everywhere else except this hero until charged, then counting the turns and verifying again from the recorded video.

Some of the data required certain mana bonuses and a certain combination of -24%, -34%, -44% (= previous Treevil) and -64% mana debuffs, which can be hard to pull off, especially if the board tries to „help“ you with cascades – which actually happens quite often when you want to avoid cascades


=> If other players could test and verify my data, that would be great

(I hunted for most of the data in the 1800 cup range to find targets with a clearly identifiable class mana generation bonus and to allow my “science team” to survive long enough to collect the data)

Unfortunately, the data on the magic heroes is not conclusive and I haven’t found out why so far (also due to real life, especially work, etc
). Friendly battles also gave inconsistent data.
=> Something else seems to be influencing the mana generation for the defense besides the obvious sources (turns, tiles, buffs, debuffs, direct mana from specials, mana per turn from specials, mana upon dying).
So this data might not be as final as it seems, but it should be in the right ballpark at least.

Now, the data. How many turns are required to charge heroes on the defense?

turns (not charged yet) turns (charged)
ninja charge 1 5,71 5,72
magic 1 6,23? 6,24?
styx 1 6,97 6,98
very fast 7,58 7,59
fast 9,07 9,08
average 11,52 11,53
slayer 12,4 12,45?
slow 14 14,01
very slow 15,26 15,27

How does this compare to the tiles for the attack team?

tiles on attack turns on defense ratio
Charge 1 4,89 5,72 1,1698
Magic 1 5,5 6,24? 1,1346
Styx 1 6 6,98 1,1634
very fast 6,5 7,59 1,1677
fast 8 9,08 1,135
average 10 11,53 1,153
slayer 11 12,45 1,1319
slow 12 14,01 1,1675
very slow 13,5 15,27 1,1312

Which mana generation bonuses are then required for the defense to charge in X turns?

Charge 1 Magic 1 Styx 1 Very fast fast average slayer slow very slow
turns 5,72 6,24 6,98 7,59 9,08 11,53 12,45 14,01 15,27
3 91% 108% 133% 153% 203% 285% 315% 367% 409%
4 43% 56% 75% 90% 127% 189% 212% 251% 282%
5 15% 25% 40% 52% 82% 131% 149% 181% 206%
6 -5% 4% 17% 27% 52% 93% 108% 134% 155%
7 -19% -11% -1% 9% 30% 65% 78% 101% 119%
8 -29% -22% -13% -6% 14% 45% 56% 76% 91%
9 -37% -31% -23% -16% 1% 29% 39% 56% 70%
10 -43% -38% -31% -25% -10% 16% 25% 41% 53%
11 -48% -44% -37% -31% -18% 5% 14% 28% 39%
12 -53% -48% -42% -37% -25% -4% 4% 17% 28%
13 -56% -52% -47% -42% -31% -12% -5% 8% 18%
14 -60% -56% -51% -46% -36% -18% -12% 1% 10%
15 -62% -59% -54% -50% -40% -24% -17% -7% 2%
16 -65% -61% -57% -53% -44% -28% -23% -13% -5%
17 -67% -64% -59% -56% -47% -33% -27% -18% -11%
18 -69% -66% -62% -58% -50% -36% -31% -23% -16%
20 -72% -69% -66% -63% -55% -43% -38% -30% -24%

now for the boring details:
mana bonus = sum of all mana generation bonuses

fast: 9.08 turns

charged fully mana bonus [%] regular turns -24% turns -34% turns -44% turns -64% turns total turns
Elkanen 0 10 10
Joon 18 8 9,44
Ranvir 4 9 9,36
Joon 17 8 9,36
Caedmon 0 7 2 1 9,08
not charged fully mana bonus [%] regular turns -24% turns -34% turns -44% turns -64% turns total turns
Elkanen 0 9 9
Lianna 24 7 8,68
Joon 11 8 8,88
Magni 13 8 9,04
Joon 17 4 6 9,06
Lianna 11 6 2 1 9,07

Ninja charge 1: 5.72 turns

charged fully mana bonus [%] regular turns -24% turns -34% turns -64% turns total turns
Garnet 11 6 6,66
Quartz 9 6 6,54
Sapphire 0 6 6
Onyx 0 5 1 5,76
Garnet 15 5 5,75
Cobalt 0 5 2 5,72
not charged fully mana bonus [%] regular turns -24% turns -34% turns -64% turns total turns
Onyx 11 3 3 5,64
Garnet 0 5 1 5,66
Onyx 0 4 2 1 5,68
Garnet 0 3 3 2 5,7
Ruby 7 1 4 4 5,71

magic 1: 6.24 turns (?)

