- Lethality redirects here. For the 2013 Mastery, see Lethality.
Armor penetration is a champion statistic that reduces the effective armor of the target (vs. the champion with armor penetration).
Example: 10% armor penetration causes a target to take physical damage as though they had 10% less armor; 10% armor penetration is equivalent to fighting a target with 10% less armor.
The difference between armor penetration and armor reduction is that armor reduction can reduce armor below zero and affects any source of physical damage. The effects of armor penetration, on the other hand, are ignored once the target's effective armor drops to 0, and only the source of the armor penetration deals increased damage.
Lethality is a champion statistic introduced in season 2017 that is converted to flat armor penetration at a rate that increases based on your level, see formula below^{[1]}.
All champions have 0 base armor penetration, but it can be increased with items, runes, and some champion abilities.
Gold Value
Order of calculations
When attacking, armor penetration and armor reduction are considered in the following order:^{[2]}
- Armor reduction, flat
- Armor reduction, percentage
- Armor penetration, percentage
- Lethality
Note: Base armor and bonus armor are calculated separately.
Flat armor reduction
The target's armor is reduced by an amount. Flat armor reduction from different sources stacks additively and is distributed proportionally between base armor and bonus armor.
- Example: 30 armor reduction against a 20 base armor and 40 bonus armor target will reduce base armor by 10 and bonus armor by 20, so the target will be reduced to 30 armor ((20 − 10) + (40 − 20) = 30).
Flat armor reduction can reduce a target's armor below zero. For example, if an enemy with 10 armor has their armor reduced by 25, the enemy will have −15 armor.
Percentage armor reduction
The target's armor is multiplied by a percentage (100% − the listed reduction). Applies to both base and bonus armor. Percentage armor reduction stacks multiplicatively and is ignored if the target's armor is 0 or less.
- Example: 30% armor reduction multiplies the target's armor to 70%, so a target with 20 base armor and 40 bonus armor will be reduced to 42 armor ((20 × 0.7) + (40 × 0.7) = 42).
Percentage armor reduction reduces more armor on targets with higher armor. For instance, with 40% armor reduction, a target with 200 armor will lose 80 while a target with only 50 armor will lose 20. The increase in damage on the other hand isn't that big, because of the diminish return of armor at higher levels. On a target with 50 armor the actual physical damage will be increased by around 15%, where as the physical damage on targets with 200 armor by around 36% when having 40% armor reduction.
Percentage armor penetration
The target's armor is treated as being multiplied by a percentage for purposes of damage calculation (100% − the listed penetration). Percentage armor penetration stacks multiplicatively and is ignored if the target's armor is 0 or less.
- Example: 30% armor penetration causes the target to take damage as if its armor was multiplied by 70%, so a target with 20 base armor and 40 bonus armor will be treated as though it had 42 for purposes of damage (the target's actual armor value will not change, however) ((20 × 0.7) + (40 × 0.7) = 42).
Because the target's actual armor value does not change, anything else depending on that value also doesn't change (e.g.
).Percentage armor penetration reduces more armor on targets with higher armor. For instance, with 40% armor penetration, a target with 200 armor will be considered as having 80 less while a target with only 50 armor will be considered as having 20 less. The increase in damage on the other hand isn't that big, because of the diminish return of armor at higher levels. On a target with 50 armor the actual physical damage will be increased by around 15%, where as the physical damage on targets with 200 armor by around 36% when using 40% armor penetration.
Percentage bonus armor penetration
Percentage armor penetration that applies only to bonus armor.
- Example: 30% bonus armor penetration multiplies the target's bonus armor to 70% without affecting base armor, so a target with 20 base armor and 40 bonus armor will be treated as though it had 48 for purposes of damage calculation (the target's actual armor value will not change, however). (20 + (40 × 0.7) = 48).
- If the player has multiple sources of percentage bonus penetration, they stack multiplicatively:
- Example: 10% armor penetration and 30% bonus armor penetration. (20 × 0.9)) + (40 × 0.7 × 0.9)) = 43.2).
Because the target's actual armor value does not change, anything else depending on that value also doesn't change (e.g.
).Percentage bonus armor penetration makes a big difference on targets who build armor items, but will do nothing against base armor.
