The Ultimate Mana Breakpoint Guide: Troops & Calculations

Overview
In Empires & Puzzles, matches are made, but specials win battles. Understanding Mana Speed is the single most critical mechanic for high-level play. It’s the difference between your healer firing just in time to save your team or dying with a full mana bar.
This guide breaks down exactly how much mana generation bonus (%) you need to shave off precious tiles from every speed tier in the game. We've crunched the numbers for standard speeds, Ninja and Magic charges, Styx heroes, and the newer Slayers and Untold Tales heroes.
The Basics: How Mana Works
Before we dive into the percentages, here are the ground rules:
- Matching Tiles: Hitting an enemy with a tile generates a standard amount of mana.
- Ghosting: Sending tiles through an empty lane ("ghosting") generates 2x mana. This is a key strategy; a Slow hero who usually needs 12 tiles can charge in just 6 ghosted tiles.
- The Goal: The goal of mana troops and bonuses is to reach "Breakpoints"—specific percentage thresholds that reduce the number of tiles required to charge a special skill by 1, 2, or even 3 tiles.
Standard Mana Speeds
These are the bread-and-butter speeds for the vast majority of heroes.
| Speed | Base Tiles | -1 Tile | -2 Tiles | -3 Tiles |
|---|---|---|---|---|
| Very Fast | 6.5 | 9% (6 tiles) | 30% (5 tiles) | 63% (4 tiles) |
| Fast | 8 | 15% (7 tiles) | 34% (6 tiles) | 60% (5 tiles) |
| Average | 10 | 12% (9 tiles) | 25% (8 tiles) | 43% (7 tiles) |
| Slow | 12 | 10% (11 tiles) | 20% (10 tiles) | 34% (9 tiles) |
| Very Slow | 13.5 | 4% (13 tiles) | 13% (12 tiles) | 23% (11 tiles) |
Strategic Note
- Average Speed (10 → 9 tiles): This is arguably the most important breakpoint in the game. Dropping from 10 to 9 tiles means you can charge an Average hero with just three match-3s, regardless of color matches. You need 12% mana bonus to achieve this.
- Fast Speed (8 → 7 tiles): Requires 15%. This usually needs a high-level Mana/Styx/Magic troop (Lvl 29 Mana or Lvl 11+ Styx/Magic) or a combination of costume/talents.
- Very Slow (13.5 → 12 tiles): Requires 13%. This makes Rush Attack tournament terrors like Alfrike fire in 6 ghosted tiles instead of 7.
Advanced Speeds: Magic, Ninja, & Styx
These heroes have variable mana charges (x1, x2, x3), adding a layer of complexity.
Magic Family (1 & 2 Charges)
Magic heroes like Nadezhda or Milena charge very quickly on the first tier but require significant investment for the second.
| Charge Tier | Base Tiles | -1 Tile | -2 Tiles | -3 Tiles |
|---|---|---|---|---|
| Magic x1 | 5.5 | 11% (5 tiles) | 39% (4 tiles) | — |
| Magic x2 | 12.3 | 3% (12 tiles) | 12% (11 tiles) | 23% (10 tiles) |
Ninja Family (1, 2, & 3 Charges)
Ninjas are notoriously fast on the first charge.
| Charge Tier | Base Tiles | -1 Tile | -2 Tiles | -3 Tiles |
|---|---|---|---|---|
| Ninja x1 | 4.9 | 23% (4 tiles) | 64% (3 tiles) | — |
| Ninja x2 | 9.8 | 9% (9 tiles) | 23% (8 tiles) | 40% (7 tiles) |
| Ninja x3 | 14.7 | 6% (14 tiles) | 14% (13 tiles) | 23% (12 tiles) |
Styx Family (1, 2, & 3 Charges)
Styx heroes (like Hypnos) have slightly higher requirements than Ninjas for their first charge.
| Charge Tier | Base Tiles | -1 Tile | -2 Tiles | -3 Tiles |
|---|---|---|---|---|
| Styx x1 | 6 | 20% (5 tiles) | 50% (4 tiles) | — |
| Styx x2 | 9 | 13% (8 tiles) | 29% (7 tiles) | 50% (6 tiles) |
| Styx x3 | 12 | 10% (11 tiles) | 20% (10 tiles) | 34% (9 tiles) |
Special Cases: Changing Tides & Slayers
Changing Tides (Untold Tales)
Heroes like Gestalt and Phorcys operate on a unique 2-charge system that mimics Fast and Average speeds.
