Surprisingly, I don’t see any topic summarizing the mana mechanics of this game. Having a deep understanding of how it works is crucial for removing luck from your attacks to make way for planning. I have some second hand information, and I have questions. I am not going to include items in this discussion (yet). Here we go:
Intro:
Mana is needed for your heroes to use their special skills. On offense, mana is gained by matching tiles on the board that are the same color as the corresponding hero (having multiple heroes of the same color does not cause them to share the mana; they all get the full amount respective to their speed). Certain mana effects (mana regeneration) also add mana to affected heroes on a turn-based basis or as triggered. A ghosted tile (one that does not hit any target) counts for double the mana. On defense, mana is gained by being hit with tiles, mana regeneration (regen for short), and from the passing of turns. The mana gained from being hit with a tile is half of the mana gained for the offense for that same tile. The color of the tile does not need to match the hero being hit for them to gain it’s mana.
The amount of mana that a hero (offense or defense) gets from one tile (and from regen?) is affected by:
- the hero’s mana speed
- level 4 mana troops
- class bonuses
- costume bonuses
- family bonuses (Sakura, Pirate, and Wonderland families)
- effects from special skills
The purpose of this post is to delineate how all of these effects affect each other. For example, above I wrote that regen is affected by these bonuses, but I actually do not know which, if any, of these effects will increase or decrease the amount of mana gained from a regen effect.
- Mana Speed
Below is a summary of: how many tiles it takes to fill a hero’s mana bar on offense according to the hero’s mana speed, and what percentage of the mana bar each tile fills on both offense and defense. The tiles fill half as much for the defense as they do for offense.
Hero Speed Tiles to full Tile % Value Offense Tile % Value Defense
Very Fast 6.5 15.38% 7.69%
Fast 8 12.50% 6.25%
Average 10 10% 5%
Slow 12 8.33% 4.17%
Very Slow 13.5 7.41% 3.70%
We will be converting everything to a percentage of your mana bar so that we can add and subtract things later on.
- Mana Effect Categories
These effects arise from special skills. The effect categories that I define here are not necessarily going to align with the categories that exist in game. These categories are summarized for their mathematical properties.
Mana Generation Buff/Nerf (Gen) - This category affects the amount of mana gained from tiles.The effect from Alasie, Ariel, and Khagan fall into this category. This percentage is added or subtracted from the tile % value (TPV) (appropriate to the affected hero’s speed). Example 1: Ariel casts her effect, giving all her allies +24% mana gen. An average hero’s TPV goes from 10% to: 10 x (1 + 0.24) = 12.4%. This math represents 24% more mana. Example 2: Alasie hits an average speed enemy, giving them -24% gen. The average heros TVP goes from 10% to: 10 x (1 - 0.24) = 7.6%. This math represents 24% less mana. Buff and Nerf gen effects counter (replace) each other and do not stack.
Mana Regeneration (Regen) - This category adds a set amount of mana to affected heroes, either on a turn-based basis, or as triggered. Alberich, Sumito, and Misandra fall into this category. “A moderate amount of mana” is equal to 0.8 tiles. I do not know if “a small amount” is equal to 0.4 or 0.6 tiles, as I have read both. I’ll need someone to clarify this. I also do not know what bonuses (troops, class, costumes, family, or skill effects), if any, affect this amount, or if the amount is set. Example 3: Your offensive Alberich casts his effect on a fast, average, and slow hero. Each will gain 0.8 tiles of mana per turn. For the fast hero that is 12.5% * 0.8 = 10% of their mana bar. Average hero = 8%, slow = 6.67%. Regen is in addition to other mana gains.
Mana Stop - Hel and Proteus alone fall into this category. The only reason I included another category for just 2 heros is that in the game they have no counter effect; that is, this effect cannot be overridden by any other mana effect. It can only be dispelled or prevented. You will notice that the symbols from other mana effects will be present alongside the mana stop symbol, but as long as this effect is active, ALL mana gains = 0.
