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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 (ThreshSquare.png Thresh being the only exception). You can gain additional armor from abilities, items, masteries, and runes. Armor stacks additively.

Excluding ThreshSquare.png Thresh whose base armor does not scale with levels, base armor ranges from 65.5 (GnarSquare.png Gnar) to 96.7 (MaokaiSquare.png Maokai and PoppySquare.png Poppy) 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 in regard of effective hitpoints, 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

  • BraumSquare.png Braum's Stand Behind Me.png Stand Behind Me 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.
  • GarenSquare.png Garen's Courage.png Courage grants armor to himself equal to 20% of his bonus armor.
  • LeonaSquare.png Leona's Eclipse.png Eclipse grants armor to herself equal to 20% of her bonus armor (in addition to a base amount) for 3 seconds.
  • MalphiteSquare.png Malphite's Brutal Strikes.png Brutal Strikes grants armor to himself equal to 20 / 25 / 30 / 35 / 40% of his armor.
  • MalphiteSquare.png Malphite's Ground Slam.png Ground Slam deals magic damage equal to 30% of his armor (in addition to a base amount).
  • RammusSquare.png Rammus's Defensive Ball Curl.png Defensive Ball Curl deals magic damage equal to 10% of his armor (in addition to a base amount).
  • RammusSquare.png Rammus's Spiked Shell.png Spiked Shell grants attack damage to himself equal to 25% of his armor.
  • TaricSquare.png Taric's Gemcraft.png Gemcraft grants his next basic attack bonus magic damage equal to 20% of his armor after using an ability.
  • TaricSquare.png Taric's Shatter.png Shatter grants bonus armor to himself and nearby allied champions equal to 12% of his armor.
    • Shatter.png Shatter's 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.
  • TrundleSquare.png Trundle's Subjugate.png Subjugate 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

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

Increasing armor

Items

  • Chain Vest item.png Chain Vest: +40 armor. 750 gold.
  • Cloth Armor item.png Cloth Armor: +15 armor. 300 gold.
  • Frozen Heart item.png Frozen Heart: +100 armor, +400 mana. +20% cooldown reduction. Unique Aura: Nearby enemies suffer −15% attack speed. 2450 gold.
  • Glacial Shroud item.png Glacial Shroud: +20 armor, +250 mana. Unique Passive: +10% cooldown reduction. 950 gold.
  • Guardian Angel item.png Guardian Angel: +50 armor, +50 magic resistance. Unique Passive: Upon taking lethal damage, restores 30% of maximum health and 30% of maximum mana after 4 seconds of stasis (5 minute cooldown). 2800 gold.
  • Iceborn Gauntlet item.png Iceborn Gauntlet: +60 armor, +30 ability power, +10% cooldown reduction, +500 mana. Unique Passive – Spellblade: After using an ability, the next basic attack (on hit) deals 125% base AD bonus physical damage to enemies near the target, and creates a field around the target for 2 seconds that slows enemy movement speed by 30% (1.5 second cooldown) (half-sized field if ranged). 2900 gold.
  • Ninja Tabi item.png Ninja Tabi: +25 armor. Unique Passive – Blocks 10% of the damage from all basic attacks. Unique Passive – Enhanced Movement: +45 movement speed. 1000 gold.
  • Randuin's Omen item.png Randuin's Omen: +70 armor, +500 health. Unique Passive – Cold Steel: When hit by basic attacks, reduces the attacker's attack speed by 15% for 1 second. Unique Active: Slows the movement speed of nearby enemy units by 35% for 2 + (0.5% armor) + (0.5% magic resistance) seconds (60 second cooldown) (500 Range). 2850 gold.
  • Seeker's Armguard item.png Seeker's Armguard: +30 armor. Unique Passive: Killing a unit grants 0.5 bonus armor, and 0.5 bonus ability power. This bonus stacks up to 30 times. +25 ability power. 1200 gold.
  • Sunfire Cape item.png Sunfire Cape: +45 armor, +450 health. Unique Passive – Immolate: Deals 25 + (1 × level) magic damage per second to nearby enemies. 2600 gold.
  • Warden's Mail item.png Warden's Mail: +45 armor. Unique Passive – Cold Steel: When hit by basic attacks, reduces the attacker's attack speed by 15% for 1 second. 1050 gold.

