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 ( being the only exception). You can gain additional armor from abilities, items, masteries, and runes. Armor stacks additively.
Excluding
whose base armor does not scale with levels, base armor ranges from 61 ( ) to 90 ( and ) at level 18.Damage reduction
Incoming physical damage is multiplied by a factor based on the unit's armor:
- Damage multiplier = 100 / (100 + Armor) if Armor ≥ 0
- Damage multiplier = 2 − 100 / (100 − Armor) if Armor ≤ 0
Examples:
- 25 armor → ×0.8 incoming physical damage (20% reduction).
- 100 armor → ×0.5 incoming physical damage (50% reduction).
- −25 armor → ×1.20 incoming physical damage (20% increase).
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, 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.
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
- de grants bonus armor to himself equal to 20% of his bonus armor.
- de increases his armor by 20% / 25% / 30% / 35% / 40% for 6 seconds.
- de deals magic damage equal to a base amount plus 30% of his total armor.
- de deals a flat amount plus 10% of his total armor.
- de grants him bonus attack damage equal to 25% of his total armor.
- de active deals a flat amount plus 20% of his total armor.
de aura grants bonus armor to himself and nearby ally champions equal to 12% of his total armor.
- de takes 20% of the target's armor and gains an equal amount of armor. He continues to drain 20% the targer's armor for a duration of 4s. The armor 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 armor.
Ways to increase armor
Items
Core
- +20 armor, 200 health. Unique Aura - Legion: Nearby allies gain 20 magic resist and 10 health regeneration. 1900 de oro.. :
- +45 armor, +15% critical strike chance. Unique Passive: Gain attack damage equal to 1.5% of your maximum health. 2300 de oro.. :
- +30 armor, +40 ability power, 10% cooldown reduction. Unique Aura - Valor: Nearby allies gain 10 health regeneration and nearby allied minions deal 15% increased damage. Unique Active - Promote: Transforms a nearby siege minion to a more powerful unit. You gain all the gold this unit earns. 180 second cooldown. 2360 de oro.. :
- +40 armor. 720 de oro.. :
- +15 armor. 300 de oro.. :
- +20 armor. Unique Aura: Nearby allied champions gain 7 health regeneration. 650 de oro.. :
- +95 armor, +400 mana. +20% cooldown reduction. Unique Aura: Nearby enemies suffer −20% attack speed. 2900 de oro.. :
- +45 armor, +300 mana. Unique Passive: +10% cooldown reduction. 1350 de oro.. :
- +50 armor, +40 magic resistance. Unique Passive: Revives your champion upon death, restoring 30% of your maximum health and mana. 5 minute cooldown. 2750 de oro.. :
- +70 armor, +30 ability power, +500 mana, +10% cooldown reduction. Unique Passive - Spellblade: After using an ability, your next basic attack deals bonus physical damage equal to 125% of your base attack damage to surrounding enemies and creates a field for 2 seconds that slows enemies inside by 30%. 2 second cooldown. 3250 de oro.. :
- +20 armor, +300 health, +10% cooldown reduction, +10 health regeneration. Unique Active: Shield yourself and nearby allies for 5 seconds, absorbing up to 50 (+10 per level) damage. 60 second cooldown. Unique Aura - Legion: Nearby allies gain 20 magic resist and 10 health regeneration. 2500 de oro.. :
- +25 armor. Unique Passive - Blocks 10% of the damage from all basic attacks. Unique Passive - Enhanced Movement: +45 movement speed. 1000 de oro.. :
- +70 armor, +500 health. Unique Passive – Cold Steel: If you are hit by a basic attack, you slow the attacker's attack speed by 15% and their movement speed by 10% for 1 seconds. Unique Active: Slows the movement speed of nearby enemy units by 35% for 2 seconds + 1 second for every 100 armor and magic resistance you have. 60 second cooldown. 3000 de oro.. :
