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Armor icon.png Armor is a statistic that reduces incoming physical damage. All units have the armor stat. Champions have base armor that, by default, increases through growth by level.

Armor can be gained by abilities, items, and runes. It Additive stacking icon.png stacks additively.

At level 18, base armor ranges from 28 (Thresh Thresh) whose base armor does not scale with levels or 66.6 (Kassadin Kassadin) to 129 (Mega Gnar Mega Gnar).


The formula to calculate post-mitigation physical damage based on raw physical damage received:

Due to the order of operations for penetration and reductions of either resistance, negative values almost never occur. For all non-negative resistance values this means using:

Solving the above formula for raw damage r gives

To determine how much damage will be dealt using raw and a given armor value we can use this formula:

Post Mitigation Damage  =  Raw Damage  ÷  (1  +  (Armor  ÷  100))

Examples using 1,000 raw damage

  • 25 armor → 1,000  ÷  (1  +  25  ÷  100)  =  1,000  ÷  1.25  =  800
    • Total damage reduction 20%,  + 25% effective health, 1,000 post-mitigation damage  =  1,250 Raw Damage
  • 100 armor → 1,000  ÷  (1  +  100  ÷  100)  =  1,000  ÷  2  =  500
    • Total damage reduction 50%,  + 100% effective health, 1,000 post-mitigation damage  =  2,000 Raw Damage
  • 200 armor → 1,000  ÷  (1  +  200  ÷  100)  =  1,000  ÷  3  =  333.34
    • Total damage reduction 66.66%,  + 200% effective health, 1,000 post-mitigation damage  =  3,000 Raw Damage

Gold Value ​​​​

  • Armor has a gold value of 20 Gold 20 per point.

Negating Armor

Armor can be negated by armor penetration, armor reduction, and Lethality. The damage calculation then uses the effective armor values after the reduction; the actual damage formulae are not changed.

Armor penetration, Lethality and armor reduction can be treated as negative armor in damage calculations.

Stacking Armor

Following the above damage formula, each point of armor increases the effective health pool against physical damage by 1%, formally:

Example: A unit with 60 armor has 60% increased health against physical attacks. If the unit had 1000 maximum health it would take 1600 physical damage to kill it.

By definition, armor does not give diminishing returns of effective health. Each additional point of armor increases the effective health pool (against physical damage) by 1% of your maximum health. This is not changed by any amount of armor already held.

This would mean that armor gives constant returns. Armor can, however, give increasing returns if a unit has a source of flat post-mitigation damage reduction such as Warden's Mail Warden's Mail or Amumu's Amumu's Tantrum Tantrum.

When a unit's armor is negative due to armor reduction debuffs, armor has increasing returns with respect to itself. This is because negative armor cannot reduce effective health to less than 50% of actual health. A unit with -100 armor has 66.67% of nominal health (gains −33.33%) of its maximum health as effective health.

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.








Neutral buffs


Increasing armor


This table is automatically generated based on the data from Module:ItemData/data.

