Optimal Mana Bonus Numbers for Every Mana Speed (Now including Ninja Heroes)

Hey everyone!

I initially developed this just for my alliance, but I think it might be helpful for everyone. I made a chart showing the useful mana bonus percentages for every mana speed! The mana bonuses shown will decrease the number of tiles it takes to charge hero special abilities. There are different percentages that are useful for offense and defense.

Update – a new mana speed has been added to the game since this chart was made: Charge. This speed is exclusive to the Ninja heroes from the Ninja Tower portal. Speeds have been added below:

Here’s the information I used to make this chart:

Offense: Mana charges in two ways. When tiles hit opponents, you get “1 tile” worth of mana. When tiles miss opponents, you get “2 tiles” worth of mana.

Defense: Mana charges in two ways. When a turn finishes, defense heroes get “1 tile” worth of mana. When a tile hits your defense heroes, you get “0.5 tiles” worth of mana.

Another thing to note is that hero mana speeds are defined by how many tiles it takes to activate them. Here are those classifications:

Charge x3: 15 tiles
Very Slow: 13.5 tiles
Slow: 12 tiles
Average / Charge x2: 10 tiles
Fast: 8 tiles
Very Fast: 6.5 tiles
Charge x1: 5 tiles

If you combine all this together, you can figure out the mana bonus needed to reduce the number of tiles to charge your special abilities. (You may notice that it’s easier to improve performance of defense teams. This is because you only have to reduce “half a tile” worth of mana to see performance improvements, as opposed to “a whole tile” worth of mana for offense.)

Let me know if you have any questions or suggestions for chart improvements.

Shameless alliance plug. Motivators Madness is the best!

EDIT: @Garanwyn caught an error where I used 14 instead of 13.5 tiles for very slow heroes. I updated everything accordingly.


I am not sure if there is, but I can list common ones here:

Mana Troops
Level 1: 5%
Level 5: 7%
Level 11: 9%
Level 17: 11%
Level 23: 13%
Level 29: 15%

Element Links
+4% mana generation for all:

  • Dark allies (Seshat)
  • Ice allies (Miki)
  • Fire allies (Grazul)
  • Nature allies (Kingston)
  • Holy allies (Neith)

Class Bonuses
Ranger 2% at Level 8
Rogue 2% at Level 8

Barbarian 2% at Level 19
Cleric 2% at Level 19
Fighter 2% at Level 19
Paladin 2% at Level 19
Wizard 2% at Level 19

Druid 4% at Level 20
Monk 4% at Level 20
Sorcerer 4% at Level 20

Costume Bonuses

When the costume and base hero is maxed: +5%

Please refer to this guide for more information on the costume bonus:

Heroes with +24% buff


Boss Wolf


Danzaburo (bottle trick)


Friar Tuck (+costume)

Heroes with other mana buffs
Mica (x1 = +15%)
Mica (x2 = +26%)
Mica (x3 = +33%)

Heroes with Mana Regen
Alberich: Generates “a moderate amount of mana” equal to 0.8 tiles worth of mana per turn

Misandra: Generates “a small amount of mana” If this is similar to Alberich, maybe Misandra generates 0.4 tiles worth of mana (I AM GUESSING HERE)

Inari - 7% mana regen per turn when a fox is summoned

Grimble - “small amount” = same as Misandra (?)

Fenrir - “moderate amount” = same as Alberich’s buff, “small amount” = same as Misandra

Sakura Family Mana Bonus
2 Sakura heroes: 2%
3 Sakura heroes: 4%
4 Sakura heroes: 7%
5 Sakura heroes: 12%

Pirate Family Mana Bonus
2 Pirate heroes: 2%
3 Pirate heroes: 4%
4 Pirate heroes: 7%
5 Pirate heroes: 12%

Wonderland Family Mana Bonus
2 Wonderland heroes: 2%
3 Wonderland heroes: 4%
4 Wonderland heroes: 7%
5 Wonderland heroes: 12%

Asgard Realm Mana Gain (activates upon death of the Asgard hero)
2 Asgard Heroes: 10%
3 Asgard Heroes: 15%
4 Asgard Heroes: 20%

I might have missed anything. Let me know if I did!

