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Magic resistance

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Magic resistance (or MR) is a stat that all units have, including minions, monsters, and buildings. Increasing magic resistance reduces the magic damage the unit takes. Each champion begins with some magic resistance which may increase with level. You can gain additional magic resistance from abilities, items, masteries, and runes. Magic resistance stacks additively.

All champions begin with 30 base magic resistance. Currently no ranged champion gains magic resistance per level, but most melee champions do except  Kassadin,  Maokai,  Poppy,  Shen,  Singed, and  Yasuo.

 Elise,  Jayce,  Kayle and  Nidalee do not gain magic resistance per level because they are not always melee champions due to their variable attack range.

All champions that do gain magic resistance per level gain 1.25 magic resistance per level, reaching 52.5 base magic resistance at level 18.

Damage reduction

Magic Resistance reduces the damage of incoming magical attacks by a percentage. This percentage is determined by the formula: Damage Reduction = Total Magic Resistance / (100 + Total Magic Resistance). For example, a champion with 150 points of magic resistance would receive 60% reduced damage from magical attacks. Incoming magic damage is multiplied by a factor based on the unit's magic resistance(same with armor):

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

Examples:

  • 25 magic resistance → × 0.8 incoming magic damage (20% reduction).
  • 100 magic resistance → × 0.5 incoming magic damage (50% reduction).
  • −25 magic resistance → × 1.2 incoming magic damage (20% increase).

Stacking magic resistance

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

Example: A unit with 60 magic resistance has 160% of its maximum health in its effective health, so if the unit has 1000 maximum health, it will take 1600 magic damage to kill it.

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

For a more detailed explanation, see this video.

Unlike health, increasing magic resistance makes healings and shields more effective because it requires more effort from your enemies to remove the bonus health granted. This is called indirect scaling.

Magic Resistance as Scaling

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

Champions

  •  Braum's  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.
  •  Garen's  Courage grants bonus magic resistance to himself equal to 20% of his bonus magic resistance.
  •  Galio's  Runic Skin grants him bonus ability power equal to 50% of his total magic resistance.
  •  Leona's  Eclipse grants additional magic resist plus 20% of her bonus magic resist for its duration.
  •  Trundle's  Subjugate takes 40% of the target's magic resistance and gains an equal amount of magic resistance. Half of this magic resistance is stolen on cast, and the next half is taken over 4 seconds. The magic resistance bonus/reduction lasts for another 4 seconds after the drain completes.

Items

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

Increasing magic resistance

Items

  • Abyssal Scepter: +45 magic resistance, +70 ability power. Unique Aura: Reduces the magic resistance of nearby enemies by 20. 2560 gold.
  • Aegis of the Legion: +20 magic resistance. Unique Aura - Legion: Nearby allies gain 20 magic resist and 10 health regeneration. +200 health. 1900 gold.
  • Athene's Unholy Grail: +25 magic resistance, +60 ability power, +10 mana regeneration, +20% cooldown reduction. Unique Passive: Restores 15% of maximum mana on kill or assist. Unique Passive - Mana Font: Increases your mana regen by 1% per 1% mana you're missing. 2600 gold.
  • Chalice of Harmony: +25 magic resistance, +7 mana regeneration. Unique Passive: Increases your mana regeneration by 1% per 1% mana you're missing. 880 gold.
  • Hexdrinker: +25 magic resistance, +25 attack damage. Unique Passive - Lifeline: If you would take magic damage which would leave you at less than 30% health, you first gain a shield that absorbs 250 magic damage for 5 seconds. 60 second cooldown. 1350 gold.
  • Locket of the Iron Solari: 20 magic resistance. Unique Aura - Legion: Nearby allies gain 20 magic resist and 10 health regen per 5 seconds. +300 health, +20 Armor, +10% cooldown reduction. Unique Active: Shield yourself and nearby allies for 5 seconds, absorbing up to 50 (+10 per level) damage. 60 second cooldown. 2800 gold.
  • Maw of Malmortius: +40 magic resistance, +60 attack damage. Unique Passive: +1 Attack Damage for every 2.5% health missing. Unique Passive - Lifeline: If you would take magic damage which would leave you at less than 30% health, you first gain a shield that absorbs 400 magic damage for 5 seconds. 60 second cooldown. 3200 gold.
  • Mercury's Treads: +25 magic resistance. Unique Passive - Enhanced Movement: +45 movement speed. Unique Passive - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%. 1200 gold.
  • Mikael's Crucible: +40 magic resistance, +20 mana regeneration, 10% Cooldown Reduction. Unique Passive - Mana Font: Increases your mana regeneration by 1% per each percentage of mana you are missing, Unique Active: Removes all stuns, roots, taunts, fears, silences and slows on an ally champion and heals for 150 + 10% of the target's maximum health. (180 second cooldown) 2450 gold.
  • Negatron Cloak: +40 magic resistance. 720 gold.
  • Null-Magic Mantle: +20 magic resistance. 400 gold.
  • Quicksilver Sash: +45 magic resistance. Unique Active: Removes all debuffs from your champion. 90 second cooldown. 1550 gold.
  • Spectre's Cowl: +45 magic resistance, +200 health. Unique Passive: Gain 15 health regeneration after taking damage from champions, up to 10 seconds. 1400 gold.
  • Spirit Visage: +55 magic resistance, +400 health, 20 health regeneration, +10% cooldown reduction. Unique Passive: Increases healing and regeneration on yourself by 20%. 2750 gold.
  • Wit's End: +25 magic resistance. Unique Passive: Your basic attacks steal 5 magic resistance of the target for 5 seconds. Stacks up to 5 times. +50% attack speed. Unique Passive: Your basic attacks deal 42 bonus magic damage. 2400 gold.