Aegis of the Legion Aegis of the Legion1400 1400 Gold30All maps
Bramble Vest Bramble Vest800 800 Gold30All maps
Chain Vest Chain Vest800 800 Gold40All maps
Cloth Armor Cloth Armor300 300 Gold15All maps
Dead Man's Plate Dead Man's Plate2900 2900 Gold45All maps
Death's Dance Death's Dance3300 3300 Gold45All maps
Equinox Equinox2500 2500 Gold40All maps
Evenshroud Evenshroud2500 2500 Gold30All maps
Forgefire Crest Forgefire Crest3200 3200 Gold50All maps
Frostfire Gauntlet Frostfire Gauntlet2800 2800 Gold25All maps
Frozen Heart Frozen Heart2500 2500 Gold80All maps
Gargoyle Stoneplate Gargoyle Stoneplate3200 3200 Gold60All maps
Glacial Buckler Glacial Buckler900 900 Gold20All maps
Guardian Angel Guardian Angel2800 2800 Gold40Summoner's Rift, Nexus Blitz
Locket of the Iron Solari Locket of the Iron Solari2500 2500 Gold30All maps
Plated Steelcaps Plated Steelcaps1100 1100 Gold20All maps
Randuin's Omen Randuin's Omen2700 2700 Gold80All maps
Reliquary of the Golden Dawn Reliquary of the Golden Dawn2500 2500 Gold40All maps
Rimeforged Grasp Rimeforged Grasp2800 2800 Gold40All maps
Seeker's Armguard Seeker's Armguard1000 1000 Gold15All maps
Sunfire Aegis Sunfire Aegis3200 3200 Gold35All maps
Thornmail Thornmail2700 2700 Gold60All maps
Turbo Chemtank Turbo Chemtank2800 2800 Gold25All maps
Turbocharged Hexperiment Turbocharged Hexperiment2800 2800 Gold40All maps
Warden's Mail Warden's Mail1000 1000 Gold40All maps
Zeke's Convergence Zeke's Convergence2400 2400 Gold25All maps
Zhonya's Hourglass Zhonya's Hourglass2600 2600 Gold45All maps

Item passives

Champion abilities


Neutral buffs

Armor vs. Health

HP Armor LW VS.png

Note: The following information similarly applies to magic resistance. As of season six, the base equilibrium line for armor is a function:

health = 7.5 × (armor + 100)

while for magic resistance the line is a bit shifted down and less steep:

health = 6.75 × (magic resistance + 100)

It can be helpful to understand the equilibrium between maximum health and armor, which is represented in the graph[1] on the right. The equilibrium line represents the point at which your champion will have the highest effective health against that damage type, while the smaller lines represent the baseline progression for each kind of champion from level 1-18 without items. You can also see that for a somewhat brief period in the early game health is the most gold efficient purchase, however this assumes the enemy team will only have one type of damage. The more equal the distribution of physical damage/magic damage in the enemy team, the more effective will buying health be.

There are many other factors which can effect whether you should buy more armor or health, such as these key examples:

  • Unlike HP, increasing armor also makes healing more effective because it takes more effort to remove the unit's HP than it does to restore it.
  • HP helps you survive both magic damage and physical damage. Against a team with mainly burst or just low magic damage, HP can be more efficient than MR.
  • Percentage armor reduction in the enemy team tilts the optimal health:armor ratio slightly in the favor of HP.
  • Whether or not the enemy is capable of delivering true damage or percent health damage, thus reducing the value of armor and health stacking respectively.
  • The presence of resist or HP steroids built into your champion's kit, such as in Leona's Leona's Eclipse Eclipse or Cho'Gath's Cho'Gath's Feast Feast.
  • Against sustained damage life steal and healing abilities can be considered as contributing to your maximum HP (while being mostly irrelevant against burst damage).
  • The need to prioritize specific items mainly for their other qualities (regardless of whether or not they contribute towards the ideal balance between HP and resists).

List of champions' armor

Champions with the lowest or highest armor before items, runes, or abilities
Champion Level Top 5 champions Bottom 5 champions
Level 1 1. Leona Leona
1. Braum Braum
47 armor 1. Orianna Orianna 17 armor
2. Pyke Pyke 45 armor 2. Cassiopeia Cassiopeia
2. Ahri Ahri
2. Taliyah Taliyah
2. Karthus Karthus
2. Malzahar Malzahar
18 armor
3. Alistar Alistar 44 armor 3. Kassadin Kassadin
3. Seraphine Seraphine
3. Lux Lux
3. Annie Annie
3. Heimerdinger Heimerdinger
3. Azir Azir
3. Aurelion Sol Aurelion Sol
19 armor
4. Tahm Kench Tahm Kench 42 armor 4. Zeri Zeri 20 armor
5. Blitzcrank Blitzcrank
5. Pantheon Pantheon
5. Taric Taric
40 armor 5. Neeko Neeko
5. Zoe Zoe
5. Twisted Fate Twisted Fate
5. Anivia Anivia
5. Veigar Veigar
21 armor
Level 18 1. Mega Gnar Mega Gnar 129 armor 1. Thresh Thresh 28 armor
2. Braum Braum 115 armor 2. Kassadin Kassadin 66.6 armor
3. Rammus Rammus 109.1 armor 3. Orianna Orianna 68 armor
4. Urgot Urgot 108.25 armor 4. Heimerdinger Heimerdinger
4. Seraphine Seraphine
4. Azir Azir
70 armor
5. Leona Leona 108.2 armor 5. Zeri Zeri 71 armor

