Mantis is the purest support on the roster — no gimmicks, no forms, no resource puzzle. Healing Flower is a targeted instant heal over time, Allied Inspiration and Natural Anger are 17.5% damage buffs, and Spore Slumber sleeps a single target for 3.5 seconds. Her entire skill expression is orb economy: every cast spends a Life Orb, so the difference between a good and bad Mantis is whether the orbs are on cooldown when the fight starts.
Role and difficulty
Strategist. Mantis has 250 health. Difficulty Easy (1/5). She stays behind her Vanguard at mid-range, sleeps divers with Spore Slumber, and keeps at least one orb banked for the fight.
Abilities and what they actually do
- Life Energy Blast (Normal Attack): Fire an energy thorn and regain one after a critical hit. Key numbers: DAMAGE — 55 per round; FIRE RATE — 2.5 rounds/s; AMMO — 15; PROJECTILE SPEED — 150m/s.
- Soul Resurgence (Abilities): Key numbers: DURATION — 8s.
- Healing Flower (Abilities): Key numbers: DURATION — Increase the duration by 8s for every stack of Life Orbs used, up to 16s.
- Spore Slumber (Abilities): Key numbers: DAMAGE — 10; COOLDOWN — 15s.
- Allied Inspiration (Abilities): Key numbers: DURATION — Increase the duration by 8s for every stack of Life Orbs used, up to 16s.
- Natural Anger (Abilities): Key numbers: DURATION — 8s.
- Nature’s Favor (Abilities): Key numbers: HEALING — 12.5/s (self).
Life Orbs and the sleep window
Every supportive cast spends one Life Orb: Healing Flower heals 40 instantly plus 12.5 per second for 8 seconds, while Allied Inspiration and Natural Anger each grant a 17.5% damage boost for 8 seconds. Life Energy Blast is her primary — 50 damage with 100 on a crit — and it does not spend orbs, so it is what you use while your orbs regenerate. Spore Slumber sleeps one enemy for 3.5 seconds on a 12-second cooldown, but the sleeping target leaves an illusion behind, and destroying the illusion breaks the stun early — so the sleep is strongest on isolated targets, not ones surrounded by their team. Soul Resurgence heals 175 per second for 8 seconds, grants 25% move speed, and shields full-health allies with 100 temporary health, making it both a team save and an engage buff. Nature’s Favor gives a constant 10% movement boost.
How to play Mantis
- Bank orbs between fights — a Mantis who enters a team fight with zero orbs is a spectator.
- Cast Healing Flower on the ally taking focus damage; the 12.5-per-second tail keeps them in the fight.
- Put Allied Inspiration or Natural Anger on your damage dealer before the engage, not after.
- Sleep isolated divers with Spore Slumber; targets surrounded by their team break it early.
- Pop Soul Resurgence when the team fight commits — 175 healing per second plus the full-health shields.
- Poke with Life Energy Blast while orbs recharge, aiming for the 100-damage crits.
Matchups
Mantis enables dive comps and burst teams that need one window to delete a target, and her sleep cancels channeled ultimates. She has almost no self-peel and very limited mobility, so coordinated dives that focus her first end her game early. Her lack of burst healing outside the ultimate makes her weaker than other supports in sustained chip wars.
Strengths (per the wiki):
- Long-range support with high sustained healing, capable of also providing buffs to herself and her allies, on top of high personal damage output.
- Mantis core gameplay revolves around her Life Orb mechanic, which fuels her heals and buffs. She has access to a maximum of 4 Life Orbs with one being regenerated every 3 seconds.
- Her passive, Nature’s Favor, provides Mantis with 40% increased movement speed whenever she’s not damaged for 3 seconds.
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- In addition, whenever Mantis consumes Life Orbs, she also gains a self-heal-over-time for 8 seconds.
- Her primary fire, Life Energy Blast, launches a fast moving thorn projectile to deal damage.
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- This ability is not affected by damage falloff.
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- Landing critical hits with this ability instantly generates one Life Orb.