- Charge 1 (Fast-ish): Base 8 tiles.
- 15% → 7 tiles
- 34% → 6 tiles
- Charge 2 (Average-ish): Base 10 tiles.
- 12% → 9 tiles
- 25% → 8 tiles
- 43% → 7 tiles
Note: You must fire Charge 1 to reset and start building towards Charge 2, unlike Ninjas/Magic where you can hold mana.
Slayer Family
Slayers generate mana slowly at first but gain stacks to speed up.
- Base: 11 Tiles
- 10% → 10 tiles
- 23% → 9 tiles
- 39% → 8 tiles
- 59% → 7 tiles
Sources of Mana Bonus
How do you hit these numbers? It's a game of addition. Combine Troops + Class + Costume + Family Bonuses.
1. Troops
The most reliable source of mana speed.
- Styx & Magic Troops: +20% max (Start higher, easier breakpoints).
- Mana Troops (Classic): +15% max.
- Legendary Troops: +11% max (Focus is on stats/class effects, lower mana bonus).
2. Class Talent Bonuses
At node 20 (or sometimes earlier on the path), heroes get a mana node.
- Druid, Monk, Sorcerer: +4% Mana Bonus.
- All Other Classes: +2% Mana Bonus.
3. Costumes
- Legendary (5) Costume:* +5% Bonus.
- Epic/Rare Costumes: Usually +1%, though Season 1 classics get +5%.
4. Family & Passive Bonuses
- Bard Solo Bonus: +5% (if they are the only Bard).
- 2017 HOTM Family: +5% / 10% / 15% (for 1/2/3 heroes).
- Pirate / Wonderland: +2% to 12% (scales with members).
- Sakura: +3% to 13% (scales with members).
- Morlovia: +3% to 9% (scales with members).
- Construct Core: Some heroes have innate mana generation stacks.
Practical Examples: Hitting the Breakpoints
The "Average to 9 Tiles" (12% Needed)
- Goal: Make an Average hero charge in 3 matches (9 tiles).
- Solution A: Level 23 Mana Troop (13%) -> DONE.
- Solution B: Level 11 Magic/Styx Troop (14%) -> DONE.
- Solution C: Level 17 Mana Troop (11%) + Emblem Node (2%) = 13% -> DONE.
The "Fast to 7 Tiles" (15% Needed)
- Goal: Make a Fast hero charge in 7 tiles (3 matches + 1 ghost, or a 4-match + 3-match).
- Solution A: Level 29 Mana Troop (15%) -> DONE.
- Solution B: Level 17 Magic/Styx Troop (17%) -> DONE.
- Solution C: Level 11 Mana Troop (9%) + Costume (5%) + Emblem Node (2%) = 16% -> DONE.
The "Very Slow Rush" (13.5 to 12 Tiles)
- Goal: 13% Mana to drop a Very Slow hero to 12 tiles (6 ghosted).
- Solution: Level 23 Mana Troop OR Level 5 Magic/Styx Troop + Emblem Node.
Final Thoughts
Mana speed is the hidden engine of Empires & Puzzles. While Attack and Defense stats look pretty on a card, tiles required to fire is the metric that actually dictates the pace of battle.
Stop bringing Level 1 troops to a war fight. Do the math, hit the breakpoints (especially 12% for Average and 15% for Fast), and watch your win rate soar.