charged fully mana bonus [%] regular turns -24% turns -34% turns -64% turns total turns
Nadezhda 0 7 7
Anastasia 11 6 6,66
Motega 9 6 6,54
Anastasia 4 6 6,24
Dölgöön 13 2 5 6,21
Anastasia 9 5 1 6,2
Dölgöön 13 5 1 6,14
not charged fully mana bonus [%] regular turns -24% turns -34% turns -64% turns total turns
Nadezhda 0 6 6
Nadezhda 0 5 3 6,08
Anastasia 4 3 2 2 6,12
Nadezhda 9 2 3 2 6,23

Styx 1: 6.98 turns

charged fully mana bonus [%] regular turns -24% turns -34% turns -64% turns total turns
Hypnos 17 6 7,02
Arges 0 5 3 6,98
not charged fully mana bonus [%] regular turns -24% turns -34% turns -64% turns total turns
Hypnos 17 5 5,85
Nyx 13 6 6,78
Hypnos 0 3 6 6,96
Hypnos 5 2 2 4 1 6,97

very fast: 7.59 turns

charged fully mana bonus [%] regular turns -24% turns -34% turns -44% turns -64% turns total turns
Kage 0 8 8
Vanda 13 7 7,91
Gravemaker 11 7 7,77
Kage 10 7 7,7
Kage 7 6 2 7,68
Jackal 0 5 3 1 7,64
Thor 9 7 7,63
Mireweave 5 2 6 3 7,59
not charged fully mana bonus [%] regular turns -24% turns -34% turns -44% turns -64% turns total turns
Kage 0 7 7
Malosi 7 7 7,49
Gravemaker 0 6 2 7,52
Malosi 0 3 6 7,56
Malosi 7 6 1 1 7,58

average: 11.53 turns

charged fully mana bonus [%] regular turns -24% turns -34% turns -44% turns -64% turns total turns
Uraeus 0 12 12
C-Boldtusk 18 10 11,8
Uraeus 7 11 11,77
C-Sabina 5 11 11,55
Devana 7 10 1 11,53
not charged fully mana bonus [%] regular turns -24% turns -34% turns -44% turns -64% turns total turns
C-Boldtusk 18 9 10,62
Uraeus 0 11 11
Leonidas 4 11 11,44
Uraeus 15 10 11,5
Aegir 0 10 2 11,52

slow: 14.01 turns

charged fully mana bonus [%] regular turns -24% turns -34% turns -44% turns -64% turns total turns
Quintus 0 15 15
Noor 13 13 14,69
Vivica 11 13 14,43
Quintus 9 13 14,17
C-North 8 13 14,04
Raffaele 15 10 2 1 14,03
Quintus 5 12 1 1 14,02
Horghall 7 9 3 3 14,01
not charged fully mana bonus [%] regular turns -24% turns -34% turns -44% turns -64% turns total turns
Quintus 0 14 14

very slow: 15.27 turns

charged fully mana bonus [%] regular turns -24% turns -34% turns -64% turns total turns
Alfrike 0 16 16
Alfrike 0 15 1 15,76
Kalo 0 15 1 15,66
Kalo 0 13 3 15,28
Kalo 5 13 2 15,27
not charged fully mana bonus [%] regular turns -24% turns -34% turns -64% turns total turns
Alfrike 0 15 15
Alfrike 0 13 1 2 15,08
Alfrike 0 13 2 1 15,18
Alfrike 0 13 2 2 15,24
Alfrike 7 11 3 3 15,25
Alfrike 9 14 15,26

slayers: 12.45 turns (12.4 < slayer speed ≀ 12.45)

turn hero mana bonus [%] stack bonus [%] turn bonus total turns charged?
1 Cathal 9 0 1,09 1,09
2 Cathal 9 0 1,09 2,18
3 Cathal 9 0 1,09 3,27
4 Cathal 9 0 1,09 4,36
5 Cathal 9 0 1,09 5,45
6 Cathal 9 5 1,14 6,59
7 Cathal 9 10 1,19 7,78
8 Cathal 9 15 1,24 9,02
9 Cathal 9 20 1,29 10,31
10 Cathal 9 25 1,34 11,65
11 Cathal 9 30 1,39 13,04 charged
turn hero mana bonus [%] stack bonus [%] turn bonus total turns charged?
1 Cillian 0 0 1 1
2 Cillian 0 0 1 2
3 Cillian 0 5 1,05 3,05
4 Cillian 0 10 1,1 4,15
5 Cillian 0 10 1,1 5,25
6 Cillian 0 10 1,1 6,35
7 Cillian 0 10 1,1 7,45
8 Cillian 0 15 1,15 8,6
9 Cillian 0 20 1,2 9,8
10 Cillian 0 20 1,2 11
11 Cillian 0 20 1,2 12,2
12 Cillian 0 25 1,25 13,45 charged
turn hero mana bonus [%] stack bonus [%] turn bonus total turns charged?
1 Cillian 0 0 1 1
2 Cillian 0 0 1 2
3 Cillian 0 5 1,05 3,05
4 Cillian 0 10 1,1 4,15
5 Cillian 0 10 1,15 5,3
6 Cillian 0 10 1,15 6,45
7 Cillian 0 10 1,2 7,65
8 Cillian 0 15 1,2 8,85
9 Cillian 0 20 1,2 10,05
10 Cillian 0 20 1,2 11,25
11 Cillian 0 20 1,2 12,45 charged
turn hero mana bonus [%] stack bonus [%] turn bonus total turns charged?
1 Cillian 0 0 1 1
2 Cillian 0 35 1,35 2,35
3 Cillian 0 35 1,35 3,7
4 Cillian 0 40 1,4 5,1
5 Cillian 0 40 1,4 6,5
6 Cillian 0 45 1,45 7,95
7 Cillian 0 45 1,45 9,4
8 Cillian 0 50 1,5 10,9
9 Cillian 0 50 1,5 12,4
10 Cillian 0 50 1,5 13,9 charged
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With @Nynaeve_alMeara publishing a new overview of the mana speeds and break points, I decided to visit this issue with magic heroes again and investigate some more.