- +45 armor, +450 health. Unique Passive: Nearby enemies suffer 40 magic damage per second. 2650 de oro.. :
- +50 armor. Unique Passive – Cold Steel: If you are hit by a basic attack, you slow the attacker's attack speed by 15% for 1 seconds. 1000 de oro.. :
Variable Availability
- +20 armor, +20 attack damage, +12% life steal. Unique Passive: Your basic attacks against minions and monsters have a 20% chance to deal 200 bonus magic damage. Unique Active:A stealth-detecting mist grants vision in the target area for 10 seconds. 60 second cooldown. 1250 de oro.. :
- +20 armor, +50 attack damage, +12% life steal. Unique Passive - Vanquish: Basic attacks have a 20% chance to deal 100 bonus magic damage. Effect doubled for non-champions. Unique Passive - Trap Detection: Nearby stealthed enemy traps are revealed. Unique Active - Covers a target area in a stealth-detecting mist that grants vision for 10 seconds. 60 second cooldown. 2425 de oro.. :
- +25 armor. Unique - Maim: Your basic attacks against monsters deal 60 bonus magic damage. 700 de oro.. :
- +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%. 2300 de oro.. :
- +20 armor. Unique Passive - Killing a unit grants 0.5 bonus armor and ability power. This bonus stacks up to 30 times. +25 ability power. 1160 de oro.. :
- +100 armor. Unique Passive: On being hit by basic attacks, returns 30% of damage, before any reductions such as armor, as magic damage. 2200 de oro.. :
- +45 armor, +100 ability power. Unique Passive: +25% ability power. Unique Active: Places your champion into stasis for 2.5 seconds, rendering you invulnerable and untargetable but unable to take any actions. 90 second cooldown. 3500 de oro.. :
- +25 armor, +25 attack damage, +15% life steal. Unique Passive - Maim: Basic attacks deal 100 bonus magic damage to monsters on hit. Unique: Places a Sight Ward at target location that lasts for 90 seconds. 90 seconds cooldown. (600 cast range). 2000 de oro.. :
- +50 armor, +120 ability power. Unique Active - Stasis: Places your champion into stasis for 2.5 seconds, rendering you invulnerable and untargetable but unable to take any actions. 90 second cooldown. 3100 de oro. :
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.
- de lays down a cloud of smoke for 8 seconds. While inside of the cloud, she gains 10 / 20 / 30 / 40 / 50 armor.
- de 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 Error: Parameter '3' is not accepted..
- de increases her armor by 20 / 30 / 40 / 50 / 60 for 5 seconds.
- de increases an allied champion's armor by 30 / 45 / 60 / 75 / 90 for 4 seconds.
- de increases his armor by 20% of his bonus armor.
- de increases his armor by Error: Parameter '3' is not accepted. 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.
- de passively increases his armor by 10 / 13 / 16 / 19 / 22.
- (+30% bonus AD) for 8 seconds. de increases his armor by 25 / 35 / 45
- de increases his armor by 5 / 15 / 25 / 35.
- de increases his armor by 10 / 20 / 30 / 40 / 50 for 4 seconds.
- de increases her armor by 30 / 40 / 50 / 60 / 70 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.
- de increases his armor by 20% / 25% / 30% / 35% / 40% for 6 seconds.
- de increases an allied unit's armor by 10 / 15 / 20 / 25 / 30 for 6 seconds.
- de increases his armor by 30 / 45 / 60 for 6 seconds.
- de increases an allied champion's armor by 10 / 15 / 20 / 25 / 30 for as long as the ball is attached to them.
- de 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.
- de increases his armor by 40 / 60 / 80 / 100 / 120 for 6 seconds.
- de Rengar lets out a battle roar, damaging enemies and increases his Armor by 15 / 22 / 29 / 36 / 43 for 3 seconds.
- de grants her Error: Parameter '3' is not accepted. 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.
- de passively increases her armor by 5 / 10 / 15 / 20. This bonus is doubled while she is in Dragon Form.
- de increases his armor by 35 / 50 / 65 for 25 seconds.
