ARMOR AND MAGIC RESISTANCE CALCULATIONS
Armor and Magic Resistance mechanics are the cornerstones of League of Legends and we will explain how they work in this guide. They work similarly thus we will consider them both at once. Armor and Magic Resistance are characteristics that all units have. They reduce incoming damage each from a particular source (physical and magic accordingly) by percentage. We will combine these two terms into a single one: “resistance” for convenience reasons. Each point of resistance requires an attacker to do 1% extra damage to a target to make a kill. For example, champion with 50 armor and 1000 health needs 1500 physical damage in total to be slain. This means effective health of that champion was increased from 1000 HP to 1500 HP against physical attacks. There is simple formula using which you can calculate reduction on your own.
LEAGUE OF LEGENDS ARMOR AND MAGIC RESISTANCE CALCULATION FORMULA:
Examples with real numbers:
25 resistance: 80% incoming damage leads to 20% reduction and 125% total effective health
50 resistance: 66% incoming damage leads to 33% reduction and 150% total effective health
100 resistance: 50% incoming damage leads to 50% reduction and 200% total effective health
200 resistance: 33% incoming damage leads to 67% reduction and 300% total effective health
300 resistance: 25% incoming damage leads to 75% reduction and 400% total effective health
CHAMPIONS WITH THE HIGHEST / LOWEST BASE ARMOR
Despite that LoL armor and LoL magic resistance working similarly there is a difference in starting points. Each champion starts with 16-35 armor (to cut it short melee champions get more armor while ranged less) and it grows up with each level up to 65-97 at 18 level ( Gnar has 65,5 armor and Maokai 96,7).
The only champion who doesn’t gain armor per level is Thresh due to his passive ability Damnation which increases his armor for collected soul instead.
Magic resistance starting point always equals 30 and only melee champions gain it per level. However there are a few exceptions among melee champions whose magic resistance does not increase with level up: Yasuo, Kassadin, Poppy, Maokai, Shen, Singed. Champions who are able to change their forms from melee to ranged and back also do not gain magic resistance per level, e.g Nidalee or Jayce.
Armor and Magic Resistance are working great with shields since they increase their effectiveness, e.g. 250 HP shield on 100 MR would provide 500 effective health against magic damage.
BEST LEAGUE OF LEGENDS ARMOR ITEM
If you want to build strictly defensively to increase your survivability recommended item for armor is: Randuin’s Omen.
BEST LEAGUE OF LEGENDS MAGIC RESISTANCE ITEM
If you want to build strictly defensively to increase your survivability recommended item for armor is: Banshee’s Veil.
ARMOR / MAGIC RESISTNACE VERSUS HEALTH
If during League of Legends games you don’t always know what to buy armor / magic resistance or health to spend gold effectively you may use this graph to make decision:
Examples showing how you can use this graph for calculations in League of Legends:
- At 50 armor / magic resistance you should have at least 1100 HP
- At 100 armor / magic resistance you should have at least 1500 HP
- At 150 armor / magic resistance you should have at least 1900 HP
- At 200 armor / magic resistance you should have at least 2400 HP
If you have no defensive items yet most times it would be better to start with health item first. However at champion levels above 10 you should consider buying armor / magic resistance (check graph).
ARMOR PENETRATION AND MAGIC PENETRATION
Apart from items that provide resistances there are items that counter armor and magic resistance of your enemy. Such items have armor penetration or magic penetration record on them.
LEAGUE OF LEGENDS PENETRATION FORMULA:
There are two kinds of penetration in League of Legends: percentage and flat. Percentage penetration always goes first in calculations.
Example: Imagine that a champion who has Last whisper (provides 35% armor penetration) and The Brutalizer (provides 10 flat armor penetration) attacks a target who has 200 armor. Champion would attack as if the target had 200*0,65-10=120 armor. If we use formula listed above we can calculate that champion would deal 45% of his total physical damage instead of 33% that he would have dealt if he had no penetration at all.
Percentage penetration stacks multiplicatively. It can be roughly described as each successive source gives less effect than it’s absolute value, e.g 35% magic penetration from Void Staff and 6% from Devastating strike mastery lead to 100-0,65*0,94=39% magic penetration (not 41% as if it would stack additively). You can check it yourself by opening champion sheet in game (hotkey “C“).
Penetration in LoL allows you to do true damage to the enemy but not more than that. If you have 40 flat armor penetration and your enemy has 30 armor, you’re still going to do damage as if the enemy has 0 armor (not -10).
ARMOR PENETRATION IN JUNGLE
Armor of most monsters jungle varies from 6 to 15 therefore it’s better to have attack damage runes.
Mastery Devastating strike gives up to 6% of armor and magic penetration.
Apart from items and masteries you can receive resistance penetration from runes.
Armor penetration doesn’t work on turrets.
ARMOR PENETRATION VERSUS ATTACK DAMAGE IN LEAGUE OF LEGENDS
There is instructional video about difference between attack damage and armor penetration in League of Legends with detailed numbers and calculations. We recommend you to watch it.
LEAGUE OF LEGENDS ARMOR PENETRATION BUILD / ITEM LIST:
Items that provide armor penetration in LoL are: The Brutalizer, The Black Cleaver, Youmuu’s Ghostblade, Last Whisper.
Abilities that provide armor penetration in LoL are: Apprehend (up to 25% armor penetration at 5 rank), Last Breath (50% armor penetration to bonus armor).