I could and still can reproduce this situation. The magic hero with +21% mana generation is charged with 4-3-3 and also with 3-4-3, but not with 3-3-4.
So on offense a magic hero can actually charge magic with only 12.1 tiles (= 10x 1.21), if the sequence of the tiles is suitable.

Let’s take a closer look at this. How many tiles does magic2 actually need?

The magic1 is reached with 5 tiles and 10% mana generation, so we know for certain:
magic1 = 5.5 tiles

I can get this with 5% from troops + 5% from a bard hero, or with +10% mana generation from Delilah’s special.

Tests with magic1 already charged this way as a starting point show that you need 6.8 more tiles for magic2.

  • Magic2 is not fully charged with 2 minor mana at +10% mana generation, 10% direct mana at +14% and 2 tiles at +14%.
    6.7857 = 2x 25% x 1.1 x 6.7857 + 10% x 1.14 x 6.7857 + 2x 1.14 = not fully charged

  • Magic2 is fully charged with 1 minor mana at +10%, 3 tiles at +10% and 2x 10% direct mana at 20%.
    6.8041 = 25% x 1.1 x 6.8041 +3x 1,1 + 20% x 1.2 x 6.8041 = fully charged

=> it should be safe to say that magic2 = 6.8 tiles
The 5.5 tiles and 6.8 tiles combine to a total of 12.3 tiles

Now the fact that you can get magic2 charged with only 12.1 tiles at +21% mana generation means that

  • 0.2 tiles or more get generated along the way, if you charge this with 4 tiles, 3 tiles, 3 tiles
  • 0.2 tiles or more get generated along the way, if you charge this with 3 tiles, 4 tiles, 3 tiles
  • less than 0.2 tiles get generated along the way, if you charge this with 3 tiles, 3 tiles, 4 tiles

In the first two situations 7 tiles are moved while in the magic1 5.5 tile bar, 2.97 tiles are in excess (= 7x 1.21 - 5.5).
In the other situation only 6 tiles are moved while in the magic1 5.5 tile bar, 1.76 tiles are in excess (= 6x 1.21 - 5.5).

The excess is taken over to the magic2 6.8 bar, but obviously not as tiles, but something else. Maybe as a percentage?

2.97 tiles = 54% of the magic1 5.5 tile bar.
1.76 tiles = 32% of the magic1 5.5 tile bar.

54% of the magic2 6.8 tile bar = 3.672 tiles
32% of the magic2 6.8 tile bar = 2.176 tiles
=> that would generate too much additional mana, as also the 3-3-4 would then fully charge magic2

Maybe it’s a 50/50?
(5.5 + 6.8) / 2 = 6.15 tiles
54% of the 6.15 tiles = 3.321 tiles
32% of the 6.15 tiles = 1.968 tiles
=> still too much additional mana

Maybe it’s something like 2:1?
2/3x 5.5 + 1/3x 6.8 = 5.9333
54% of the 5.9333 tile bar = 3.204 tiles
32% of the 5.9333 tile bar = 1.8987 tiles
=> that would fit

3.204 + 3x 1.21 = 6.834 → charged, ok
1.8987 + 4x 1.21 = 6.7387 → not charged, ok

=> not very elegant, but provides something like an explanation

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Do you want to input some of the numbers into here and see if it lines up with what you predict?

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Complete layman here, so I apologize if this is obvious nonsense, but doesnÂŽt that sound like an unintentional rounding upon reaching charge 1? DoesnÂŽt seem likely to me to introduce some artificial additional counting of moved tiles for no reason other than making different combinations of matching the same tiles to produce different amounts of mana? what would be the reason for that?
I find it much more likely itÂŽs an unintentional rounding error.

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