Empires and Puzzles Mana Speed Guide (Charts/Breakpoints -2023)

This is the Mana speed/system guide for Empires and Puzzles that I’ve been meaning to make for a while. I wanted a quick reference for the differing Mana speed systems, and here it is.
Below, you’ll find Mana Speed Charts/Tables showing the number of tiles required to charge every Mana system in Empires and Puzzles.
Before I go further, I would like to thank David P, the original contributor to my Troops Guide, whose information laid the foundation for the Mana Charts used in this post.
Caveat: This post contains gameplay speculation and personal opinion. It may also contain adult comedy, sarcasm, and Human error. It is not advice and is solely for entertainment and informational purposes.
EMPIRES AND PUZZLES MANA GUIDE & CHARTS
1. What is Mana?
2. Standard Mana Speed Chart
3. Troops Mana Bonuses
4. Mana Speed and Maxed Troops
5. Tiles Required with Troop Mana Bonuses
Empires and Puzzles Mana: A Quick Summary
In Empires and Puzzles, all Heroes have a Mana bar underneath their Hero Card, as seen here with Lady of the Lake:

-It’s the blue bar under her green HP bar.
It is charged by matching game tiles, and the element colour of the tiles matched goes towards charging Heroes of the same element.
Or on Defense, it’s charged by hitting Heroes with tiles, like so:

