# Armor

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Armor is a stat shared by all units, including minions, monsters, and buildings. Increasing armor reduces the physical damage the unit takes. Each champion begins with some armor which increases with level ( being the only exception). You can gain additional armor from abilities, items, masteries, and runes. Armor stacks additively.

Excluding whose base armor does not scale with levels, base armor ranges from 64 () to 94 ( and ) at level 18.

## Damage reduction

Incoming physical damage is multiplied by a factor based on the unit's armor:

$${\rm Damage\ multiplier}=\begin{cases} {100 \over 100+{\it Armor}}, & {\rm if\ }{\it Armor} \geq 0\\ 2 - {100 \over 100 - {\it Armor}}, & {\rm otherwise} \end{cases}$$

Examples:

• 25 armor → ×0.8 incoming physical damage (20% reduction, +25% effective health).
• 100 armor → ×0.5 incoming physical damage (50% reduction, +100% effective health).
• −25 armor → ×1.20 incoming physical damage (20% increase, −16.67% effective health).

## Stacking armor

Every point of armor requires a unit to take 1% more of its maximum health in physical damage to be killed. This is called effective health.

Example: A unit with 60 armor has 60% more of its maximum health in effective health, so if the unit has 1000 maximum health, it will take 1600 physical damage to kill it.

What this means: by definition, armor does not have diminishing returns, because each point increases the unit's effective health against physical damage by 1% of its current actual health whether the unit has 10 armor or 1000 armor.

Note: Unlike health, increasing armor also makes healing more effective because it takes more effort to remove the unit's health than it does to restore it.

For a more detailed explanation, see this video.

When a unit's armor is negative because of armor reduction or debuffs, armor has increasing returns, because negative armor cannot reduce effective health to less than 50% of actual health. A unit with −100 has 66.67% (gains −33.33%) of its maximum health as effective health.

## Armor as Scaling

These use the champion's armor to increase the magnitude of the ability. It could involve total or bonus armor. By building armor items, you can receive more benefit and power from these abilities.

### Champions

• grants armor equal to 10% / 11.5% / 13% / 14.5% / 16% of his bonus armor to himself and the target ally (in addition to a base amount) for 3 seconds.
•  grants armor to himself equal to 20% of his bonus armor.
• grants armor to herself equal to 20% of her bonus armor (in addition to a base amount) for 3 seconds.
• grants armor to himself equal to 20 / 25 / 30 / 35 / 40% of his armor.
• deals magic damage equal to 30% of his armor (in addition to a base amount).
• deals magic damage equal to 10% of his armor (in addition to a base amount).
• grants attack damage to himself equal to 25% of his armor.
• grants his next basic attack bonus magic damage equal to 20% of his armor after using an ability.
• grants bonus armor to himself and nearby allied champions equal to 12% of his armor.
• active deals magic damage equal to 20% of his armor (in addition to a base amount) and reduces nearby enemy armor by 5% of his armor (in addition to a base amount) for 4 seconds.
• steals 20% of the target's armor. He continues to drain an additional 20% the target's armor over 4 second before decaying 4 seconds after the drain completes.

### Items

• active increases its slow duration by a base amount plus 0.5% of the wearer's total armor.

## Increasing armor

### Items

• : +45 armor, +15% critical strike chance. Unique Passive: Gain attack damage equal to 1.5% of your maximum health. 2300 gold.
• : +40 armor. 720 gold.
• : +15 armor. 300 gold.
• : +100 armor, +400 mana. +20% cooldown reduction. Unique Aura: Nearby enemies suffer −15% attack speed. 2600 gold.
• : +20 armor, +250 mana. Unique Passive: +10% cooldown reduction. 950 gold.
• : +50 armor, +40 magic resistance. Unique Passive: Revives your champion upon death, restoring 30% of your maximum health and mana. 5 minute cooldown. 2750 gold.
• : +60 armor, +30 ability power, +500 mana, +10% cooldown reduction. Unique Passive - Spellblade: After using an ability, your next basic attack deals bonus physical damage equal to 125% of your base attack damage to surrounding enemies and creates a field for 2 seconds that slows enemies inside by 30%. 1.5 second cooldown. 2900 gold.
• : +25 armor. Unique Passive - Blocks 10% of the damage from all basic attacks. Unique Passive - Enhanced Movement: +45 movement speed. 1000 gold.
• : +70 armor, +500 health. Unique Passive – Cold Steel: If you are hit by a basic attack, you slow the attacker's attack speed by 15% and their movement speed by 10% for 1 seconds. Unique Active: Slows the movement speed of nearby enemy units by 35% for 2 seconds + 1 second for every 100 armor and magic resistance you have. 60 second cooldown. 3000 gold.
• : +30 armor. Unique Passive - Killing a unit grants 0.5 bonus armor and ability power. This bonus stacks up to 30 times. +20 ability power. 1160 gold.
• : +45 armor, +450 health. Unique Passive: Nearby enemies suffer 25 + (wearer's level) magic damage per second. 2650 gold.
• : +50 armor. Unique Passive – Cold Steel: If you are hit by a basic attack, you slow the attacker's attack speed by 15% for 1 seconds. 1000 gold.