ARMOR PENETRATION LIMIT / CAP IN LEAGUE OF LEGENDS IS:
49 flat armor penetration: 19 from runes, 10 from The Brutalizer, 10 from The Black Cleaver and 20 from Youmuu’s Ghostblade.
39% armor penetration: Last Whisper and Devastating strike.
LEAGUE OF LEGENDS MAGIC PENETRATION BUILD / ITEM LIST:
Items that provide magic penetration in League of Legends are: Haunting Guise, Liandry’s Torment, Void Staff, Sorcerer’s Shoes.
There are no abilities that provide magic penetration.
ARMOR PENETRATION LIMIT / CAP IN LEAGUE OF LEGENDS IS:
45 flat magic penetration: 20 from runes, 10 from Haunting Guise or Liandry’s Torment and Sorcerer’s Shoes.
39% armor penetration: Void Staff and Devastating strike.
ARMOR AND MAGIC RESISTANCE REDUCTION
Aside from penetration there are armor and magic resistance reduction in LoL. You can get only magic resistance reduction of flat type from items. There are two differences between reduction and flat penetration: reduction goes first in calculations and it works globally (it decreases stats of the target and all allies deal increased damage while penetration helps only you).
Example: Imagine that Ryze who has Abyssal Scepter (provides 20 magic reduction aura), Haunting Guise (provides 10 flat magic penetration) and Void Staff (provides 35% magic penetration) casts rank 5 Spell Flux ( 24 magic reduction) attacks a target who has 184 magic resistance. Champion would deal damage as if the target had (160-20-24)*0,65-10=81 magic resistance. If we use formula listed above we can calculate that champion would deal 55% of his total magic damage instead of 38% in case he had no penetration and reduction at all.
There are no items in League of Legends that provide armor reduction.
ITEMS THAT PROVIDE MAGIC RESISTANCE REDUCTION ARE:
Abyssal Scepter, Wit’s End.
Abilities that provide flat reduction of armor are: Gatling Gun (up to 40 armor reduction at 5 rank), Spirit Fire (up to 40 armor reduction at 5 rank), Puncturing Taunt (up to 30 armor reduction at 5 rank), Shatter (up to 25 + 5% of Taric’s armor in armor reduction at 5 rank).
Abilities that provide percentage reduction of armor are: Dragon Strike (up to 26% reduction at 5 rank), Slice and Dice (up to 35% reduction at 5 rank), Roar of the Slayer (20% armor reduction), Noxian Corrosive Charge (up to 20% reduction at 5 rank), Denting Blows (20% armor reduction), Challenge (15% armor reduction), Crushing Blow (up to 30% armor reduction at 5 rank).
Abilities that provide flat reduction of magic resistance are: Spell Flux (up to 24 magic resistance reduction at 5 rank), Dread (10 magic resistance reduction when Fiddlesticks deals magic damage or casts Terrify on a target), Cursed Touch (up to 25 magic resistance reduction on auto attack).
Ability that provides percentage reduction of magic resistance is Wall of Pain (15% reduction).
Abilities that provide both percentage reduction of armor and magic resistance are: Holy Fervor (up to 15% reduction on 5th hit), Caustic Spittle (up to 28% reduction at 5 rank), Subjugate (up to 40% reduction), Transform: Mercury Cannon (up to 25% reduction at 4 rank).
TRUE DAMAGE DEFENITION
There is a type of damage which allows to ignore resistances of a target or any other form of damage reduction e.g. Alistar‘s Unbreakable Will.
LEAGUE OF LEGENDS CHAMPIONS WHO DEAL TRUE DAMAGE:
League of Legends champions who deal true damage with auto attacks:
- Hextech Shrapnel Shells Corki
- Hiten Style Irelia
- Deadly Venom Twitch
- Silver Bolts Vayne
- Wuju Style Master Yi
Champions who deal true damage with abilities:
- Orb of Deception Ahri
- Feast Cho’Gath
- Noxian Guillotine Darius
- Icathian Surprise Kog’Maw
- Consume Nunu
- Reckless Swing Olaf
- Furious Bite Rek’Sai
- Organic Deconstruction Vel’Koz
- Rise of the Thorns Zyra
Summoner spells Ignite and Smite also deal true damage.
DOES TRUE DAMAGE IGNORE SHIELDS?
You need to know that true damage doesn’t penetrate spell or ordinary shields, e.g. Cho’Gath’s Feast won’t deal damage to Nocturne if he has Shroud of Darkness effect. Ignite is an exception and can’t be blocked by spell shields however it would be absorbed by any ordinary shield, e.g. Lee Sin’s Safeguard.
RED BUFF TRUE DAMAGE
Red Brambleback provides Crest of Sinders buff for 120 seconds which makes your auto attacks slow enemy movement speed by 8-15% for melee champions and 5-10% for ranged champions. Slow amount depends on level of champion and increases two times at 6 and 11 levels. Also Crest of Sinders makes target burn for 3 seconds dealing 8 + 2 x level true damage per second. If the buff holder is slain, this buff is transfered to the killer. In this case, duration is refreshed. Additionally regenerates 1% of maximum HP every 5 seconds.
HOW SPELL VAMP / LIFE STEAL INTERACT WITH TRUE DAMAGE
Spell vamp works with any ability which deals true damage however life steal has no interaction with true damage at all.
CAN TRUE DAMAGE CRIT?
No, true damage can’t deal critical strikes.
DOES EXHAUST AFFECT TRUE DAMAGE?
No, true damage can’t be reduced.
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