There are several factors that can influence Mana speed outside of a Hero’s original Mana speed designation, things like Troops, Special Skills, the Talent Grid, Costume Bonuses, and more.
“Ghosting tiles”, i.e. running tiles into empty space, will also give you double the amount of Mana than if you were to hit an enemy with the same tiles.
But for this guide’s purposes, we will focus solely on how many tiles it takes to trigger the original Mana speed designation and how Troops affect that.
And this will be shown in the Mana Charts below.
Empires and Puzzles Mana Speed Chart/Table
The following tables will illustrate how Mana generation works in Empires and Puzzles, first in isolation and then with Troops.
This is the most important table – showing Standard Mana generation for all Mana classes:
Mana Speed | Tiles to Charge |
V.Fast | 6.5 |
Fast | 8 |
Average | 10 |
Slow | 12 |
V.Slow | 13.5 |
Ninja 1 | 5 |
Ninja 2 | 10 |
Ninja 3 | 15 |
Magic 1 | 5.6 |
Magic 2 | 12.3 |
Slayers | 11 |
Styx 1 | 6 |
Styx 2 | 9 |
Styx 3 | 12 |
Changing Tides 1 | 8 |
Changing Tides 2 | 10 |
Empires and Puzzles Mana Bonus Troops Table
This next chart shows the different Troops which give a Mana bonus and the percentage given for the different levels:
Mana Bonus Percentage | Mana Troop Level | Magic Troop Level | Styx Troop Level |
5% | 1-4 | 1-4 | 1-4 |
7% | 5-10 | – | – |
8% | – | 5-10 | 5-11 |
9% | 11-16 | – | – |
11% | 17-22 | 11-16 | 12-15 |
13% | 23-28 | – | – |
14% | – | 17-22 | 16-22 |
15% | 29-30 | – | – |
17% | – | 23-28 | 23-26 |
20% | – | 29-30 | 27-30 |
Of course, the different Troops will also affect Attack, Defense, Healing, and Bypass in different ways, too; however, we’re simply interested in the Mana Bonus here.
Maxed Troops Breakpoints: Mana Speed (Empires and Puzzles)
The following 2 charts were constructed using a formula provided by a kind reader.
They show the approximate impact of fully Levelled Mana Bonus Troops on the Standard Mana charging times. Giving you an idea of the maximum Mana to tile bonus available:
Mana Speed | Tiles to Charge | With Level 30 Mana Troops (15% Bonus) | With Level 30 Magic or Styx Troops (20% Bonus) |
V.Fast | 6.5 | 5.7 | 5.5 |
Fast | 8 | 7 | 6.7 |
Average | 10 | 8.7 | 8.4 |
Slow | 12 | 10.5 | 10 |
V.Slow | 13.5 | 11.8 | 11.3 |
Ninja 1 | 5 | 4.4 | 4.2 |
Ninja 2 | 10 | 8.7 | 8.4 |
Ninja 3 | 15 | 13.1 | 12.5 |
Magic 1 | 5.6 | 4.9 | 4.7 |
Magic 2 | 12.3 | 10.7 | 10.3 |
Slayers | 11 | 9.6 | 9.2 |
Styx 1 | 6 | 5.3 | 5 |
Styx 2 | 9 | 7.9 | 7.5 |
Styx 3 | 12 | 10.5 | 10 |
Changing Tides 1 | 8 | 7 | 6.7 |
Changing Tides 2 | 10 | 8.7 | 8.4 |
Tiles Required For Each Troop Mana Bonus Percentage (Breakpoints)
As we all know, Troops take forever to fully max, so here’s a chart showing the number of tiles needed for each level of percentage bonus given by Troops:
Mana Speed | Tiles to Charge | With 5% Mana Bonus | With 7% Mana Bonus | With 8% Mana Bonus | With 9% Mana Bonus | With 11% Mana Bonus | With 13% Mana Bonus | With 14% Mana Bonus | With 15% Mana Bonus | With 17% Mana Bonus | With 20% Mana Bonus |
V.Fast | 6.5 | 6.2 | 6.1 | 6.1 | 6 | 5.9 | 5.8 | 5.8 | 5.7 | 5.6 | 5.5 |
Fast | 8 | 7.7 | 7.5 | 7.5 | 7.4 | 7.3 | 7.1 | 7.1 | 7 | 6.9 | 6.7 |
Average | 10 | 9.6 | 9.4 | 9.3 | 9.2 | 9.1 | 8.9 | 8.8 | 8.7 | 8.6 | 8.4 |
Slow | 12 | 11.5 | 11.3 | 11.2 | 11.1 | 10.9 | 10.7 | 10.6 | 10.5 | 10.3 | 10 |
V.Slow | 13.5 | 12.9 | 12.7 | 12.5 | 12.4 | 12.2 | 12 | 11.9 | 11.8 | 11.6 | 11.3 |
Ninja 1 | 5 | 4.8 | 4.7 | 4.7 | 4.6 | 4.6 | 4.5 | 4.4 | 4.4 | 4.3 | 4.2 |
Ninja 2 | 10 | 9.6 | 9.4 | 9.3 | 9.2 | 9.1 | 8.9 | 8.8 | 8.7 | 8.6 | 8.4 |
Ninja 3 | 15 | 14.3 | 14.1 | 13.9 | 13.8 | 13.6 | 13.3 | 13.2 | 13.1 | 12.9 | 12.5 |
Magic 1 | 5.6 | 5.4 | 5.3 | 5.2 | 5.2 | 5.1 | 5 | 5 | 4.9 | 4.8 | 4.7 |
Magic 2 | 12.3 | 11.8 | 11.5 | 11.4 | 11.3 | 11.1 | 10.9 | 10.8 | 10.7 | 10.6 | 10.3 |
Slayers | 11 | 10.5 | 10.3 | 10.2 | 10.1 | 10 | 9.8 | 9.7 | 9.6 | 9.5 | 9.2 |
Styx 1 | 6 | 5.8 | 5.7 | 5.6 | 5.6 | 5.5 | 5.4 | 5.3 | 5.3 | 5.2 | 5 |
Styx 2 | 9 | 8.6 | 8.5 | 8.4 | 8.3 | 8.2 | 8 | 7.9 | 7.9 | 7.7 | 7.5 |
Styx 3 | 12 | 11.5 | 11.3 | 11.2 | 11.1 | 10.9 | 10.7 | 10.6 | 10.5 | 10.3 | 10 |
Changing Tides 1 | 8 | 7.7 | 7.5 | 7.5 | 7.4 | 7.3 | 7.1 | 7.1 | 7 | 6.9 | 6.7 |
Changing Tides 2 | 10 | 9.6 | 9.4 | 9.3 | 9.2 | 9.1 | 8.9 | 8.8 | 8.7 | 8.6 | 8.4 |
Empires and Puzzles Mana Guide
Hopefully, there are no errors above, but if you find one, just let me know in the comments below.
This page isn’t designed to be a definitive guide because there’s always more information to be had concerning Mana and Troops. This page is about having a quick and handy reference.
Thanks again, David!; I appreciate your contribution.
I’d also like to thank the kind reader who provided the formula for the last 2 tables.
Thanks for reading!
[Please always check in-game Hero Cards to confirm details and never chase Heroes]
✨✨ SUBSCRIBE ✨✨
Enjoyed the post? Then please help me, -share it with your alliance!
Want more Empires and Puzzles? Click here.
Have you seen Areax? Empires and Puzzles September 2023 Hero of the Month.
Don’t forget to check out my Hero Ranking Page!
Looking for a new mobile game (iOS or Android)? Check out my new review section.
Follow me on Facebook? Old Cynic’s Page
Copyright: oldcynic.com
Images used by way of review/tutorial – Copyright owned by Empires & Puzzles: Small Giant Games
I think it would make a lot more sense to add a table of the breakpoints for each speed. Yes it does get more complicated, but it is also a lot more useful than having a table over what a 15%/20% troop does. Who of us has a maxed Wizard troop, let alone 3 which we would need to play a 3-2 with these boni!
And the table you have here doesn´t help if my troops are lvl 17 or 23… Yes one can say a 17 Wiz is a bit worse than a maxed mana troop at 15% while the 23 is a bit better, but if that´s enough to reach the next breakpoint is impossible to say, because those are hard numbers to the decimal…
Hey Gargon, thanks for the feedback. I’ll look to add another mana chart below with all the breakpoints over the next few days!
Done! Thanks again.
This is super helpful tool.
However, It shows the difference between troops is not that big when you are attacking, since you activate by three almost every time, going from 12 to 10 is basically the same.
On the other hand, in defence it changes a lot, that 20% can make a huge difference.
Great contribution to the community, OC.
Thanks Mig-El.
It´s a huge deal to go from 10 to 9 tiles for all average heroes at 12%. I think this is probably the most important breakpoint in the game for most players.
In def breakpoints don´t really matter at all, it´s: The more the better of course, but it rarely matters if you have 1% more or less.
Also going from 8 to 7 is a pretty big jump for fast heroes, because you can do that with a dragon bomb.
You just have to find the really important breakpoints.
That is too situational.
In defence is much more important because they do not need tiles to load. It does not matter if you go from 11 to 10 if you have 0 tiles of that colour. And we all know is more common to have 0 tiles of the colour than a dragon shield.
Outstanding job!! Thank you for doing this
Thanks! This is helpful…
I’ve actually made spreadsheets for troop requirements based on hero speed and starting mana bonus from costumes and talent grid with max starting bonus being 14% with a 5% costume, 5% Bard in party and 4% TG Node for Monk, Sorcerer and Druid class heroes. I’m currently working on creating a master spreadsheet to involve all hero speeds end up to a 14% starting mana generation bonus. After that 14% I do plan to incorporate family and other bonuses that are relevant common without getting too carried away with variable possibilities of what could be and I will not be including turn-based mana generation simply because if you can understand that far in depth then you probably don’t need a cheat sheet to help you understand the requirements.