Mana Is Pressure Mana starts at 0, caps at 10, and normally regenerates 1 every 2.8 seconds.
React First If the enemy commits heavily, defend efficiently before starting your own push.
Punish Gaps After an enemy wastes mana or misses a spell, push while their answers are limited.

Current Mana Rules

RuleValue
Maximum mana10
Normal regeneration1 every 2.8 seconds
Overtime and sudden deathDouble regeneration
Mana crystal hit+1 mana

Spend Or Wait

Common mana decisions during a match.
SituationBest Habit
You have no enemy pressure incomingStart with cheap pressure or prepare a support card.
The enemy sends a large pushHold enough mana for defenders, control, or area damage.
The enemy groups units tightlyWait for the group to commit, then use an area spell.
Your push survives defenseAdd support, healing, or tower lockdown instead of starting a separate lane.
Both players are waitingUse low-cost pressure or a mana tool to force the first response.

Good Timing Windows

  • Use Fireball after enemies group, not before they choose a lane.
  • Use Frost Ball when towers or sidekicks are ready to attack frozen enemies.
  • Use Fury Potion when friendly units are already close enough to fight.
  • Use Mana Crystal on an empty tile only when a hidden reserve crystal exists and the position can be mined safely.
  • Use Mana Trap on an untrapped crystal when the enemy is likely to contest it; the trap stuns for 2 seconds.

Mana Mistakes To Avoid

  • Spending your last mana on attack when the enemy has a full push forming.
  • Using a spell before enemies enter its best area.
  • Stacking support cards behind a push that is already lost.
  • Playing a high-cost card without enough backup to protect it.