Armor, or AR, is one of the two damage resistance subtype stats. It reduces incoming physical damage by a percentage.
- Armor stacks additively.
Every champion has a certain amount of base armor that increases through growth per level. Total armor refers to base plus bonus armor. Bonus armor can be gained from any source other than levels, for example from abilities, buffs, items, runes, and others.
Excluding the intentional outlier of
(whose base armor does not increase through growth per level and is 33), base armor values at level 18 range from 87 ( ) to 149.4 ( ).Armor formula[]
Armor determines by how much incoming physical damage is reduced before it applies to the target's health. The incoming pre-mitigation damage is mitigated through armor into a reduced amount of post-mitigation damage. This post-mitigation damage equals the actual amount of health deducted from the unit. Also, armor reduces an amount of pre-mitigation damage by a percentage; in other words, armor can be interpreted as effectively increasing the nominal health of a unit by a percentage, when receiving physical damage.
To calculate the post-mitigation damage (meaning health deduction) given an amount of incoming physical damage and the target's armor, the following formula is used, where:
- is armor
- is post-mitigation damage
- is pre-mitigation, or "raw", physical damage
Due to the order of operations for resistance penetration and reductions, negative values almost never occur. Therefore, ignoring negative armor values, the following simpler formula may be used:
Solving for raw physical damage instead gives:
The second formula proves that armor increases nominal health by a percentage against physical damage; this is called effective health. Every 1 point of armor adds 1% to the effective health pool. Also see "Stacking armor" section below.
Examples using 1000 health and 1000 pre-mitigation damage, for the sake of simplicity:
- 25 Armor
- 25% effective health increase → 1000 nominal health becomes 1000 × (1 + 25 ÷ 100) = 1000 × 1.25 = 1250 total effective health against physical damage
- 1000 raw damage ÷ (1 + 25 ÷ 100) = 1000 ÷ 1.25 = 800 post-mitigation damage → 20% total physical damage reduction
- 100 Armor
- 100% effective health increase → 1000 nominal health becomes 1000 × (1 + 100 ÷ 100) = 1000 × 2 = 2000 total effective health against physical damage
- 1000 raw damage ÷ (1 + 100 ÷ 100) = 1000 ÷ 2 = 500 post-mitigation damage → 50% total physical damage reduction
- 200 Armor
- 200% effective health increase → 1000 nominal health becomes 1000 × (1 + 200 ÷ 100) = 1000 × 3 = 3000 total effective health against physical damage
- 1000 raw damage ÷ (1 + 200 ÷ 100) = 1000 ÷ 3 = 333.3 post-mitigation damage → 66.6% total physical damage reduction
Stacking armor[]
Following the above damage formula, each point of armor increases the effective health pool against physical damage by 1%, formally:
- Example: A unit with 60 armor has 60% increased health against physical attacks. If the unit had 1000 maximum health it would take 1600 physical damage to kill it.
By definition, armor does not give diminishing returns of effective health. Each additional point of armor increases the effective health pool (against physical damage) by another 1% of maximum health. This is not influenced by how many points of armor are already held.
If a unit's armor is negative due to reduction debuffs, armor has increasing returns with respect to itself. This is because negative armor cannot reduce effective health to less than 50% of actual health. A unit with -100 armor has 66.67% of nominal health (gains −33.33%) of its maximum health as effective health. This is an exotic case with only a select few in-game applications.
For a more detailed explanation, see this video.
Armor as scaling[]
Effects may benefit from (scale off of) a percentage/ratio, of total armor, or bonus armor.
Champions[]
Self[]
- , , and
- and
- and
- and
- , , and
Enemy[]
Items[]
Self[]
Runes[]
Self[]
Neutral buffs[]
Self[]
Increasing armor[]
Items[]
This table is automatically generated based on the data from Module:ItemData/data.
Item passives[]
- *
Champion abilities[]
- , and
Runes[]
Neutral buffs[]
Reducing Armor[]
- Main article: Armor penetration
Armor can be negated by armor penetration, armor reduction, and Lethality, treated as negative values in damage calculations. The calculation then uses the effective armor values after the reduction; the actual damage formulae are not changed.
Armor vs. Health[]
Note: The following information similarly applies to magic resistance. As of season six, the base equilibrium line for armor is a function:
health = 7.5 × (armor + 100)
while the line for magic resistance is a bit shifted down and less steep:
health = 6.75 × (magic resistance + 100)
It can be helpful to understand the equilibrium between maximum health 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. You can also see that for a somewhat brief period in the early game health is the most gold efficient purchase, however this assumes the enemy team will only have one type of damage. The more equal the distribution of physical damage/magic damage in the enemy team, the more effective will buying health be.
There are many other factors which can effect whether you should buy more armor or health, such as these key examples:
- Unlike HP, increasing armor also makes healing more effective because it takes more effort to remove the unit's HP than it does to restore it.
- HP helps you survive both magic damage and physical damage. Against a team with mainly burst or just low damage, HP can be more efficient than resistances.
- Percentage armor reduction in the enemy team tilts the optimal health:armor ratio slightly in the favor of HP.
- Whether or not the enemy is capable of delivering true damage or percent health damage, thus reducing the value of armor and health stacking respectively.