Variable Availability

  • TCH Hextech Sweeper item.png Hextech Sweeper: +25 armor, +225 health, +250 mana, +20% cooldown reduction. Unique Passive – Trap Detection: Nearby stealthed enemy traps are revealed. Unique Active – Hunter's Sight: A stealth-detecting mist grants vision in the target area for 5 seconds, revealing enemy champions that enter for 3 seconds (60 second cooldown). 2130 gold.
  • TC Moonflair Spellblade item.png Moonflair Spellblade: +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%. 2620 gold.
  • S Ohmwrecker item.png Ohmwrecker: +50 armor, +300 health, +100% health regen, +10% cooldown reduction. Unique Active: Prevents the closest enemy tower from attacking for 3 seconds (120 second cooldown). This effect cannot be used against the same tower more than once every 8 seconds. Unique Passive – Point Runner: Build up to +30% movement speed over 2 seconds while near turrets (including fallen turrets). 2600 gold.
  • S Raptor Cloak item.png Raptor Cloak: +30 armor, +100% base health regen. Unique Passive – Point Runner: Build up to +30% movement speed over 2 second while near turrets (including fallen turrets). 1000 gold.
  • SCH Thornmail item.png Thornmail: +100 armor. Unique Passive: Upon being hit by a basic attack, returns 30% of the incoming damage (before being reduced by defenses) to the attacker as magic damage. 2100 gold.
  • TC Wooglet's Witchcap item.png Wooglet's Witchcap: +45 armor, +100 ability power. Unique Passive: Increases ability power by 25%. Unique Active: Champion becomes invulnerable and untargetable for 2.5 seconds, but is unable to move, attack, cast spells, or use items during this time (90 second cooldown). 3540 gold.
  • SH Zhonya's Hourglass item.png Zhonya's Hourglass: +50 armor, +120 ability power. Unique Active – Statis: Champion becomes invulnerable and untargetable for 2.5 seconds, but is unable to move, attack, cast spells, or use items during this time (90 second cooldown). 3300 gold.
  • S Zz'Rot Portal item.png Zz'Rot Portal: +60 armor, +60 magic resistance, +100% base health regen. Unique Passive – Point Runner: Build up to +30% movement speed over 2 second while near turrets or Void Gates (including fallen turrets). Unique Active: Spawns a Void Gate at target location for 150 seconds. Every 4 seconds the gate makes a VoidspawnSquare.png Voidspawn that travels down the nearest lane and decays over time. VoidspawnSquare.png Voidspawn explodes when attacking structures. VoidspawnSquare.png Voidspawn ignore champions and void targets (150 second cooldown). The first and every fourth voidspawn gain 100% of armor and magic resistance as damage. 2800 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.

  • AniviaSquare.png Anivia's Rebirth.png Rebirth 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.
  • AnnieSquare.png Annie's Molten Shield.png Molten Shield increases her armor by 20 / 30 / 40 / 50 / 60 for 5 seconds.
  • BraumSquare.png Braum's Stand Behind Me.png Stand Behind Me 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.
  • GalioSquare.png Galio's Bulwark.png Bulwark increases an allied champion's armor by 30 / 45 / 60 / 75 / 90 for 4 seconds.
  • GnarSquare.png Gnar's Rage Gene.png Rage Gene increases his armor by 2 × level when transform into Mega GnarSquare.png Mega Gnar.
  • GarenSquare.png Garen's Courage.png Courage increases his armor by 20% of his bonus armor.
  • GravesSquare.png Graves's True Grit.png True Grit 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.
  • JayceSquare.png Jayce's Transform- Mercury Hammer.png Transform: Mercury Hammer increases his armor by 5 / 15 / 25 / 35.
  • KennenSquare.png Kennen's Lightning Rush.png Lightning Rush increases his armor by 10 / 20 / 30 / 40 / 50 for 4 seconds.
  • LeonaSquare.png Leona's Eclipse.png Eclipse 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.
  • MalphiteSquare.png Malphite's Brutal Strikes.png Brutal Strikes increases his armor by 20 / 25 / 30 / 35 / 40% for 6 seconds.
  • MordekaiserSquare.png Mordekaiser's Creeping Death.png Creeping Death increases an allied unit's armor by 10 / 15 / 20 / 25 / 30 for 6 seconds.
  • OlafSquare.png Olaf's Ragnarok.png Ragnarok passively increases his armor by 10 / 20 / 30.
  • OriannaSquare.png Orianna's Command- Protect.png Command: Protect increases an allied champion's armor by 10 / 15 / 20 / 25 / 30 for as long as the ball is attached to them.
  • PoppySquare.png Poppy's Paragon of Demacia.png Paragon of Demacia 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.
  • RammusSquare.png Rammus's Defensive Ball Curl.png Defensive Ball Curl increases his armor by 40 / 60 / 80 / 100 / 120 for 6 seconds.
  • RengarSquare.png Rengar's Battle Roar.png Battle Roar 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.
  • SejuaniSquare.png Sejuani's Frost Armor.png Frost Armor 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.
  • ShyvanaSquare.png Shyvana's Dragonborn.png Dragonborn passively increases her armor by 5 / 10 / 15 / 20. This bonus is doubled while she is in Dragon Form.
  • SingedSquare.png Singed's Insanity Potion.png Insanity Potion increases his armor by 35 / 50 / 65 for 25 seconds.
  • TaricSquare.png Taric's Shatter.png Shatter 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.
  • ThreshSquare.png Thresh's Damnation.png Damnation passively generates souls for him to collect, with each soul collected granting 0.75 armor permanently.
  • TrundleSquare.png Trundle's Subjugate.png Subjugate 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.
  • UrgotSquare.png Urgot's Hyper-Kinetic Position Reverser.png Hyper-Kinetic Position Reverser increases his armor by 60 / 90 / 120 for 5 seconds upon activation.
  • WukongSquare.png Wukong's Stone Skin.png Stone Skin passively grants him 4 / 6 / 8 armor for each nearby enemy champion.
  • XinZhaoSquare.png Xin Zhao's Crescent Sweep.png Crescent Sweep increases his armor by 15 / 20 / 25 for each enemy champion hit for 8 seconds.