- Her secondary fire, Healing Flower, places a heal-over-time effect on her targeted ally, that lasts for 8 seconds.
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- Upon casting, the target also gains an instant heal of 55 health.
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- This ability consumes one Life Orb.
- Allied Inspiration grants a 8% damage boost on her targeted ally, that lasts for 8 seconds.
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- This ability consumes one Life Orb.
- Natural Anger grants Mantis a 12% damage boost, that lasts for 8 seconds.
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- This ability consumes one Life Orb.
- Spore Slumber has Mantis lobbing a projectile that explodes in a AOE, putting one opponent caught within to sleep. It deals 10 damage and creates an illusion behind her target that can be shot by the enemy team to wake the target up.
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- Enemies hit by the ability will be stunned for 3.5 seconds, or until they take damage.
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- Enemies will not wake up if they take damage for the first.5 seconds of the stun. This allows Mantis to shoot once immediately after using the ability without waking the opponent up.
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- Spore Slumber is a very versatile ability to help secure takedowns on key targets, or as a defensive measure against diving opponents.
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- It is often useful to wait for your team and collectively damage the stunned opponent at the same time. This is a great way to secure a kill when they have more health than Mantis alone can deal with.
- Her Ultimate, Soul Resurgence, has Mantis enveloped by an aura that provides healing-over-time and increased movement speed. This ability lasts for 8 seconds and affects all allies within the radius around her, as well as Mantis herself.
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- In addition, she also heals all allies in range of the ability for 200 health upon use.
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- If her allies are at full health, 70% of the excess healing is converted into bonus health until the Ultimate is over. The over-healing can only give each player up to 100 extra health.
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- Mantis also benefits from the speed boost, healing and over-health, making her much harder to take down.
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- This is the third most powerful healing ability in the game (after Luna Snow’s Fate of Both Worlds and Invisible Woman’s Invisible Boundary and tied in healing with Jubilee’s Firework Finale), being clutch in moments where the team is getting bombarded by enemy fire. It can change the course of the battle, being specially useful to contest objectives since her entire team will be hard to take down even with focused fire.
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- Mantis can use Soul Resurgence if she reaches low health, or is taking a lot of damage, to ensure that she is able to stay in the fight.
- Has very limited mobility tools, being frail if overwhelmed.
- Lacks burst healing outside of her Ultimate.
- Enemies can attack her illusion during Spore Slumber, which when destroyed breaks the stun.
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- The illusion has low health.
Weaknesses (per the wiki):
- Has very limited mobility tools, being frail if overwhelmed.
- Lacks burst healing outside of her Ultimate.
- Enemies can attack her illusion during Spore Slumber, which when destroyed breaks the stun.
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- The illusion has low health.
Team-ups
- Star Blossom (with Star-Lord, Season 9.0: The Mystery of Thebes): Recasting Healing Flower on a teammate with the effect enhances and spreads the healing aura. Enhanced: When teaming up with Star-Lord, using Healing Flower on any teammate instantly triggers the enhanced spell field and healing effect.
- Vitality Pact (with Adam Warlock, Season 9.0: The Mystery of Thebes): Upon defeat, Mantis can freely move as a soul, healing nearby allies, and reforge her body at a chosen spot. After using Natural Anger, the effect of Nature’s Favor is enhanced, increasing the amount of healing provided. Enhanced: When teaming up with Adam Warlock, her soul state can forge Soul Bond with nearby teammates, granting Healing Over Time and distributing damage taken across the bond.
Related guides
- Heroes Database
- Abilities Database
- Healing and Support Guide
- Survive Dive as Support
- How To Play Star-Lord
- How To Play Adam Warlock
Common mistakes
- Entering fights with no orbs banked and nothing to cast
- Casting Spore Slumber into a grouped enemy team, where the illusion dies instantly
- Sleeping a target your team cannot reach in 3.5 seconds
- Standing still — with no mobility tools, she dies first to any coordinated dive
- Holding Soul Resurgence for a perfect moment and losing the team before it lands