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How Mantis’s Life Orb economy works
Mantis has four Life Orb charges, and each takes four seconds to recharge according to the official profile. The September 8, 2026 Version 20260911 balance post raised the single-orb charge time from three to four seconds, so four seconds is the current value documented here—not an evergreen figure.
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Life Energy Blast is her primary fire. A critical hit restores one Life Orb; spending an orb powers abilities such as Healing Flower, Allied Inspiration and Natural Anger. In practical terms, accurate critical hits can replenish the resource used for support and damage options. If you do not land critical hits, fewer orbs may be available to spend. That trade-off follows from the published mechanics; it is not a guaranteed rotation or a tested optimal spending sequence.
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The official profile lists 55 damage per round, 15 rounds of ammunition, a firing rate of 2.5 rounds per second and projectile speed of 150 m/s, with no damage falloff. A critical hit returns one Life Orb. Marvel Rivals official Mantis profile.
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Abilities and what they do
The official profile gives the following mechanics. Healing values affected by Team-Ups are called out separately below.
Healing Flower: targeted healing
Healing Flower targets an ally, applying 60 immediate healing followed by healing over time for eight seconds. The profile lists the subsequent healing as 12 plus 3% of the target’s maximum health per second. It also lists a 16-second maximum duration. Star-Lord and Adam Warlock Team-Ups have distinct values, detailed in the Team-Up section.
Allied Inspiration: ally damage and movement
Spend one Life Orb to give an ally an 8% damage boost and a 1 m/s movement boost. The listed duration is eight seconds, extendable to a maximum of 16 seconds.
Natural Anger: self damage boost
Spend one Life Orb for a 12% self damage boost lasting eight seconds. Recasting refreshes the duration rather than stacking the boost.
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Spore Slumber: disable an enemy, with an ally interaction to watch
Mantis throws a spore that sedates the nearest enemy. The official profile lists 3.5 seconds of sedation and explains that an illusion appears beside the target; allies can attack that illusion to wake the affected hero. When coordinating with teammates, account for that wake-up interaction rather than assuming the target will remain asleep.
Nature’s Favor: self-sustain and movement
Nature’s Favor grants Mantis a movement boost when she has not been injured and healing over time when she consumes Life Orbs. The profile lists three seconds to leave combat, 7.5 m/s movement speed out of combat and 12.5 healing per second for eight seconds.
Rank #4
Soul Resurgence: area healing and movement
Mantis moves while releasing an area effect that heals nearby allies over time and boosts their movement. Excess healing converts to bonus health. The official profile lists an eight-second duration, a 15 m spherical radius, a 3 m/s movement boost and an energy cost of 4300.
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Team-Up effects are conditional: do not treat their healing numbers as Mantis’s universal base values. The official profile lists Heavenly Guardian with Groot and Loki, describing enhanced Groot wooden walls and Loki Rune Stones alongside a 10% healing boost. It also describes Team-Up effects involving Star-Lord and Adam Warlock.
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The September 8, 2026 Version 20260911 balance post specifies these Mantis changes:
| Situation | Change in Version 20260911 |
|---|---|
| Life Orb recharge | Single-orb charge time increased from 3 to 4 seconds. |
| Star-Lord Team-Up: Healing Flower | Healing over time reduced from 12 + 3% to 10 + 3% of the target’s maximum health per second. |
| Enhanced Star-Lord Healing Flower | Healing over time reduced from 15 + 3.5% to 10 + 3.5% of the target’s maximum health per second. |
| Adam Warlock Team-Up: Healing Flower | Healing over time increased from 10 + 2.5% to 12 + 3% of the target’s maximum health per second. |
| Adam Warlock-linked soul form | Area healing increased from 5/s to 30/s, and field radius increased from 5 m to 8 m. |
The same post changed Strategist Ultimate Energy conversion: healing conversion fell from 70% to 65%, and damage conversion from 55% to 50%. These are role-wide changes, not Mantis-only adjustments. See the official Version 20260911 balance post for the patch context.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Practical priorities from the documented kit
- Use Life Energy Blast when you have a clear opportunity to land critical hits; each critical hit returns an orb that can fund another ability.
- Choose between spending an orb on targeted ally healing, an ally’s damage-and-movement boost, or your own damage boost according to the situation. The official mechanics establish the costs and effects, but do not prescribe a fixed priority.
- Make Spore Slumber’s illusion interaction clear to allies when possible. Attacking the illusion wakes the sedated enemy.
- Use Soul Resurgence as an area effect around nearby allies; its listed radius is 15 m, and excess healing becomes bonus health.
- Remember that Healing Flower’s Team-Up values differ by pairing. Apply the correct row from the table rather than assuming the base profile value applies in every case.
The official profile describes Mantis as anchoring a team through life energy: “Mantis uses her impressive mental abilities and her penchant for plant control to anchor any team she fights alongside.” These published mechanics do not establish a tier ranking, matchup list or guaranteed healing output in live combat.
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For context, the official Version 20250808 balance post reduced Life Energy Blast ammunition from 20 to 15, reduced base Healing Flower healing over time from 12.5/s to 10/s, and increased Soul Resurgence’s excess-healing conversion from 0.7 to 1. It also introduced a Mantis Team-Up Anchor effect and removed the older Guardian Revival Team-Up. These are historical changes; the later profile and Version 20260911 post provide the values above. Official Version 20250808 balance post.
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