- The presence of resist or HP steroids built into your champion's kit, such as in or .
- Against sustained damage vamp 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[]
- Main article: List of champions' armor
Champion Level | Top 5 champions | Bottom 5 champions | ||
---|---|---|---|---|
Level 1 | 1. 1. 1. 1. |
47 armor | 1. 1. 1. 1. |
18 armor |
2. | 42 armor | 2. 2. 2. |
19 armor | |
3. 3. 3. |
40 armor | 3. | 20 armor | |
4. 4. 4. 4. |
39 armor | 4. 4. 4. 4. 4. 4. 4. 4. 4. |
21 armor | |
5. 5. 5. 5. 5. 5. 5. 5. |
38 armor | 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. |
22 armor | |
Level 18 | 1. | 149.4 armor | 1. | 33 armor |
2. | 135.4 armor | 2. | 87 armor | |
3. | 133.5 armor | 3. | 90 armor | |
4. | 128.6 armor | 4. | 90.4 armor | |
5. 5. 5. |
127.4 armor | 5. | 91.4 armor |
Optimal efficiency (theoretical)[]
- Note: Effective burst health, commonly referred to just as 'effective health', describes the amount of raw burst damage a champion can receive before dying in such a short time span that he remains unaffected by any form of health restoration*. Unless champion's resists aren't reduced below zero, it will always be more than or equal to a champion's displayed health in their health bar and can be increased by buying items with extra health, armor and magic resistance. In this section, effective health will refer to the amount of raw 'physical damage' a champion can take.
In almost all circumstances, champions will have more maximum health than armor, thus a single point of armor will give more 'effective health' to a champion than a single point of health. However, if there is a case where max health is below the value of 'armor + 100', the opposite becomes true.
Because of this relationship, theoretically, maximum effective health is attained by ensure that you have exactly 100 more max health than armor, regardless of how much health or armor you actually already have.
- Example: Given a theoretical situation where you start off with 1 health and 1 armor and are given an arbitrary sufficient number of stat points (x ≥ 100), each of which you can use to increase either your health or armor by 1 point, the way to maximize your effective health is to add points to your health until your health has 100 more points than armor, then split the remaining stat points in half and share them between your health and armor.
However, this is only theoretically true if we consider both health and armor to be equally obtainable resources with simplified mechanism of skill point investment. In reality a player buys these stats for gold instead. So when attempting to ensure the balance of 'health = armor + 100', consider it through gold value distributed to the stats. Because the gold value of 1 health is roughly 7.7 times smaller than 1 point of armor (as of V8.7), distribution per point of health or armor should be 11.5% gold into health and 88.5% gold into armor once the 'health = armor + 100' equilibrium is reached.
This model is highly simplified and cannot be exactly applied when buying any other item that aren't purely armor or health oriented as they deviate the equilibrium. Going even further, the continuous model simplifies a discrete character of real shopping, as you cannot really buy 1.5 × 600, so you either opt to buy a single or 2 × , drastically unbalancing the equilibrium.
forBroadly speaking, items which provide both health and armor give a very high amount of effective health against physical damage compared to items which only provide health or only provide armor. These items should be purchased when a player is seeking efficient ways to reduce the physical damage they take by a large amount. Furthermore, these items are among all available items the best ones to distribute their gold value equally among both health and armor, thus working perfectly for rule of preserving equilibrium.
Conclusion[]
This information is strongly theoretical. Due to how there are many variables aside from health, armor and gold value, "true equilibrium" is too complicated and unrealistic to achieve. However, a player can develop their intuition to itemize towards this equilibrium in a timely manner through the experience gained from the multitude of plays they perform.
The important thing to remember is that there is no reason to hold to the equilibrium too strictly, or else you might just lose the fun out of the game.
Trivia[]
Last updated: July 29, 2020, patch V10.15
Without using 3104 armor (which reduces physical damage by 96.88%).
, or with which potentially allow for infinite amounts of armor, the largest amount of armor is reached with a level 18 at- Runes:
- 2 × Armor rune shard
- Items:
- 5 ×
- 1 ×
- Buffs:
- has a to shield to whole team, triggering .
- 4 ×
- Base armor = 97.8 armor
- Items = + = 675 armor
- Runes = 6 × 2 = 181 armor + + +
- Armor Multiplier = 1 +
- 97.8 + 675 + 181) × 1.29 = 1230.402 armor armor = (
- bonus = 1230.402 × 0.14 = 172.25628 bonus armor
+ = 1.29
:
- Items = + = 675 armor
- Runes = 6 × 2 = 181 armor + + +
- Armor Multiplier = 1 +
- 675 + 181) × 1.29 = 1104.24 bonus armor armor = (
- 1104.24 × 0.12 = 158.5088 bonus armor bonus = 26 +
+ = 1.29
:
- Base armor = 109.1 armor
- Items = + = 675 armor
- Runes = 6 × 2 = 181 armor + + +
- Buffs = + + + = 390.76508 armor
- Armor Multiplier = 1 +
- 109.1 + 675 + 181 + 390.76508) × 2.29 = 3104.9310332 armor armor = (
+ + = 2.29
:
, 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 910296.7564 armor, reducing physical damage by 99.99989016%.