Mana Cut - Guinevere, Merlin, and Onatel fall into this category. This effect cuts mana directly from the mana bar (in Onatel’s case, she steals it as it is gained). This effect is either immediate or triggered. Example 4: If Leonidas cuts 40% of an average hero’s mana, that equates to a replacement value of 4 tiles. The amount cut will not be affected by the speed of the hero, or any bonuses or status effects (unless the cut is prevented by Protection), but the replacement value of tiles will. This is why Onatel is included in this category and not in the gen category. The percentage she steals doesn’t change, but the amount in terms of replacement tiles does.
Mana Protection - Any mana protection effect will delineate exactly which effects it protects against. Red Hood’s minions protect against Mana Cut, allowing you to keep the mana you have, but will not protect against gen or steal (?). These effects have no mathematical effect other than to prevent other effects. We will have to figure out and describe particular match ups below.
Silence - this effect does not affect mana gain, only mana use. We will have to figure out and describe particular match ups below.
- Mana bonuses
These bonuses affect mana generation. I do not know if they affect regeneration. You can add any bonuses you have to the TPV of your heroes as such: new TPV = TPV x (1 + 0.bonus)
Mana Troops - each color has a level 4 mana troop. They all have the same stats at the same level.
Level 1-4 = 5% bonus
Level 5-10 = 7% bonus
Level 11-16 = 9% bonus
Level 17-22 = 11% bonus
Level 23-28 = 13% bonus
Level 29-30 = 15% bonus
Hero Class - each hero class has a mana bonus at a certain level (indicated below).
Barbarian 19 - 2% bonus
Cleric 19 - 2% bonus
Druid 20 - 4% bonus
Fighter 19 - 2% bonus
Monk 20 - 4% bonus
Paladin 19 - 2% bonus
Ranger 8 - 2% bonus
Rogue 8 - 2% bonus
Sorcerer 20 - 4% bonus
Wizard 20 - 2% bonus
Family - The Sakura, Pirate, and Wonderland families have the same mana bonus depending on how many of the family heroes are in your party. These do not combine with each other (2 Sakura = 2 Pirate does not equal 4)
2 family members = 2% bonus
3 family members = 4% bonus
4 family members = 7% bonus
5 family members = 12% bonus
Costumes - the new costumes give their hero a 5% mana bonus when worn. I do not know if you have to level up the costumes first.
- Calculations
On offense, you’ll want to calculate how many tiles until your mana bar fills and compare that to how many turns until the defense fires at you.
Tiles = 1 / ( TPV x ( 1 + bonuses + gen )) - ( TPV (+bonuses? +gen?) x regen x turns ) + ( cut / ( TVP + bonuses ))
- Questions
Does the amount of mana Onatel gains change based on bonuses? I know that the amount she cuts is set, but can she turn that amount into a greater amount by having mana troops?
How are mana regens affected by bonuses and mana gens?
People say Albi and Khagan stack. I know that you can have both effects working at the same time, but does Khagan’s effect increase Albi’s effect by 24%? Does Alasie’s effect decrease it by 24%? Do mana troops increase the 0.8 units produced? etc. etc.
- Match ups
Here is a list of match ups I have tested (or intend to test/need you to test if there is no description of results):
Poseidon vs. Merlin
If Merlin has already cast his effect, Poseidon will not dispel it, and the affected hero will suffer the hit when their mana bar fills up. However, if Poseidon’s effect is in place, it will prevent Merlin’s effect from taking hold.
Hel vs. Khagan
Hel overrides all mana gains and reduces it to 0. Khagan’s effect symbol will be present alongside Hel’s and will resume once Hel’s effect has ended.
Hel vs. Onatel
Hel will prevent Onatel from gaining mana, but Onatel will also cut the mana gained from heroes she has affected. This is how these effects work in tandem and do not override each other.
Poseidon vs. Peters
Red Hood vs. Merlin/Hanzel/Gretel
I do not have any of these heroes and therefore cannot test in which way, if any, Red Hood’s minions prevent the madness effect from these heroes.
Red Hood vs. Onatel
I do not have either of these heroes. Do Red Hood’s minions prevent the steal effect?
Onatel vs. Onatel
see here: Onatel Loop?
Please tell us about other match ups you are curious about. Please provide any information you can add to this and I will edit and update as this becomes more complete. Here is a list (i hope) of how I categorized all current heroes (might be missing some 3 stars) for mathematical purposes:
Cheers,
VEGANS!!!