You pass a round in Legends of Runeterra with two mana left over, feeling a little guilty about wasting it. Then your opponent swings with a huge attack, and suddenly you remember that leftover mana did not vanish: it became spell mana, and it is the reason you can still cast the answer in your hand.
That moment is when Runeterra's mana system clicks for most players. It looks like a standard "one more crystal each turn" setup, but banked spell mana and the attack token change how rounds should be planned. This guide breaks down both, with examples you can use in your next match.
💠 How do mana gems work round by round?
Each player starts the game with one mana gem. At the start of every new round, your mana refills and you unlock another gem, until you reach the maximum of ten. Riot's support page describes the same pattern: by round eight you have eight mana to spend, and so on.
Card costs appear in the blue circle at the top left of each card. When you play a card, its cost comes out of your current mana. When a card in your hand is playable with the mana you have left, the game makes it glow, which is a handy check if you are unsure.
A few points that confuse newcomers:
- Mana refills every round, so unspent regular mana does not carry over as regular mana.
- Both players gain gems at the same pace; neither side gets a head start.
- Some cards can give you extra gems or refill mana, which bends the normal pace.
✨ What exactly is spell mana?
At the end of a round, up to three of your unused mana is stored as spell mana. That pool can only be used to cast spells, not to play units. When you cast a spell, the game uses spell mana first and then dips into regular mana if the spell costs more.
This rule rewards patience. If you hold back a reactive spell and do not need it, you do not lose the mana for nothing. Up to three carries forward and helps you next round.
| Situation | What happens to unused mana |
|---|---|
| You end the round with 1 unused mana | 1 spell mana banked |
| You end with 3 unused | 3 spell mana banked |
| You end with 5 unused | Only 3 banked; the rest is lost |
| You already have 3 spell mana and save more | Pool stays capped at 3 |
The key word is "capped". Saving more than three does not help, so there is rarely a reason to float big piles of mana unless you are holding an answer that needs it.
⚔️ How does the attack token decide who can attack?
Runeterra does not let both players attack every round. Instead, one player holds the attack token for that round, and it alternates. The game marks clearly which side holds it, so you can check at a glance.
When you have the token, you can declare an attack by moving units into the attack lane. Your opponent then decides how to block. When you do not have the token, you are on defense, and your units block instead.
If you end a round without using the attack token, you lose it. Some cards can grant an extra attack or a new token, but by default the token switches sides each round. That means each player's offensive rounds and defensive rounds alternate in a predictable rhythm.
Making defensive rounds count
New players often treat a round without the token as dead time. It is anything but. A defensive round is when you develop units that will block well and attack well later, and it is also your best chance to bank spell mana. If your opponent is passing cautiously and you have nothing urgent to answer, playing a sturdy unit and leaving a little mana up is often a strong balance.
Defensive rounds are also when your opponent is most likely to commit their best attack. Keeping enough mana for one key answer, and knowing which of your units can block safely, prevents the big swing that decides many games. Think of the round in pairs: what you do on defense sets up what you can do on your next attack.
Tip: At the start of every round, glance at who has the attack token before deciding what to play. Units you play on a defensive round are mainly blockers, while units played on an attack round should prepare the swing.
🧮 How do spell mana and the attack token work together?
The interesting decisions come from combining the two systems. On a defensive round, you often want to hold mana for a combat trick or removal spell in case your opponent attacks. If they do not attack, that unspent mana is not wasted: up to three becomes spell mana for your attack round next.
On your attack round, that banked spell mana lets you cast a spell and still play a unit with your full regular mana. That combination can be much stronger than either player expects.
Here is a typical sequence:
- Defensive round. You keep three mana open for a removal spell. Your opponent plays cautiously, so you do not need it. Three spell mana are banked.
- Your attack round. You play a strong unit with your regular mana, attack, and use your banked spell mana for a combat trick.
- Result. You effectively spent more mana in one round than your gem count allows.
Good players think one round ahead like this, deciding whether to spend now or bank for later.
Spell speed in a nutshell
Spells come in different speeds. Burst spells resolve immediately and do not give the opponent a chance to respond. Fast spells can be cast during combat and can be answered. Slow spells cannot be cast during combat and give the opponent a chance to react. Knowing which speed your spells have tells you whether banking mana for them actually helps on a defensive round.
🚧 What mistakes cost new players the most?
Most early losses in Runeterra come from mana and token mistakes rather than bad cards. Watch for these:
- Spending every point every round. Sometimes holding mana for a spell is stronger than playing a weak unit.
- Forgetting spell mana exists. Players leave banked spell mana unused for several rounds without noticing.
- Attacking into open mana. If your opponent left mana up on your attack round, they may be holding a combat trick or removal.
- Wasting the attack token. An attack round where you do nothing hands tempo to your opponent.
- Blocking with key units. On defense, chump blocks with small units can protect important pieces.
A small habit fixes many of these: read the opponent's remaining mana and banked spell mana every time they pass. The game shows both on screen.
Reading your opponent's banked mana
Your opponent's spell mana is public information, and it is one of the best clues in the game. If they ended last round with spell mana banked and still have mana open, assume they can cast a meaningful spell during combat. If their spell mana is empty and they spent everything on units, your attack is much safer.
This works both ways. When you bank spell mana, a careful opponent will play around it, which means your threat of a spell can be just as useful as the spell itself. Sometimes simply leaving mana open makes the other player attack less aggressively, buying you a round.
Pre-pass checklist
- Do I have the attack token this round?
- How much spell mana do I have and will banked mana help next round?
- How much open mana does my opponent have?
- Is there a unit I should play before passing to have a blocker ready?
- Am I wasting a token round by doing nothing?
🧭 How can you practice this system effectively?
Runeterra has modes against AI opponents and other players. AI matches are a good place to practice tracking mana and the token without pressure. Focus on one habit per session rather than everything at once.
For example:
- Session one: Check the token every round before acting.
- Session two: Count spell mana at the start of each round.
- Session three: Decide on defensive rounds whether to bank or spend.
- Session four: Track your opponent's spell mana and open mana.
After a few sessions, these become automatic. The goal is to stop thinking of mana as a simple resource you spend every turn and start thinking of it as a pool you manage across rounds.
Remember that Riot updates the game and its modes over time, so check the official Legends of Runeterra support pages if something in the interface has moved since this guide was written.
🏁 How does this change the way you play?
Spell mana and the attack token are what make Runeterra different from many other digital card games. Mana is not just spent; it can be saved. Attacks are not constant; they alternate. Players who understand that rhythm play more efficient turns and fall into fewer traps.
Start by checking the token at the beginning of each round and counting your spell mana before you pass. Those two small habits will improve your games more than any single card upgrade.
❓ Frequently Asked Questions
How much spell mana can I bank in Legends of Runeterra?
You can bank up to three spell mana at the end of a round from your unused mana. Any extra beyond three is lost, and the pool stays capped at three.
Can I use spell mana to play units?
No. Spell mana is only for spells. Units are paid for with regular mana from your gems, while spells use spell mana first and then regular mana if needed.
What happens if I do not attack with my attack token?
If you end the round without using the attack token, you lose it. The token then passes to your opponent for the next round, unless a card effect changes that.
Is it bad to end a round with unused mana?
Not necessarily. Up to three unused mana becomes spell mana for the next round, so holding mana for a reactive spell often works out. Ending with large piles of unused mana, though, usually means you wasted part of the round.