- Aura: increases nearby allied champions' armor by 3 / 6 / 9 / 12 / 15 while active and persists for two seconds after deactivation.
- Activation: increases hers and one nearby allied champion's armor by an extra 8 / 11 / 14 / 17 / 20 for 1 second.
de :
- de increases an allied unit's armor by 25 / 45 / 65 / 85 / 105 for 3 seconds.
- de 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.
- de passively generates souls for him to collect, with each soul collected granting armor permanently; each soul grants him a flat 0.75 armor.
- de 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.
- de increases his armor by 60 / 90 / 120 for 5 seconds upon activation.
- de passively grants him Error: Parameter '3' is not accepted. armor for each nearby enemy champion.
- de passively grants 15% of his ability power as bonus armor.
- de increases his armor by 15 / 20 / 25 for each enemy champion hit for 8 seconds.
Masteries
- Defender (Maestría de la 3ra Temporada) Defender increases your champion's armor by 1 for each nearby enemy champion.
- Hardiness (Maestría de la 3ra Temporada) Hardiness increases your champion's armor by 2 / 3.5 / 5.
- Legendary Armor (Maestría de la 3ra Temporada) Legendary Armor increases bonus armor by 2% / 3.5% / 5%.
Runes
- Armor runes increase armor.
Ways to reduce armor
See armor penetration. Note that armor penetration and armor reduction are different.
List of champions' armor
Champion level | Top 5 | Bottom 5 | ||
---|---|---|---|---|
Level 11 | 24.8 | 10 | ||
24 | 10.55 | |||
23.5 | 11 | |||
22.8 | 11.2 | |||
22.5 | 11.3 | |||
Level 18 2 | 90 | 12 | 1 | |
90 | 61 | |||
89.4 | 62 | |||
88 | 64 | |||
87.4 | 65.1 |
1
does not gain armor per level, instead gaining armor through .de is an innate ability which passively increases her armor permanently, thus essentially increasing her base armor unlike most other abilities which are temporary or situational. The increase to Shyvana's armor is 5 at level 1 for a total of 21.35 and 20 at level 18 for a total of 98.3.
de is an ability that passively increases his armor by 22 at rank 5, giving him a total of 100.8 at level 18. This is an ranked ability and thus cannot be counted on for a bonus at level 1. However, arguments could be made that at level 18 he will have 5 ranks and thus this will increase his armor permanently.
Trivia
A level 18 Hardiness (Maestría de la 3ra Temporada) Hardiness, 3 points in Legendary Armor (Maestría de la 3ra Temporada) Legendary Armor, 1 point in Defender (Maestría de la 3ra Temporada) Defender, , , , aura, aura, Glyphs and Marks of Armor, Seals and Quintessences of Scaling Armor, and enabled will give a total of approximately 1624 armor.
with 6 , 3 points inHaving an enemy
with the same setup use on will yield a total of roughly 1770 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 gimmicky means. If a player disconnects from the server and is in the fountain, he will gain 1000 armor. With the same setup as above, a disconnected
with a disconnected will have approximately 2779 armor. cannot exceed this. This reduces physical damage by 96.5%.If disconnecting grants armor quickly enough that
remains active, can reach 3315 armor. This reduces physical damage by 97.0%., with his effectively infinite stacking, can obtain a maximum of 500,024.75 armor off his passive alone. With the same set-up as above, he can obtain a total of about 526,214 armor, reducing physical damage by 99.981%. If he disconnects, he can obtain up to 527,259 armor, reducing roughly the same amount.
Hardiness (Maestría de la 3ra Temporada) Hardiness, 3 points in Legendary Armor (Maestría de la 3ra Temporada) Legendary Armor, 1 point in Defender (Maestría de la 3ra Temporada) Defender, Glyphs, Marks, Seals and Quintessences of Armor, , , , from with the same runes, masteries, and , with enabled, with all champions at level 1 will give a total of approximately 273 armor. This was the highest amount of armor any champion could have at the very beginning of the game.
pre-patch 3.10 with 1 , 3 points in