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League of Legends Wiki

Magic resistance icon.png Magic Resistance, or Magic Resist (MR) is a statistic that reduces incoming magic damage. All units have the magic resistance stat. Champions have base magic resistance that, by default, increases through growth by level.

Magic resistance can also be acquired by abilities, items, and runes. It Additive stacking icon.png stacks additively.

Gold Value

  • Magic resistance has a gold value of 18 Gold 18 per point.


The formula to calculate post-mitigation magic damage based on raw magic 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 MR value we can use this formula:

Post Mitigation Damage  =  Raw Damage  ÷  (1  +  (Magic Resistance  ÷  100))

Examples using 1,000 raw damage

  • 25 Magic Resistance → 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 Magic Resistance → 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 Magic Resistance → 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

Stacking magic resistance

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

Example: A unit with 60 magic resistance has 160% of its maximum health in its effective health, so if the unit has 1000 maximum health, it will take 1600 magic damage to kill it.

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

For a more detailed explanation, see this video.

Magic resistance as scaling

These use the champion's magic resistance to increase the magnitude of the ability. It could involve total or bonus magic resistance. By building magic resistance items, you can receive more benefit and power from these abilities.








Neutral buffs


Increasing magic resistance


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

Abyssal Mask Abyssal Mask2700 2700 Gold35All maps
Aegis of the Legion Aegis of the Legion1400 1400 Gold30All maps
Banshee's Veil Banshee's Veil2600 2600 Gold45All maps
Equinox Equinox2500 2500 Gold40All maps
Evenshroud Evenshroud2500 2500 Gold30All maps
Force of Nature Force of Nature2900 2900 Gold70All maps
Forgefire Crest Forgefire Crest3200 3200 Gold50All maps
Frostfire Gauntlet Frostfire Gauntlet2800 2800 Gold25All maps
Gargoyle Stoneplate Gargoyle Stoneplate3200 3200 Gold60All maps
Hexdrinker Hexdrinker1300 1300 Gold35All maps
Locket of the Iron Solari Locket of the Iron Solari2500 2500 Gold30All maps
Maw of Malmortius Maw of Malmortius2900 2900 Gold50All maps
Mercurial Scimitar Mercurial Scimitar3000 3000 Gold30All maps
Mercury's Treads Mercury's Treads1100 1100 Gold25All maps
Mikael's Blessing Mikael's Blessing2300 2300 Gold50All maps
Negatron Cloak Negatron Cloak900 900 Gold50All maps
Null-Magic Mantle Null-Magic Mantle450 450 Gold25All maps
Quicksilver Sash Quicksilver Sash1300 1300 Gold30All maps
Reliquary of the Golden Dawn Reliquary of the Golden Dawn2500 2500 Gold40All maps
Rimeforged Grasp Rimeforged Grasp2800 2800 Gold40All maps
Silvermere Dawn Silvermere Dawn3000 3000 Gold35All maps
Spectre's Cowl Spectre's Cowl1250 1250 Gold25All maps
Spirit Visage Spirit Visage2900 2900 Gold50All maps
Sunfire Aegis Sunfire Aegis3200 3200 Gold35All maps
Turbo Chemtank Turbo Chemtank2800 2800 Gold25All maps
Turbocharged Hexperiment Turbocharged Hexperiment2800 2800 Gold40All maps
Verdant Barrier Verdant Barrier1000 1000 Gold25All maps
Wit's End Wit's End3100 3100 Gold40All maps

Item passives

Champion abilities


Neutral buffs

Ways to reduce magic resistance

Note that magic penetration and magic resistance reduction are different.

List of champions' magic resistance

Most melee champions, along with Graves Graves, Ivern Ivern, Rakan Rakan and Urgot Urgot, have a base magic resistance of either 32 − 66.85 (based on level) or 32.1 − 66.95 (based on level).

Most ranged champions, Kassadin Kassadin, and shapeshifting champions who can become ranged in one of their forms (Nidalee Nidalee, Jayce Jayce, Elise Elise, Gnar Gnar), have base magic resistance of 30 − 52.1 (based on level).

There are a few exceptions:

  • Akali Akali with 37 − 71.85 (based on level)
  • Cassiopeia Cassiopeia with 32 − 54.1 (based on level)
  • Garen Garen with 32 − 58.35 (based on level)
  • Irelia Irelia with 28 − 62.85 (based on level)
  • Kayle Kayle with 22 − 44.1 (based on level)
  • Kled Kled with 28 − 62.85 (based on level)
  • Lillia Lillia with 32 − 58.35 (based on level)
  • Malphite Malphite with 28 − 62.85 (based on level)
  • Mega Gnar Mega Gnar with 33.5 − 115.1 (based on level)
  • Nocturne Nocturne with 32 − 58.35 (based on level)
  • Orianna Orianna with 26 − 48.1 (based on level)
  • Pantheon Pantheon with 28 − 62.85 (based on level)
  • Rumble Rumble with 28 − 54.35 (based on level)
  • Ryze Ryze with 36 − 58.1 (based on level)
  • Sylas Sylas with 32 − 75.35 (based on level)
  • Talon Talon with 39 − 73.85 (based on level)
  • Vex Vex with 28 − 50.1 (based on level)
  • Wukong Wukong with 28 − 62.85 (based on level)
  • Yuumi Yuumi with 25 − 43.7 (based on level)

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 'magical damage' a champion can take.

In almost all circumstances, champions will have more maximum health than magic resistance, thus a single point of magic resistance 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 'magic resistance + 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 magic resistance, regardless of how much health or magic resistance you actually already have.

Example: Given a theoretical situation where you start off with 1 health and 1 magic resistance and are given an arbitrary sufficient number of stat points (x ≥ 100), each of which you can use to increase either your health or magic resistance 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 magic resistance, then split the remaining stat points in half and share them between your health and magic resistance.

However, this is only theoretically true if we consider both health and magic resistance 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 = magic resistance + 100', consider it through gold value distributed to the stats. Because the gold value of 1 health is roughly 7 times smaller than 1 point of magic resistance (as of V8.7), distribution per point of health or magic resistance should be 12.5% gold into health and 87.5% gold into magic resistance once the 'health = magic resistance + 100' equilibrium is reached.

This model is highly simplified and cannot be exactly applied when buying any other item that aren't purely magic resistance 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 1.125 × Ruby Crystals Ruby Crystals for 450 Gold 450, so you either opt to buy a single Ruby Crystal Ruby Crystal or a single Null-Magic Mantle Null-Magic Mantle, drastically unbalancing the equilibrium.

Broadly speaking, items which provide both health and magic resistance give a very high amount of effective health against magic damage compared to items which only provide health or only provide magic resistance. These items should be purchased when a player is seeking efficient ways to reduce the magic 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 magic resistance, thus working perfectly for rule of preserving equilibrium.


This information is strongly theoretical. Due to how there are many variables aside from health, magic resistance 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.


  • The old stat icon for Stat icon magic resistance.jpg magic resistance was a blue recolor of the old stat icon for Stat icon armor.jpg armor, which seems to based on the old icon of Aegis of the Legion Aegis of the Legion.
  • The game internally refers to magic resistance as spellBlock.

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

Without using 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 magic resistance, the largest amount of magic resistance is reached with a level 18 Rammus Rammus at 1464 magic resistance (which reduces magic damage by 93.607%).