Recently, the League of Legends community pointed out that the recovery ability of the Ancient Relic is unfair among champions during the laning phase. Specifically, the healing rate of the Ancient Relic before the 20-minute mark will always be 2.1% of maximum health and energy every 0.25 seconds. In cases where you recall with more health than energy (in percentage terms), players will have to spend additional time to fully restore their mana. This is seen as a disadvantage compared to champions that do not use energy.

We should be able to restore mana faster at the Ancient Relic in the early game to avoid disadvantages compared to champions that do not use energy.
Currently, the Ancient Relic restores 2.1% of maximum health and energy every 0.25 seconds, and after the 20-minute mark, this value increases along with the Guardian effect.
In many cases, you will have more health than energy (in percentage terms) when recalling. The unfairness here is that you waste too much time waiting at the Ancient Relic just to restore energy. If you leave earlier, you can only restore about 70% of your energy. Compared to champions that do not use energy, the additional time you spend just to restore mana can be up to 8 seconds.
This number may not seem large, but in the early game, it can create a significant difference in lane control. This is clearly quite unfair.

I think Riot should add the ability to restore energy based on the percentage of mana lost to solve this issue. For example, change it to restore 1.5% of maximum energy + 5% of energy lost per second.


This is clearly a disadvantage for energy-using champions that Riot Games needs to address with some adjustments. Riot could adopt the community’s idea of having the Ancient Relic restore energy based on the percentage of mana lost. This will help mana-using champions “charge” their energy faster after recalling and no longer suffer as much disadvantage.