FANDOM


Damage modifiers refer to the buffs or debuffs applied to a unit that causes it to deal or receive increased or decreased damage. These are percentage values. They don't add extra flat damage but modify all damage normally done. These buffs or debuffs are only received by champion abilities, neutral buffs, on-hit effects from items and runes.

Damage dealt modifier

These are buffs that allow the champion that has them to deal increased or decreased magic or physical damage from basic attacks, abilities, and item actives. The raw value from the attack or ability is increased or decreased by the modifier and then applied to the target.

All damage dealt modifiers stack multiplicatively. Since multiplication is commutative, the order is irrelevant. Example: If Swain Swain uses Torment Torment while affected by SonaSquare Sona's Aria of Perseverance Aria of Perseverance, his damage to the afflicted target will be modified by 90% (120% × 75%).

Increasing damage dealt

Champion abilities

Note: Only the damage modifier effect of these abilities is shown here, to read more information on each of these abilities, follow the link on each of them.

Runes

Flat bonus damage

While technically not damage modifiers, these abilities are included for completeness.

General

  • Basic attacks against lane minions deal 5 bonus damage.

Champion abilities

Items

  • Doran's Shield Doran's Shield: Passive: Basic attacks deal an additional 5 physical damage to minions on hit. Unlike most sources of bonus damage, this is added after damage modifier calculations.

Decreasing damage dealt

Champion abilities

Note: Only the damage modifier effect of these abilities is shown here, to read more information on each of these abilities, follow the link on each of them.

Summoner Spell

  • Exhaust Exhaust: Exhausts target enemy champion, Slow icon slowing them by 30%, and reducing their damage dealt by 40% for 2.5 seconds. (650 range) (210 second cooldown)

Damage received modifier

These are buffs or debuffs that allow the champion that have them to receive increased or decreased magic or physical damage from autoattacks, abilities and item's actives. The final value from the attack or ability is increased or decreased by the modifier and then directly applied to the target's health.

Armor and magic resistance damage reduction percentage count as one source of damage received modifier against physical and magical damage respectively. For example, a champion with 300 armor has 75% damage reduction from physical damage.

Damage reduction from armor and magic resistance and from any other sources stack multiplicatively.

Increasing damage received

Note: Only the damage modifier effect of these abilities is shown here, to read more information on each of these abilities, follow the link on each of them.

Champion abilities

Items

Decreasing damage received

Champion abilities

Note: Only the damage modifier effect of these abilities is shown here, to read more information on each of these abilities, follow the link on each of them.

Summoner Spells

Items

Damage immunity

There are some instances in the game where a champion is immune to receiving any kind of damage (including true damage) for a few seconds.

Champions

Items

  • Guardian Angel Guardian Angel: Passive: Unique: Upon taking lethal damage, restores 50% of base health and 30% of maximum mana after 4 seconds of Stasis icon stasis (300 second cooldown).
  • Stopwatch Stopwatch: Active: Unique – Stasis: Put yourself in Stasis icon stasis for 2.5 seconds, rendering yourself untargetable and invulnerable for the duration, but also unable to move, attack, cast spells, or use items during this time.
  • Wooglet's Witchcap Wooglet's Witchcap: Active: Unique – Stasis: Put yourself in Stasis icon stasis for 2.5 seconds, rendering yourself untargetable and invulnerable for the duration, but also unable to move, attack, cast spells, or use items during this time (120 second cooldown).
  • Zhonya's Hourglass Zhonya's Hourglass: Active: Unique – Stasis: Put yourself in Stasis icon stasis for 2.5 seconds, rendering yourself untargetable and invulnerable for the duration, but also unable to move, attack, cast spells, or use items during this time (120 second cooldown).

Flat Damage Reduction

Several champions have abilities that reduce damage by a flat amount.Some flat damage reductions are factored in after armor or magic resistance. This makes it significantly better the more resistances you have. In addition, periodic damage effects will have each tick of damage reduced. For example, Malzahar's Malzahar's Malefic Visions Malefic Visions ticks 8 times, so 1 flat damage reduction would reduce its total damage by 8.

Flat damage reduction does not work against true damage.

Champions

Items

I contenuti della comunità sono disponibili sotto la licenza CC-BY-SA a meno che non sia diversamente specificato.