Last updated: May 1, 2020 (v5.06) Every instance of damage is: Autoattack or spell Impact, pierce, magic, or pure Impact, pierce, magic, and pure attacks deal varying amounts of damage, depending on the defending unit's defense type. The full matrix is below: Ability damage is any source of damage that isn't dealt by the unit's autoattack. Ability damage can be impact, pierce, magic, or pure. The following abilities can amplify or reduce ability damage: Sorcerer (legion spell) Rogue Wave's Delusion Daphne's Mark Target Safety Mole's Safety Aura The following abilities deal ability damage: King Claw's Shell Shock Eggsack's Azurite Shell Aqua Spirit's Water Bounce (just the bounced attack) Rogue Wave's Delusion (just the bounced attack) Fire Elemental's Combustion (the bounced attack + the burn damage on both targets) Violet's Lightning Strike Disciple's Mana Burst Starcaller's Asteroid Fire Archer's Flaming Arrows Buzz's Anaphlaxis (currently bugged & not amplified by ability damage amplification) Consort's Paraphylaxis (currently bugged & not amplified by ability damage amplification) Honeyflower's Fragrance Deathcap's Noxious Scent Banana Bunk's Barbs Banana Haven's Thorns Zeus' Power Surge Pyro's Pyromancy (just the splashed damage) Tempest's Machine Gunner Leviathan's Bombardier Berserker's Brawler Fatalizer's Duelist Millennium's Explosive Shells Doomsday Machine's Detonation Great Boar's Stampede Red Eyes' Thunderous Charge Masked Spirit's Spectral Scream (all 3 attacks) False Maiden's Spectral Scream (all 3 attacks) Hell Raiser's Spectral Scream (all 3 attacks) Infiltrator's Shuriken Orchid's Shuriken Cyclone Yozora's Wintry Touch Arctaire's Frozen Veil Mana amplification effects affect all sources of mana regeneration and mana gain. The following abilities can amplify mana regeneration and mana gain: Magician (legion spell) Starcaller's Amplify Magic The following are affected: All mana regeneration Angler's Junior Fisherman Bounty Hunter's Commercial Fisherman Proton's Generator Atom's Generator Disciple's Intellect Starcaller's Intellect Head Chef's Necromancy Lord of Death's Intellect Hades' Intellect and Necromancy Zeus' Magnetic Accelerator Harpy's Acrobatics Sky Queen's Acrobatics and Crimson Claws Great Boar's Stampede Red Eyes' Thunderous Charge Sacred Steed's Mana Blessing Pegasus' Mana Miracle
I seem to be a bit confused. Since mana is indicated with a blue bar (under the hp bar), I seem to be missing out on a few that are not mentioned on your list: - Violet - Gateguard/Harbringer - Desert Pilgrim/Lost Chieftan
Just to confirm, the units gain mana fractions that will eventually be proper mana counted towards the kingpin damage? Or the mana gain is like 1.15 per mob and the 0.15 is ignored after since mana of anglers is not fractions?
Updated to patch v5.00. Mana amplification effects (Starcaller and Magician) are designed in a way to be as easy as possible to learn. Every form of mana regeneration or mana gain is amplified, so you don't have to worry about nuances. I re-read the conversation above, and I think there is some ambiguity in some of the replies that is causing confusion. s0n0fagun was confused why some units like Violet and Gateguard were not listed under "mana gain." The reason they were not listed is that they just have standard mana regeneration, which is, of course, affected by mana amplification effects. The ones that are listed are specifically those abilities that players might be confused about (e.g. "Does mana amplification affect Great Boar's Stampede?"). And the answer to all of those questions is "Yes." Jitsuc's response was technically correct, though it could have been worded better, so it confused you and made you think it's more complicated than it is. tldr: Does X mana thing get amplified by Starcaller and Magician? Yes.