# 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 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

• 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 bonus magic resistance to himself equal to 20% of his bonus magic resistance.
• grants him bonus ability power equal to 50% of his total magic resistance.
• grants additional magic resist plus 20% of her bonus magic resist 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.

### Items

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

## Increasing magic resistance

### Items

• : +50 magic resistance, +70 ability power. Unique Aura: Reduces the magic resistance of nearby enemies by 20. 2440 gold.
• : +20 magic resistance. Unique Aura – Legion: Nearby allies gain 20 magic resist, and +75% base health regeneration. +200 health. 1900 gold.
• : +25 magic resistance, +60 ability power, +50% base mana regeneration, +20% cooldown reduction. Unique Passive: Restores 15% of your maximum mana on kill or assist. Unique Passive – Mana Font: Restores 2% of missing mana every 5 seconds. 2700 gold.
• : +25 magic resistance, +50% base mana regeneration. Unique Passive – Mana Font: Restores 2% of missing mana every 5 seconds. 1000 gold.
• : +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 gold.
• : +20 magic resistance. Unique Aura - Legion: Nearby allies gain 20 magic resist, and +75% base health regen. +400 health, +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.
• : +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 (90 second cooldown). 3200 gold.
• : +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 gold.
• : +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 your maximum health) (180 second cooldown). 2450 gold.
• : +45 magic resistance. 850 gold.
• : +25 magic resistance. 500 gold.
• : +30 magic resistance. Unique Active – Quicksilver: Removes all debuffs from your champion (90 second cooldown). 1250 gold.
• : +35 magic resistance, +200 health. Unique Passive: Grants 100% base health regen for up to 10 seconds after taking damage from an enemy champion. 1200 gold.
• : +55 magic resistance, +400 health, +100% base health regeneration, +10% cooldown reduction. Unique Passive: Increases self-healing, health regen, lifesteal, and spellvamp effect by 20%. 2750 gold.
• : +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 gold.

#### Variable Availability

• STH : +55 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. 2750 gold.
• TC : +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). 2700 gold.
• 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). 2850 gold.
• 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 gold.
• 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). 2500 gold.
• 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. 2210 gold.

### 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 reaching 0 health. While in this state, she will receive a magic resistance modifier of −40 / −25 / −10 / +5 / +20.
• increases her magic resistance by 20 / 30 / 40 / 50 / 60 for 5 seconds.
• increases magic resistance by 15 / 17.5 / 20 / 22.5 / 25(+10% / 11.5% / 13% / 14.5% / 16% bonus MR) 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 × level when transform into .
• increases his magic resistance equal to 20% of bonus magic resistance.
• 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.
• increases his magic resistance by 25 / 35 / 45 (+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 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.
• increases an allied unit's magic resistance by 10 / 15 / 20 / 25 / 30 for 6 seconds.
•  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.
• Rengar lets out a battle roar, damaging enemies increases his magic resist by 10 / 15 / 20 / 25 / 30 for 4 seconds. Rengar gains additional 50% magic resist for each enemy champion or large monster hit.
• passively increases her magic resistance by 5 / 10 / 15 / 20. This bonus is doubled while she is in dragon form.
• increases his magic resistance by 35 / 50 / 65 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 nearby enemy champion.
• increases his magic resistance by 15 / 20 / 25 for each enemy champion hit for 8 seconds.

### Masteries

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

### 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.

## Trivia

• 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.