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LoL · Systems · Damage

LoL Armor, Magic Resist and Penetration Explained (2026)

How damage works in League of Legends: physical, magic and true damage, the armor and magic resist formula, effective health, the order of reduction and penetration, lethality versus percent penetration, and when to buy which resistance.

Updated 2026-11-08 · 13 min read · by the BoostPirate crew
  • 100 armor = 50% less damage
  • 1 armor ≈ +1% effective health
  • Lethality is flat since 14.1
  • Void Staff: 40% magic pen
Damage pipeline · patch 26.22

One hit, four filters. Penetration decides how many stay shut.

A 1,000-damage physical hit into a target with 100 armor, in the order the game applies each step.

True damageskips every armor step — only shields and health stop it
  1. Raw hit1,000physical damage
  2. ① Flat reduction100none in this example
  3. ② % reduction70.0Black Cleaver, 5 Carve stacks: −30%
  4. ③ % penetration45.5Lord Dominik's Regards: 35%
  5. ④ Lethality27.518 lethality (Hubris)
  6. × 100 ÷ (100 + armor)784damage taken — 500 without the four steps

Order and formula: the official League of Legends wiki (Armor, Armor penetration). Item values: wiki item tables, read 8 November 2026. The example is our own arithmetic; real fights also split base and bonus armor.

Every point of damage in League of Legends passes through the same short list of rules before it reaches a health bar: what type it is, how much armor or magic resist the target has, and how much of that resistance the attacker ignores. Learn the rules once and a lot of item decisions stop being guesswork — when lethality beats percent penetration, why tanks don't fall off when they keep buying armor, and when to build health instead of resists. This guide covers all of it for patch 26.22, with the formulas from the official League of Legends wiki and worked examples you can check.

Short answer: physical damage is reduced by armor, magic damage by magic resist, and true damage by neither. A target takes damage × 100 ÷ (100 + resist): 100 armor blocks 50%, 200 armor blocks about 67%. Every point of a resist adds about 1% effective health, so resists never "stop working". Attackers cut resists in a fixed order — flat reduction, percentage reduction, percentage penetration, then lethality (flat, 1:1 since patch 14.1) — and penetration can't push a resist below zero.
Key takeaways
  • The formula is the same for both resists: 100 ÷ (100 + armor) or 100 ÷ (100 + magic resist).
  • Lethality beats percent penetration against squishies; percent penetration wins against tanks.
  • Only flat reduction goes below zero. Black Cleaver-style reduction stacks with penetration; penetration stops at 0.
  • True damage ignores resists, not shields — and more health still helps against it.
  • Balance health and resists: the more health you have, the more each resist point is worth.

The three damage types

Physicalreduced by armor

Basic attacks and AD abilities. Countered by armor; cut by lethality, armor penetration and armor reduction.

Magicreduced by magic resist

Most AP abilities and on-hit magic damage. Countered by magic resist; cut by magic penetration and reduction.

Trueignores both

The rarest type: Ignite, Smite, the Elder Dragon's burn, the return of Ahri's Orb of Deception. Shields still absorb it.

Each ability tooltip says which type it deals, and the colour of damage numbers in game matches the type. A champion's split matters for everyone else's shopping: an enemy team that deals almost all physical damage makes armor twice as valuable as magic resist.

The resist formula

damage taken = damage × 100 ÷ (100 + resist) For resist below zero: damage × (2 − 100 ÷ (100 − resist)). Same formula for armor (physical) and magic resist (magic). Source: official wiki, Armor.
Damage taken (left axis) · effective health, relative (grows in a straight line: +1% per point)
ResistDamage takenBlockedEffective health of 1,000 HP
2580.0%20.0%1,250
6062.5%37.5%1,600
10050.0%50.0%2,000
20033.3%66.7%3,000

The blocked percentage climbs more slowly the more you have — 100 armor blocks 50%, but doubling it to 200 only adds about 17 points. That looks like diminishing returns, and it's the most common misunderstanding about resists.

Effective health: why resists don't fall off

Look at it from the attacker's side instead. The wiki's effective health formula is health × (1 + resist ÷ 100): "every 1 point of armor adds 1% to the effective health pool". 1,000 health with 100 armor takes 2,000 physical damage to kill; with 200 armor it takes 3,000. Each point added the same amount, so a tank's twentieth armor point is worth as much as the first — against that damage type.

Physical EHPhealth × (1 + armor ÷ 100)

What it takes to kill you with physical damage.

Magic EHPhealth × (1 + MR ÷ 100)

The same against magic. Your two numbers can be very different.

True damagehealth only

Resists add nothing; health and shields are all that count.

That also tells you when to buy health instead. With the gold values from our gold efficiency guide (1 armor = 20 gold, 1 health ≈ 2.67 gold), 300 gold buys either 15 armor or about 112 health. Working through the formula, armor gives more effective health whenever your health is above 750 × (1 + armor ÷ 100) — about 1,500 health if you already have 100 armor. Below that, health first; above it, resists. That's BoostPirate's arithmetic on the wiki's formula, and a good rule of thumb rather than a law: item passives, healing and true damage all shift it.