#### Variable Availability

• TCH : +25 armor, +225 health, +250 mana. Unique : Trap Detection. 2130 gold.
• TC : +50 armor, +50 ability power, +50 magic resistance. Unique Passive - Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes by 35%. 2300 gold.
• ST : +20 ArmorUnique : Sapping Barbs.Unique : Hunter's Ward. 700 gold.
• ST : +20 Armor,+ 200 health, +10% cooldown reduction. Unique : +25% bonus health. Unique : Sapping Barbs. Unique : Conservation. Unique : Hunter's Ward.Unique : Trap Detection. 2000 gold.
• SCH : +100 armor. Unique Passive: On being hit by basic attacks, returns 30% of damage, before any reductions such as armor, as magic damage. 2200 gold.
• TC : +45 armor, +100 ability power. Unique Passive: +25% ability power. Unique Active: Places your champion into stasis for 2.5 seconds, rendering you invulnerable and untargetable but unable to take any actions. 90 second cooldown. 3500 gold.
• SH : +50 armor, +120 ability power. Unique Active - Stasis: Places your champion into stasis for 2.5 seconds, rendering you invulnerable and untargetable but unable to take any actions. 90 second cooldown. 3100 gold.

### Champion abilities

Note: Only the armor buff effect of these abilities is shown here, to read more information on each of these abilities, follow the link on each of them.

• lays down a cloud of smoke for 8 seconds. While inside of the cloud, she gains 10 / 20 / 30 / 40 / 50 armor.
• allows her to enter an egg-state for up to 6 seconds upon reaching 0 health. While in this state, she will receive an armor modifier of −40 / −25 / −10 / +5 / +20.
• increases her armor by 20 / 30 / 40 / 50 / 60 for 5 seconds.
• increases armor by 15 / 17.5 / 20 / 22.5 / 25(+10% / 11.5% / 13% / 14.5% / 16% bonus armor) to himself and the target ally for 3 seconds.
• increases an allied champion's armor by 30 / 45 / 60 / 75 / 90 for 4 seconds.
• increases his armor by 2 × level when transform into .
• increases his armor by 20% of his bonus armor.
• increases his armor by 1 / 2 / 3 every second he remains in combat. This bonus stacks up to 10 times. Graves is considered in combat if he has dealt or received damage in the last 3 seconds.
• passively increases his armor by 10 / 13 / 16 / 19 / 22.
• increases his armor by 25 / 35 / 45 (+30% bonus AD) for 8 seconds.
• increases his armor by 5 / 15 / 25 / 35.
• increases his armor by 10 / 20 / 30 / 40 / 50 for 4 seconds.
• increases her armor by 20 / 30 / 40 / 50 / 60 (+ 20% bonus armor) for 3 seconds, deals damage after that time to units around her, and retains the defensive buff for an additional 3 seconds if any enemy is struck by the blast.
• increases his armor by 20 / 25 / 30 / 35 / 40% for 6 seconds.
• increases an allied unit's armor by 10 / 15 / 20 / 25 / 30 for 6 seconds.
•  passively increases his armor by 10 / 20 / 30.
• increases an allied champion's armor by 10 / 15 / 20 / 25 / 30 for as long as the ball is attached to them.
• increases her armor by 1.5 / 2 / 2.5 / 3 / 3.5 for 5 seconds upon attacking or being hit by an enemy, stacks up to 10 times. She can also activate this ability to gain max stacks.
• increases his armor by 40 / 60 / 80 / 100 / 120 for 6 seconds.
• Rengar lets out a battle roar, damaging enemies increases his armor by 10 / 15 / 20 / 25 / 30 for 4 seconds. Rengar gains additional 50% armor for each enemy champion or large monster hit.
• grants her 10 / 15 / 20 / 25 bonus armor each times she damages an enemy with an ability or attack for 2 seconds. Subsequent damage will increase the duration by 2 seconds up to a cap of 8 seconds, after where damage will refresh the duration.
• passively increases her armor by 5 / 10 / 15 / 20. This bonus is doubled while she is in Dragon Form.
• increases his armor by 35 / 50 / 65 for 25 seconds.
• increases an allied unit's armor by 50 / 65 / 80 / 95 / 110 (+15% AP) for 2 seconds.
• passively increases his armor by 10 / 15 / 20 / 25 / 30 while the ability is not on cooldown and grants himself and nearby allied units' 12% of his armor.
• passively generates souls for him to collect, with each soul collected granting 0.75 armor permanently.
• takes 40% of the target's armor and gains an equal amount of armor. Over 4 seconds, the bonus armor is doubled. The armor bonus lasts for another 4 seconds after the drain completes.
• increases his armor by 60 / 90 / 120 for 5 seconds upon activation.
• passively grants him 4 / 6 / 8 armor for each nearby enemy champion.
• increases his armor by 15 / 20 / 25 for each enemy champion hit for 8 seconds.

### Masteries

• increases bonus armor and magic resistance by 2.5 / 5%.
• increases your champion's armor by 2 / 3.5 / 5.
• grants your champion 1 / 2 / 3 / 4 armor and 0.5 / 1 / 1.5 / 2 magic resistance for each nearby enemy champion

### Runes

• Armor runes increase armor.

## Ways to reduce armor

See armor penetration. Note that armor penetration and armor reduction are different.

## Trivia

A level 18 with 6 , 3 points in , 2 points in , 4 points in , , ,  aura, Glyphs and Marks of Armor, Seals and Quintessences of Scaling Armor, and enabled will give a total of approximately 1643 armor.

Having an enemy with the same setup use on  will yield a total of roughly 1789 armor. This is the highest possible finite amount of armor (without using metagame effects—see below), and reduces physical damage by 94.7%.

It is still possible to go higher through metagame functions. If a summoner disconnects from the server and is in the fountain, his champion will gain 1000 armor. With the same setup as above, a disconnected  with a disconnected  will have approximately 2779 armor.  cannot exceed this. This reduces physical damage by 96.5%.

If disconnecting grants armor quickly enough that  remains active, can reach 3143 armor. This reduces physical damage by 96.9%.

, with his effectively infinite stacking, can obtain a maximum of 749999.25 armor off his passive alone. With the same set-up as above, he can obtain a total of about 788575 armor, reducing physical damage by 99.9873205%. If he disconnects, he can obtain up to 789626 armor, reducing it by 99.987337%