Masteries

  • Enchanted Armor mastery s4.png Enchanted Armor increases bonus armor and magic resistance by 2.5 / 5%.
  • Hardiness mastery s4.png Hardiness increases your champion's armor by 2 / 3.5 / 5.
  • Legendary Guardian mastery s4.png Legendary Guardian grants your champion 1 / 2 / 3 / 4 armor and 0.5 / 1 / 1.5 / 2 magic resistance for each nearby enemy champion

Runes

Name Type Tier 1 (Lesser) Tier 2 (Normal) Tier 3 (Greater)
Armor Mark

GMarks (1)

X X 0.91

205 IP

Seal

GSeals (1)

0.56

5 IP

0.78

35 IP

1

205 IP

Glyph

GGlyphs (1)

X X 0.7

205 IP

Quintessence

GQuintessences (1)

2.37

15 IP

3.32

100 IP

4.26

1025 IP

Armor, scaling

(Armor per level)

Mark X X X
Seal

GSeals (2)

X X 0.16 per level (3)

410 IP

Glyph X X X
Quintessence

GQuintessences (2)

X X 0.38 per level (6.84)

1025 IP


Ways to reduce armor

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

Armor vs. Health

HP Armor LW VS

Note: The following information also applies to Magic Resist.

It can be helpful to understand the equilibrium between maximum HP and Armor, which is represented in the graph[1] on the right. The equilibrium line represents the point at which your champion will have the highest Effective Health against that damage type, while the smaller lines represent the baseline progression for each kind of champion from level 1-18 without items. The most important point to keep in mind when studying this graph is the fact that HP is much easier to come by in a full item build, therefore you should not worry about trying to hit the exact equilibrium. You can also see that for a somewhat brief period in the early game HP is the most gold efficient purchase.

There are many other factors which can effect whether you should buy more Armor or HP, such as these key examples:

  • Whether or not the enemy is capable of delivering true damage or percent health damage, thus reducing the value of HP stacking.
  • The presence of resist or HP steroids built into your champion's kit, such as in Garen's Courage.png Courage or Cho'Gath's Feast.png Feast.
  • Against sustained damage Life steal and healing abilities can be considered as contributing to your maximum HP (while being mostly irrelevant against burst damage).
  • The need to prioritize specific items mainly for their other qualities (regardless of whether or not they contribute towards the ideal balance between HP and resists).

List of champions' armor

Trivia

A level 18 MalphiteSquare.png Malphite with 6 Thornmail item.png Thornmails, 3 points in Hardiness mastery s4.png Hardiness, 2 points in Enchanted Armor mastery s4.png Enchanted Armor, 4 points in Legendary Guardian mastery s4.png Legendary Guardian, Bulwark.png Bulwark, Command- Protect.png Command: Protect, Shatter.png Shatter aura, Glyphs and Marks of Armor, Seals and Quintessences of Scaling Armor, and Brutal Strikes.png Brutal Strikes enabled will give a total of approximately 1643 armor.

Having an enemy TrundleSquare.png Trundle with the same setup use Subjugate.png Subjugate on MalphiteSquare.png Malphite 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 GarenSquare.png Garen with a disconnected TaricSquare.png Taric will have approximately 2779 armor. TrundleSquare.png Trundle cannot exceed this. This reduces physical damage by 96.5%.

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

ThreshSquare.png Thresh, 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%

References

  1. Should you buy Armor or Health?

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