Variable Availability

  • STH Banshee's Veil: +55 magic resistance, +450 health. Unique Passive: Gain 45 health regeneration when taking damage from enemy champions or when the spell shield blocks the next incoming enemy ability. This shield refreshes if you haven't taken damage from champions in 25 seconds. 2750 gold.
  • TC Dervish Blade: +45 magic resist, +50% attack speed, +10% cooldown reduction. Unique Active - Quicksilver: Removes all debuffs from your champion. Melee champions also gain +50% movement speed for 1 second. 90 second cooldown. 3000 gold.
  • SC Guardian Angel: +40 magic resistance, +50 armor. Unique Passive: Revives your champion upon death, restoring 30% health and mana. This effect can only occur once every 5 minutes. 2600 gold.
  • SH Mercurial Scimitar: +45 magic resistance, +80 attack damage. Unique Active - Quicksilver: Removes all debuffs from your champion and grants 50% bonus movement speed for 1 second. 90 second cooldown. 3800 gold.
  • C Odyn's Veil: +50 magic resistance, +350 health, +350 mana. Unique Passive: Reduces and stores 10% of magic damage dealt to your champion. Unique Active: Deals 200 + (stored magic damage - max 200) to nearby enemy units. 90 second cooldown. 2520 gold.
  • H Orb of Winter: +70 magic resistance, +20 health regeneration. Unique: Grants a shield that absorbs up to 30 + (10 per level) damage. This shield refreshes after no damage is taken from enemy champions for 9 seconds. 2080 gold.

Champion abilities

  •  Akali's  Twilight Shroud lays down a cover of smoke for 8 seconds where she gains 10 / 20 / 30 / 40 / 50 magic resistance while inside.
  •  Annie's  Molten Shield increases her magic resistance by 20 / 30 / 40 / 50 / 60 for 5 seconds.
  •  Galio's  Bulwark increases an allied champion's magic resistance by 30 / 45 / 60 / 75 / 90 for 4 seconds.
  •  Garen's  Courage increases his magic resistance equal to 20% of bonus magic resistance.
  •  Graves's  True Grit increases his magic resistance 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.
  •  Jax's  Grandmaster's Might increases his magic resistance by 25 / 35 / 45 (+20% AP) for 8 seconds.
  •  Kennen's  Lightning Rush increases his magic resistance by 10 / 20 / 30 / 40 / 50 for 4 seconds.
  •  Jayce's  Transform: Mercury Hammer increases his magic resistance by 5 / 15 / 25 / 35.
  •  Leona's  Eclipse increases her magic resistance by 25 / 35 / 45 / 55 / 65 (+ 20% bonus MR) 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.
  •  Mordekaiser's  Creeping Death increases an allied unit's magic resistance by 10 / 15 / 20 / 25 / 30 for 6 seconds.
  •  Olaf's  Ragnarok passively increases his magic resistance by 10 / 20 / 30. He loses the passive while his ability is active.
  •  Orianna's  Command: Protect increases an allied champion's magic resistance by 10 / 15 / 20 / 25 / 30 as long as the ball is attached to it.
  •  Rammus's  Defensive Ball Curl increases his magic resistance by 40 / 60 / 80 / 100 / 120 for 6 seconds.
  •  Rengar's  Battle Roar Rengar lets out a battle roar, damaging enemies increases his magic resist by 15 / 22 / 29 / 36 / 43 for 3 seconds.
  •  Shyvana's  Dragonborn passively increases her magic resistance by 5 / 10 / 15 / 20. This bonus is doubled while she is in dragon form.
  •  Singed's  Insanity Potion increases his magic resistance by 35 / 50 / 65 for 25 seconds.
  •  Sona's  Aria of Perseverance:
    • Aura: increases nearby allied champions' magic resistance by 6 / 7 / 8 / 9 / 10 while active and persists for two seconds after deactivation.
    • Activation: increases hers and one nearby allied champion's magic resistance by an extra 6 / 7 / 8 / 9 / 10 for 3 seconds.
  •  Trundle's  Subjugate immediately steals 20% of the target's magic resistance, and a further 20% over 4 seconds. These magic resistance bonuses lasts for another 4 seconds after the drain completes.
  •  Urgot's  Hyper-Kinetic Position Reverser increases his magic resistance by 60 / 90 / 120 for 5 seconds.
  •  Wukong's  Stone Skin grants him 4 / 6 / 8 magic resistance for each nearby enemy champion.
  •  Xin Zhao's  Crescent Sweep increases his magic resistance by 15 / 20 / 25 for each enemy champion hit for 8 seconds.

Masteries

  • Enchanted Armor increases bonus Armor and Magic Resistance by 2.5 / 5%.
  • Resistance increases Magic Resistance by 2 / 3.5 / 5.
  • Legendary Guardian increases Armor by 1 / 2 / 3 / 4 and Magic Resistance by 0.5 / 1 / 1.5 / 2 for each nearby enemy champion.

Runes

Other

  • Disconnecting gives approximately +1000 magic resistance.

Ways to reduce magic resistance

See magic penetration. Note that magic penetration and magic resistance reduction are different.

List of champions' magic resistance

Trivia

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