Optimal efficiency (theoretical)

Note: Effective burst health, commonly referred to just as 'effective health', describes the amount of raw burst damage a champion can receive before dying in such a short time span that he remains unaffected by any form of health restoration*. Unless champion's resists aren't reduced below zero, it will always be more than or equal to a champion's displayed health in their health bar and can be increased by buying items with extra health, armor and magic resistance. In this section, effective health will refer to the amount of raw 'physical damage' a champion can take.

In almost all circumstances, champions will have more maximum health than armor, thus a single point of armor will give more 'effective health' to a champion than a single point of health. However, if there is a case where max health is below the value of 'armor + 100', the opposite becomes true.

Because of this relationship, theoretically, maximum effective health is attained by ensure that you have exactly 100 more max health than armor, regardless of how much health or armor you actually already have.

Example: Given a theoretical situation where you start off with 1 health and 1 armor and are given an arbitrary sufficient number of stat points (x ≥ 100), each of which you can use to increase either your health or armor by 1 point, the way to maximize your effective health is to add points to your health until your health has 100 more points than armor, then split the remaining stat points in half and share them between your health and armor.

However, this is only theoretically true if we consider both health and armor to be equally obtainable resources with simplified mechanism of skill point investment. In reality a player buys these stats for gold Gold gold instead. So when attempting to ensure the balance of 'health = armor + 100', consider it through gold value distributed to the stats. Because the gold value of 1 health is roughly 7.7 times smaller than 1 point of armor (as of V8.7), distribution per point of health or armor should be 11.5% gold into health and 88.5% gold into armor once the 'health = armor + 100' equilibrium is reached.

This model is highly simplified and cannot be exactly applied when buying any other item that aren't purely armor or health oriented as they deviate the equilibrium. Going even further, the continuous model simplifies a discrete character of real shopping, as you cannot really buy 1.5 × Ruby Crystals Ruby Crystals for 600 Gold 600, so you either opt to buy a single Ruby Crystal Ruby Crystal or 2 × Cloth Armors Cloth Armors, drastically unbalancing the equilibrium.

Broadly speaking, items which provide both health and armor give a very high amount of effective health against physical damage compared to items which only provide health or only provide armor. These items should be purchased when a player is seeking efficient ways to reduce the physical damage they take by a large amount. Furthermore, these items are among all available items the best ones to distribute their gold value equally among both health and armor, thus working perfectly for rule of preserving equilibrium.


This information is strongly theoretical. Due to how there are many variables aside from health, armor and gold value, "true equilibrium" is too complicated and unrealistic to achieve. However, a player can develop their intuition to itemize towards this equilibrium in a timely manner through the experience gained from the multitude of plays they perform.

The important thing to remember is that there is no reason to hold to the equilibrium too strictly, or else you might just lose the fun out of the game.


Last updated: July 29, 2020, patch V10.15

Without using Thresh's Thresh's Damnation Damnation, Shyvana's Shyvana's Fury of the Dragonborn Fury of the Dragonborn or Jax's Jax's Grandmaster's Might Grandmaster's Might with Gathering Storm Gathering Storm which potentially allow for infinite amounts of armor, the largest amount of armor is reached with a level 18 Rammus Rammus at 3104 armor (which reduces physical damage by 96.88%).

Thresh Thresh, with his effectively infinite stacking, can obtain a maximum of 749999.25 armor off his passive alone. With the same set-up as above, he can obtain a total of about 910296.7564 armor, reducing physical damage by 99.99989016%.