League of Legends: Understanding Armor and Damage Reduction
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.