Revision History

EDIT: Incorporated @Olmor suggestions

EDIT: I didn’t notice there were mana bonus differences for class upgrades. Thanks for pointing that out @ModernThinker! I looked up and added all mana bonuses from class upgrades, and the levels you receive them

EDIT: Added additional details for heroes with mana regeneration

EDIT: @DaveCozy has added the mana costume bonus and a link with info on it.

EDIT: DaveCozy updated the list to include newer heroes, the mana+ element link, and the new families.


That’s a nice way to display target information on mana buffs. Thank you for sharing!

One small correction though:

Very Slow=13.5 tiles :slightly_smiling_face:


Thanks Garanwyn! Nice catch. I’ll fix that and re-upload the table


Danza +24% 4 turns
Inari minion +7% after each turn

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Alby = 12% and stacks

What’s Misandria’s buff worth, and does it stack with the others?

Know Khagan and Ariel don’t stack (he’s also 24% if memory serves)

Alby=0.8 of a tile per turn
What that equates to in % depends on your mana speed

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Al’s buff regenerates mana depending on the mana speed of the hero.

Regarding Misandra, I don’t know how much mana she regenerates, but I don’t think it’s an actual buff. The mana regen from her is applied immediately after the attack and doesn’t have a buff symbol attached to it.

Does anyone know how much mana Misandra actually regenerates?

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Monk, Sorcerer, and Druid @+20 all add 4% instead of 2%.

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I made a chart for how mana troops change the required tiles for each mana speed. Check it out…


Could you do one even in this format?


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Can do! I’ll try to expand on that idea- I like it :slight_smile:

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Here’s the chart I made based on your original one, @FraVit93.

I also made one for defense. The defense one is in increments of 0.5 tiles because each tile that hits you on defense counts for “half a tile” of mana. --> IMPORTANT NOTE… SEE EDIT BELOW

EDIT: I think it’s important to make a distinction with the defense chart. There are two ways you could look at “Tiles Needed” and it’s very important!

Mana speed is almost always defined with respect to the amount of tiles needed to charge a hero’s special while on offense. The chart above is based on offense tile requirements. You’ve seen these numbers before. They are:

Very Slow: 13.5 tiles
Slow: 12 tiles
Average: 10 tiles
Fast: 8 tiles
Very Fast: 6.5 tiles

However, these numbers only apply to offense!

When on defense, each tile that hits you counts as HALF A TILE worth of mana. If you account for that, the amount of tiles you actually need to charge a hero’s special looks like this:

Very Slow: 27 tiles
Slow: 24 tiles
Average: 20 tiles
Fast: 16 tiles
Very Fast: 13 tiles

That would make the defense chart above look like this:

Both ways have their merits. It just depends on what you’re trying to look at. Hopefully this isn’t too confusing…


The defense one is more useful than I initially thought. Since each turn counts as “one tile” on defense, you can figure out how to optimize mana bonuses. Here’s a depiction of tiles needed to charge your character as turns go by:

Example… It is beneficial to have a 12% mana bonus on an average speed hero because after the third turn, they would be fully charged if 12 tiles hit them (because each defence tile counts as 0.5 tiles towards mana regen):

I can make more turn-based mana sheets if enough people find them useful.

EDIT: Clarification of example


After looking at this information is Ariel a viable tank with emblems focused on defense and health?

Yes, she is. Expecially when paired with a Gravemaker flank and Zeline.


What would be better with mana troops?
Guin double purple
Ariel double GM

Alby needs 12 tiles to charge. Mana troops level 23 gives +13 % druid class another 4% this makes him average speed on offense. Is my math correct?

Guin with one purple and Gravemaker.

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No, you math is off.

Slows need 12 tiles.
Average needs 10 tiles.

With 10 tiles and +17% mana boost (13+4) you get 11.7, which is not quite 12.

So you still need 11 tiles.

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