How much armor and magic resist champions start with

Every champion grows resists with each level. The wiki's champion tables give the ranges:

Armorlevel 1 → level 18

From 18 (Taliyah, Cassiopeia, Malzahar and Veigar) to 43 (Leona and Pyke) at level 1. At 18, from 89 (Kassadin) to about 126.65 (Sejuani), with Mega Gnar higher still.

Magic resistlevel 1 → level 18

Most melee champions: 32 → 66.85. Most ranged champions: 30 → 52.1. Before items, that blocks about 40% of magic damage at level 18 for a melee champion and about 34% for a ranged one.

Two things follow. Squishy champions start with little armor, so a small amount of flat penetration removes a big share of it — the lethality section below shows how much. And ranged champions' low magic resist is why burst mages are at their best against back lines.

The order of reduction and penetration

When an attacker carries several ways of cutting resists, the game applies them in a fixed order. From the official wiki:

  1. Flat reduction — subtracts a fixed amount from the target's resist, bonus resist first. The only step that can go below zero.
  2. Percentage reduction — multiplies the resist, as Black Cleaver's Carve does (6% armor a stack, up to 5 stacks (30%)).
  3. Percentage penetration — Lord Dominik's Regards and Serylda's Grudge (35%), Void Staff (40%) — treats the resist as lower for your damage only.
  4. Flat penetration (lethality) — subtracts a flat amount, but never below zero.

Reduction changes the target's actual resist, so it helps every teammate hitting that target; penetration only helps the champion who has it. The wiki's worked example: a target with 300 armor, hit by 30 flat reduction, 30% reduction, 45% bonus-armor penetration and 10 lethality ends up with 122.3 effective armor.

League of Legends armor reduction and penetration order: first flat armor reduction, the only step that can push armor below zero; second percentage armor reduction such as Black Cleaver's Carve, 6 percent a stack up to 30 percent; third percentage armor penetration such as Lord Dominik's Regards and Serylda's Grudge at 35 percent or Void Staff at 40 percent magic penetration; fourth flat penetration or lethality, 1 to 1 since patch 14.1, which stops at zero; then damage taken equals damage times 100 divided by 100 plus armor
Four steps, always in this order. Reduction helps your whole team; penetration helps only you — and only reduction can drive armor below zero.Graphic: BoostPirate

Lethality or percent penetration?

Lethality has been a flat 1:1 value since patch 14.1, when Riot removed its level scaling. That makes the comparison easy: flat penetration removes the same number of points from everyone, percentage penetration removes more from targets with more armor. Here is 18 lethality (Hubris, Axiom Arc, Profane Hydra or Umbral Glaive) against 35% penetration (Lord Dominik's Regards) — the target's armor after each, and the damage share that gets through:

Target armor18 lethality35% penetrationBetter
30 armor 12 → 89% through 19.5 → 84% through Lethality
50 armor 32 → 76% through 32.5 → 75% through Lethality
80 armor 62 → 62% through 52.0 → 66% through % penetration
120 armor 102 → 50% through 78.0 → 56% through % penetration
180 armor 162 → 38% through 117.0 → 46% through % penetration
250 armor 232 → 30% through 162.5 → 38% through % penetration

The break-even point is where 18 equals 35% of the armor: about 51 armor. Below it lethality removes more; above it percentage penetration does. Squishy carries sit near the bottom of the table for most of the game, which is why assassins build lethality first and fighters or marksmen facing tanks finish with Lord Dominik's Regards or Serylda's Grudge. Lethality items on the wiki's table: Bastionbreaker 22, Axiom Arc 18, Hubris 18, Profane Hydra 18, Umbral Glaive 18, Edge of Night 15, Serpent's Fang 15, Spectral Cutlass 15, The Collector 10, Voltaic Cyclosword 10, Serrated Dirk 10, The Brutalizer 5.

League of Legends splash art of Malphite, a hulking creature of red and black rock, charging through a burning battlefield
Malphite turns armor into damage. Against a rock with this much armor, percentage penetration is the only way through.Image: Riot Games

Magic penetration

Magic resist follows exactly the same order — flat reduction, percentage reduction, percentage penetration, flat penetration — and the same rule that penetration stops at zero. The wiki adds that penetration applies to all magic damage, including damage to turrets. The sources on the wiki's tables:

Void Staff40%
Cryptbloom30%
Blighting Jewel13%
Spellslinger's Shoes18 flat + 7%
Shadowflame15 flat
Stormsurge15 flat
Sorcerer's Shoes12 flat

The same lethality logic applies to mages. Sorcerer's Shoes' flat 12 matter most early, when targets have 30–40 magic resist; Void Staff or Cryptbloom come later, when the enemy has built some. Mid laners who finish their Role Quest upgrade Sorcerer's Shoes into Spellslinger's Shoes for free — 18 flat and 7% on one pair of boots.

