# 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 , , , and .

, , , and 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 53.4 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

• grants magic resistance equal to 10 / 11.5 / 13 / 14.5 / 16% of his bonus magic resistance to himself and the target ally (in addition to a base amount) for 3 seconds.
• grants him bonus ability power equal to 50% of his total magic resistance.
• grants additional magic resist equal to 20 / 30 / 40 / 50 / 60 + (20% of her bonus magic resistance for its duration.
• 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.

## Increasing magic resistance

### Items

• : +50 magic resistance, +70 ability power. Unique Aura: Reduces the magic resistance of nearby enemies by 20. 2430 .
• : +20 magic resistance. Unique Aura – Legion: Grants nearby allies +15 magic resistance. +200 health, +100% base health regen. 1600 .
• : +25 magic resistance, +60 ability power, +100% base mana regeneration, +20% cooldown reduction. Unique Passive: Restores 30% of your maximum mana on kill or assist. Unique Passive – Mana Font: Restores 2% of missing mana every 5 seconds. 2700 .
• : +20 magic resistance. Unique Aura – Legion: Grants nearby allies +15 magic resistance. +200 health, +100% base health regen, +60 ability power, +10% cooldown reduction. Unique Active – Promote: Greatly increases the power of a lane minion and grants it immunity to magic damage (120 second cooldown) (1200 range). 2750 .
• : +25 magic resistance, +50% base mana regeneration. Unique Passive – Mana Font: Restores 2% of missing mana every 5 seconds. 900 .
• : +30 magic resistance, +25 attack damage. Unique Passive – Lifeline: Upon taking magic damage that would reduce health below 30%, grants a shield that absorbs 250 magic damage for 5 seconds (90 second cooldown). 1450 .
• : +20 magic resistance. Unique Aura – Legion: Grants nearby allies +15 magic resistance. +400 health, +100% base health regen, +10% cooldown reduction. Unique Active: Shield yourself and nearby allies for 5 seconds, absorbing up to 50 + (10 × level) damage (60 second cooldown). 2750 .
• : +40 magic resistance, +60 attack damage. Unique Passive: Grants +1 attack damage for every 2% of missing health, up to a maximum of 35 attack damage. Unique Passive – Lifeline: Upon taking magic damage that would reduce health below 30%, grants a shield that absorbs 400 magic damage for 5 seconds (90 second cooldown). 3200 .
• : +25 magic resistance. Unique Passive – Enhanced Movement: +45 movement speed. Unique Passive - Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds and immobilizes by 35%. 1200 .
• : +40 magic resistance, +100% base mana regeneration, +10% cooldown reduction. Unique Passive – Mana Font: Restores 2% of missing mana every 5 seconds. Unique Active: Removes all stuns, roots, taunts, fears, silences and slows on an allied champion and heals that champion for 150 + (10% of the target's maximum health) (180 second cooldown). 2450 .
• : +45 magic resistance. 850 .
• : +25 magic resistance. 500 .
• : +30 magic resistance. Unique Active – Quicksilver: Removes all debuffs from your champion (90 second cooldown). 1250 .
• : +40 magic resistance, +200 health. Unique Passive: Grants 150% base health regen for up to 10 seconds after taking damage from an enemy champion. 1200 .
• : +60 magic resistance, +400 health, +150% base health regeneration, +10% cooldown reduction. Unique Passive: Increases effectiveness of all sources of healing including self-healing, health regen, life steal and spell vamp by 20%. 2700 .
• : +30 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. 2600 .

#### Variable Availability

• STH : +60 magic resistance, +450 health, +100% base health regeneration. Unique Passive: Grants a spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 40 seconds. 2700 .
• TC : +45 magic resistance, +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). 2700 .
• SC : +50 magic resistance, +50 armor. 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 .
• H : Unique Active – Battle Cry: Gain 20 magic resistance, 30% movement speed and 20 armor for 3 seconds (25 second cooldown). +200 health, +125% base health regeneration. 1015 .
• SH : +35 magic resistance, +80 attack damage. Unique Active – Quicksilver: Removes all debuffs and also grants 50% bonus movement speed for 1 second (90 second cooldown). 3700 .
• TC : +50 magic resistance, +50 ability power, +50 armor. Unique Passive – Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, polymorphs, and immobilizes by 35%. 2570 .
• C : +50 magic resistance, +350 health, +350 mana. Unique Passive: Reduces and stores 10% of magic damage received. Unique Active: Deals 200 + (stored magic damage – max 200) magic damage to nearby enemy units (90 second cooldown). 2450 .
• H : +70 magic resistance, +100% base health regeneration. Unique Passive: Grants a shield that absorbs up to 30 + (10 × level) damage. The shield will refresh after 9 seconds without receiving damage. 2150 .
• S : +60 magic resistance, +60 armor, +150% base health regen. Unique Passive – Point Runner: Build up to +20% movement speed over 2 second while near turrets, fallen turrets and Void Gates. Unique Active: Spawns a Void Gate at target location for 150 seconds. Every 4 seconds the gate makes a that travels down the nearest lane and decays over time. Voidspawn explodes when attacking structures. ignore champions and void targets (150 second cooldown). The first and every fourth voidspawn gain 15% of maximum health as damage (150 second cooldown). 2750 .

