League of Legends: Complete Guide to Armor and Combat Stats
Armor is one of the two core defensive stats in League of Legends that reduces incoming physical damage by a percentage. Here's everything you need to know about armor mechanics:
Basic Mechanics:
- Armor stacks additively
- Every champion has base armor that increases per level (except Thresh)
- Bonus armor comes from abilities, items, runes, and other sources
- Base armor at level 18 ranges from 87 (Kassadin) to 149.4 (Mega Gnar)
- Each point of armor costs 20 gold
Damage Reduction Formula: Damage Reduction = 100 / (100 + Armor)
Example Effects:
- 25 Armor = 20% damage reduction
- 100 Armor = 50% damage reduction
- 200 Armor = 66.6% damage reduction
Key Concepts:
- Each point of armor increases effective health by 1% against physical damage
- Armor has no diminishing returns on effective health
- Negative armor cannot reduce effective health below 50%
- Optimal efficiency is achieved when Health = 7.5 × (Armor + 100)
Sources of Armor:
- Items (Thornmail, Randuin's Omen, etc.)
- Champion abilities (Rammus W, Malphite E, etc.)
- Runes (Aftershock, Conditioning)
- Neutral buffs (Mountain Drake)
Armor can be reduced through:
- Armor penetration
- Armor reduction abilities
- Lethality
When deciding between armor vs health:
- Consider damage type distribution of enemies
- Account for healing/regeneration effects
- Factor in true damage presence
- Check for champion-specific steroids
- Evaluate item secondary effects
The interaction between armor and health creates a complex optimization problem that varies based on game state and team compositions. Focus on balancing both stats while considering the specific match context.
Related Articles

League of Legends: Complete Guide to TFT Items and Equipment System