True damage

True damage skips the whole pipeline. The official wiki: unless stated otherwise it ignores armor, magic resist and damage-reduction effects such as Exhaust — but shields absorb it like any other damage. Sources you'll meet on the Rift:

Ignite icon
IgniteTrue damage over time and Grievous Wounds; it can't be amplified.
summoner
Smite icon
Smite600 / 1,000 / 1,400 (Smite, Unleashed, Primal) true damage to monsters.
summoner
Orb of Deception icon
Ahri's Orb of DeceptionMagic damage on the way out, true damage on the way back (Riot's ability text).
ability
Elder Dragon icon
Elder DragonAspect of the Dragon burns for 75–225 true damage over 2.25 seconds and executes below 20% health.
buff
Elixir of Sorcery icon
Elixir of Sorcery25 bonus true damage to champions and turrets while it lasts.
elixir

You can't build resists against true damage, but you can still play against it: health makes flat true damage such as Ignite a smaller share of your bar, shields soak it, and against a percent-health or true-damage champion, health and healing items keep more value than a third armor item. The summoner spells guide covers Ignite and Exhaust.

Building resists: armor or magic resist?

  1. Read the enemy's damage, not their names. Open the scoreboard after ten minutes: who has kills and items? A fed AD carry and an AD assassin make armor your first defensive buy.
  2. Answer the biggest threat first. One defensive item against the champion killing you does more than splitting gold across both resists.
  3. Mind the health balance. With little health, buy health or a mixed item first; once you're above the break-even point above, resists give more.
  4. Use boots and runes. Plated Steelcaps or Mercury's Treads are cheap resist; the Resolve rune Unflinching adds +10 armor and magic resist while you're crowd-controlled by a champion, and for 2 seconds after.
  5. Remember turrets. Turrets and dragons have 30% armor penetration — diving into one hurts more than its numbers suggest.
Cloth Armor iconMost armor on one item

Thornmail, Randuin's Omen and Frozen Heart give 75 armor; Dead Man's Plate 55 — the official wiki's item table.

Null-Magic Mantle iconMost magic resist on one item

Kaenic Rookern gives 80 magic resist, Force of Nature 55 and Spirit Visage 50; Negatron Cloak, Abyssal Mask, Jak'Sho and Wit's End give 45.

League of Legends splash art of Ornn, the horned forge god, hammering a glowing blade at his anvil inside a volcano
Ornn forges the defence. Two resist items against the right damage type do more than four against the wrong one.Image: Riot Games

Common damage and resist mistakes

Do
  • Check the enemy's damage split before your first defensive item.
  • Build lethality against squishies and percentage penetration against tanks.
  • Stack armor reduction in a team — it helps everyone hitting the target.
  • Keep buying resists as a tank; each point still adds about 1% effective health.
  • Re-check item numbers after each patch — 26.23 lands 18 November 2026.
Don't
  • Stack two percentage-penetration items expecting double the effect against squishies.
  • Buy magic resist because "they have a mage" who has no items.
  • Expect armor to help against Ignite, Elder burn or other true damage.
  • Skip health entirely — resists multiply a health pool that has to exist.
  • Assume lethality still scales with level; it hasn't since patch 14.1.

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Read next: gold efficiency, the crowd control guide, teamfighting and the items guide.

Sources
  • Official League of Legends wiki — Armor (formula, effective health, base armor ranges, armor items) · Magic resistance (melee and ranged base values, MR items) · Armor penetration (order, lethality 1:1 since V14.1, lethality and % penetration items, turrets and dragons) · Magic penetration · True damage · Black Cleaver (Carve) · Unflinching. Read 8 November 2026.
  • Riot Games — Patch 26.22 notes (3 November 2026: no changes to resist or penetration rules) · Data Dragon 16.22.1: items (Elixir of Sorcery) and Ahri (Orb of Deception)
  • Elder Dragon burn and Smite damage: our LoL data file, from Riot's patch 26.1 notes and the wiki (see the teamfighting guide). Worked examples and the health-versus-armor rule are BoostPirate's arithmetic on the wiki formulas.
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FAQ

Common questions

How much damage does armor block in League of Legends?
A champion takes damage multiplied by 100 ÷ (100 + armor). 25 armor blocks 20% of physical damage, 100 armor blocks 50% and 200 armor about 66.7%. Magic resist works the same way against magic damage.
Does armor have diminishing returns?
The percentage blocked grows more slowly, but every point of armor still adds about 1% effective health against physical damage, so the value of each point stays the same. Armor only loses value when your health is low or the enemy deals true or percent-health damage.
Is lethality better than armor penetration?
Against low-armor targets, yes: lethality removes a flat amount (1:1 since patch 14.1), which is a large share of a squishy's armor. Percent penetration such as Lord Dominik's Regards (35%) removes more the more armor a target has, so it wins against tanks.
In what order is penetration applied?
Flat armor reduction first, then percentage reduction, then percentage penetration and finally flat penetration (lethality). Only flat reduction can push armor below zero; penetration stops at zero.
What does true damage ignore?
Armor and magic resist. Shields still absorb it, and stacking health still helps because flat true damage, such as Ignite, removes a smaller share of a bigger health bar.
What is magic penetration in LoL?
It lowers the target's magic resist for your damage only. Void Staff gives 40%, Cryptbloom 30% and Sorcerer's Shoes 12 flat; Spellslinger's Shoes, the Mid Role Quest upgrade, give 18 flat and 7%.

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