League of Legends: Understanding Armor and Damage Reduction

By Marcus Chen

November 29, 2024 at 12:44 AM

Armor is a defensive statistic that reduces incoming physical damage by a percentage. Every champion has base armor that increases with level, plus potential bonus armor from items, abilities, runes, and buffs.

The formula for damage reduction is: Post-mitigation damage = Physical damage × (100 / (100 + Armor))

Key points about armor:

  • Each point of armor increases effective health against physical damage by 1%
  • Armor has a gold value of 20 per point
  • Base armor at level 18 ranges from 87 (Kassadin) to 149.4 (Mega Gnar), excluding Thresh
  • Armor can be reduced by penetration, reduction effects, and Lethality

Optimal armor vs health balance:

  • The ideal ratio is roughly health = 7.5 × (armor + 100)
  • Items providing both stats are most efficient
  • Other factors to consider:
    • Enemy damage types
    • Healing effects
    • Enemy penetration/true damage
    • Champion-specific bonuses

Maximum possible armor:

  • Standard: 3,538 armor (Level 18 Rammus with full defensive build)
  • Infinite: Thresh can theoretically reach 910,296+ armor through passive stacking

Notable armor-scaling abilities:

  • Rammus: Defensive Ball Curl
  • Malphite: Thunderclap
  • Leona: Eclipse
  • Taric: Various abilities
  • Braum: Stand Behind Me

For optimal damage reduction, balance armor with health based on:

  • Enemy team composition
  • Your champion's abilities
  • Available items and gold
  • Team composition needs

The relationship between armor and effective health remains linear, with each point of armor consistently providing 1% more effective health against physical damage.

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