Lethality
Lethality is the statistic that represents flat armor penetration. It grants flat armor penetration using the following formula:
- Flat Armor Penetration = Lethality × (0.6 + 0.4 × level ÷ 18)
According to the formula, Lethality grants a minimum 60% of its value as flat armor penetration. As the user's level increases, more of the withheld 40% portion is given, up to the full amount at level 18.
The target's armor is treated as being reduced by an amount for purposes of damage calculation, but cannot be reduced below 0. Flat armor penetration stacks additively.
- Example 1: 20 lethality on a user at level 18 will cause a target to take damage as if its armor was 20 less, so a target with 30 armor will be treated as though it had 10 for purposes of damage calculation (the target's actual armor value will not change, however).
Because the target's actual armor value does not change, anything else depending on that value also doesn't change (e.g.
).Examples
Given 30 flat armor reduction and 30% armor reduction, and the target is affected by 10 flat armor penetration and 45% bonus armor penetration,
- Target A has 300 armor (100 base and 200 bonus armor).
- The 300 is reduced to 270 (90 base and 180 bonus armor) by the 30 armor reduction.
- The 270 is reduced to 189 (63 base and 126 bonus armor) by the 30% armor reduction.
- The 189 is considered to be 132.3 (63 base and 69.3 bonus armor) by the 45% bonus armor penetration.
- The 132.3 is considered to be 122.3 by the 10 armor penetration.
- Target A takes damage as if it has 122.3 armor.
- Target B has 18 armor.
- The 18 is reduced to −12 by the 30 armor reduction.
- The −12 is not affected by any further calculations because it is less than 0.
- Target B takes damage as if it has −12 armor.
Lethality as scaling
The following have their stats improved based on the amount of lethality acquired:
Champion abilities
- , , and
Increasing lethality
Champion abilities
Items
- ( )
- ( )
- ( )
Runes
Increasing armor penetration
Champion abilities
Monsters
Items
Item | Cost | Amount | Availability |
---|---|---|---|
1450 | 20% | All maps | |
2900 | 25% | All maps | |
3400 | 30% | All maps |
- ( )
- ( )
Other
Reducing armor
Champion abilities
- Percentage Reduction
- Flat Reduction
Items
- Percentage Reduction
Monsters
- Flat Reduction
Notes
- Armor penetration will apply to any and all sources of physical damage.
- It will apply to the damage dealt to any unit, including turrets.
- Percentage penetration is applied before flat penetration.
- Turrets and have 30% armor penetration.
Trivia
The highest amount of lethality any champion can obtain is 139.
- Runes:
- - 7
- Items:
- Mythic Bonus - 25 (from the 5 Legendary items stated below)
- 29
- - 18 (while passive is active)
- - 18
- - 18
- - 12
- - 12
- Relevant mathematics:
- Items = 25 + + + + + = 132 lethality +
- Runes =
- Total Lethality = 132 + 7 = 139
- This is further increased to 157 lethality with 132 + 18 + 7 = 157), which grants 18 lethality when lethality is fully leveled. This is the highest amount of lethality in the game that only can obtain. when is included in the equation (
= 7 lethality
- Total Lethality = 132 + 7 = 139
The highest amount of percentage armor penetration any champion can obtain is 47.5%.
- Items:
- - 30%
- Mythic Bonus - 25% (from 5 Legendary items, includes )
/
- Relevant mathematics:
- (1 - 0.3) × (1 - 0.25) = 0.525
- 1 - 0.525 = 47.5% armor penetration
- (1 - 0.3) × (1 - 0.25) = 0.525
- The highest amount obtainable in the game is 65.875% with
- Relevant mathematics:
- (1 - 0.35) × (1 - 0.3) × (1 - 0.25) = 0.34125
- 1 - 0.34125 = 65.875% armor penetration
- (1 - 0.35) × (1 - 0.3) × (1 - 0.25) = 0.34125
when (max rank) is included in the equation.
- Relevant mathematics:
See also
References
Offensive | Ability power · Attack damage · Attack speed · Critical strike chance · Critical strike damage · Armor penetration · Magic penetration · Life steal · Omnivamp · Physical vamp · True damage |
---|---|
Defensive | Heal and shield power · Health · Health regeneration · Armor · Magic resistance · Tenacity · Slow resist |
Utility | Ability haste · Energy · Energy regeneration · Mana · Mana regeneration |
Other | Experience · Gold generation · Movement speed · Range |