### Champion abilities

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

• allows her to enter an egg-state for up to 6 seconds upon taking lethal damage. While in this state, she will receive a magic resistance modifier of −40 / −25 / −10 / +5 / +20.
• increases her magic resistance by 10 / 20 / 30 / 40 / 50 for 5 seconds.
• increases magic resistance by 15 / 17.5 / 20 / 22.5 / 25 + (10 / 11.5 / 13 / 14.5 / 16% bonus magic resistance) to himself and the target ally for 3 seconds.
• increases an allied champion's magic resistance by 30 / 45 / 60 / 75 / 90 for 4 seconds.
• increases his magic resistance by (2 × Gnar's level) when transformed into .
• permanently gains 0.25 bonus magic resistance every time he kills an enemy, up to a maximum of 30.
• increases his magic resistance by 1 / 2 / 3 every second he remains in combat. This bonus stacks up to 10 times for a maximum of 10 / 20 / 30. Graves is considered in combat if he has dealt or received damage in the last 3 seconds.
• increases his magic resistance by 30 / 50 / 70 + (20% AP) for 8 seconds.
• increases his magic resistance by 10 / 20 / 30 / 40 / 50 for 4 seconds.
• increases his magic resistance by 5 / 15 / 25 / 35.
• increases her magic resistance by 20 / 30 / 40 / 50 / 60 + (20% bonus magic resistance) 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.
•  passively increases his magic resistance by 10 / 20 / 30. He loses the passive while his ability is active.
• increases an allied champion's magic resistance by 10 / 15 / 20 / 25 / 30 as long as the ball is attached to it.
• increases his magic resistance by 40 / 60 / 80 / 100 / 120 for 6 seconds.
• lets out a battle roar, damaging enemies increases his magic resist by 10 / 15 / 20 / 25 / 30 for each enemy champion or large monster hit for 4 seconds.
• passively increases her magic resistance by 5 / 10 / 15 / 20. This bonus is doubled while she is in dragon form (20 / 30 / 40).
• increases his magic resistance by 35 / 50 / 80 for 25 seconds.
• 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.
• increases his magic resistance by 60 / 90 / 120 for 5 seconds.
• grants him 4 / 6 / 8 magic resistance for each visible nearby enemy champion.
• increases his magic resistance by 15 / 20 / 25 for each enemy champion hit for 8 seconds.

### Masteries

• increases your bonus armor and magic resistance by 2.5 / 5 / 7.5 / 10%.
• grants 2 / 3.5 / 5 magic resistance.
• grants 3 armor and 3 magic resistance for each visible enemy champion within 700 units.

### Runes

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

X X 0.77

205

Seal

0.41

5

0.58

35

0.74

205

Glyph

0.74

5

1.04

35

1.34

205

Quintessence

2.22

15

3.11

100

4

1025

Magic Resist, Scaling

(Magic Resist per level)

Mark

X X 0.07 per level (1.26)

205

Seal

X X 0.1 per level (1.8)

410

Glyph

X X 0.16 per level (2.88)

205

Quintessence

X X 0.37 per level (6.66)

1025

### Other

• Disconnecting gives approximately +1000 magic resistance after a delay.

## Ways to reduce magic resistance

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

## List of champions' magic resistance

• 64 champions have 30 base magic resistance from level 1 to level 18. These champions are mostly ranged champions, with the expection of , , and .

• 61 champions start with 32.1 base magic resistance at level one, and at 53.4 base magic resistance at level 18. These champion are all melee champions, without exception.

## Trivia

[Last updated 1/9/2015 on patch 5.16]

• One of the biggest amount of magic resistance any champion can obtain is 1028.489984 (which reduces magical damage by 91.139%), being a level 18 in the Howling Abyss.

must:

Relevant mathematics:
Bonus Magic Resist (before ) = (70 × 6 + 15 + 15 + 5 + 1.26 × 9 + 1.8 × 9 + 2.88 × 9 + 6.66 × 3) × 1.10 = 581.284
Magic Resist = ((70 × 6 + 15 + 15 + 5 + 90 + 30 + (25 + 581.284 × 0.16) + 1.26 × 9 + 1.8 × 9 + 2.88 × 9 + 6.66 × 3 + 120) × 1.10) + 53.4 = 1028.489984

Having an enemy with the same setup use on will yield a total of 1343.525577 magic resistance. This may be the highest possible finite amount of magic resist(without using metagame effects—see below), and reduces magic damage by 93.072%.

Relevant mathematics:

Magic Resist = ((70 × 6 + 15 + 15 + 5 + 90 + 30 + (25 + 581.284 × 0.16) + 1.26 × 9 + 1.8 × 9 + 2.88 × 9 + 6.66 × 3 + 120) × 1.10) + 53.4 = 1028.489984
Magic Resist = ((70 × 6 + 15 + 15 + 5 + 90 + 30 + (25 + 581.284 × 0.16) + 1.26 × 9 + 1.8 × 9 + 2.88 × 9 + 6.66 × 3 + (1028.489984 × 0.4)) × 1.10) + 53.4 = 1343.525577

It is still possible to go higher through metagame functions. If a summoner disconnects from the server and is in the fountain, his/her champion will gain 1000 magic resistance. With the same setup as above, a disconnected will have approximately 2122.989984 magic resist. cannot exceed this. This reduces magical damage by 95.502%.

• Prior to Patch 3.10, a level 18  with 1 , 5 , 3 points in , 3 points in , , , , , an allied  aura, a full page of Scaling Magic Resist runes, and  active gave a total of approximately 1004 magic resist. Switching  for  and having an enemy  with the same setup use  on  and the allied  use  on the enemy , yielded a total of approximately 1297 magic resist. This is the highest possible amount of magic resistance, which is 92.8% reduction.
• If disconnects from the fountain and has the same setup, he will have 2108 magic resist. This is a 95.5% reduction.
• NOTE: This calculation does not include the mastery.