Armor
From Liquipedia Dota 2 Wiki
(Redirected from Base armor)
| “ | ▶️ Armored to the teeth!
— Clockwerk
|
” |
For items within the Armor category, see Items.
Armor is a stat that reduces (or increases, if negative) physical damage a unit takes from abilities and attacks. Every unit is capable of gaining or losing armor, and most units start with a small amount of base armor, some even starting with negative armor. A hero's armor can be passively increased with
agility via leveling up, certain items, talents and some abilities. Armor of any unit can also be temporarily increased or reduced with some abilities.
Each point of
agility increases a hero's armor by 0.167 or 1/6.
Definition
[edit]The actual total armor according to the unit's ent_text is up to two decimal places. The HUD's displays the rounded down armor value next to the hero portrait, while the details tab displays the armor value rounded up.
| Armor Type | Definition | Examples |
|---|---|---|
Main Armor |
||
| Base Armor |
|
|
Bonus Armor |
Platemail | |
Armor Damage Factor |
|
Equations
[edit]Armor Damage Factor
[edit]Main Article: Damage Manipulation
All units, including ![]()
buildings, have an inherent ![]()
Base Armor value and attack class.
All
physical damage instances applied to a unit is multiplied by the armor damage factor, resulting in either damage reduction or increase depending on the attacked target's total armor value. Hence, the armor damage factor affects the unit's Effective HP (EHP).
The lower the armor damage factor, the higher the Effective HP of a unit, and vice versa.
The armor damage factor has a lower and upper limit of 0 and 2 respectively as shown in the collapsed table below. The EHP is increased by 6% of the unit's MaxHP per armor.
| Armor (+) | Factor | Armor (-) | Factor |
|---|---|---|---|
| 1 | 94% | -1 | 106% |
| 2 | 89% | -2 | 111% |
| 3 | 85% | -3 | 115% |
| 4 | 81% | -4 | 119% |
| 5 | 77% | -5 | 123% |
| 6 | 74% | -6 | 126% |
| 7 | 70% | -7 | 130% |
| 8 | 68% | -8 | 132% |
| 9 | 65% | -9 | 135% |
| 10 | 63% | -10 | 138% |
| 11 | 60% | -11 | 140% |
| 12 | 58% | -12 | 142% |
| 13 | 56% | -13 | 144% |
| 14 | 54% | -14 | 146% |
| 15 | 53% | -15 | 147% |
| 16 | 51% | -16 | 149% |
| 17 | 50% | -17 | 150% |
| 18 | 48% | -18 | 152% |
| 19 | 47% | -19 | 153% |
| 20 | 45% | -20 | 155% |
| 21 | 44% | -21 | 156% |
| 22 | 43% | -22 | 157% |
| 23 | 42% | -23 | 158% |
| 24 | 41% | -24 | 159% |
| 25 | 40% | -25 | 160% |
| 26 | 39% | -26 | 161% |
| 27 | 38% | -27 | 162% |
| 28 | 37% | -28 | 163% |
| 29 | 36% | -29 | 164% |
| 30 | 36% | -30 | 164% |
| 31 | 35% | -31 | 165% |
| 32 | 34% | -32 | 166% |
| 33 | 34% | -33 | 166% |
| 34 | 33% | -34 | 167% |
| 35 | 32% | -35 | 168% |
| 36 | 32% | -36 | 168% |
| 37 | 31% | -37 | 169% |
| 38 | 30% | -38 | 170% |
| 39 | 30% | -39 | 170% |
| 40 | 29% | -40 | 171% |
| 41 | 29% | -41 | 171% |
| 42 | 28% | -42 | 172% |
| 43 | 28% | -43 | 172% |
| 44 | 27% | -44 | 173% |
| 45 | 27% | -45 | 173% |
Pure Damage
[edit]Main Article: Pure Damage
Main Articles: Damage Types and HP Removal
Pure Damage is a damage type that neither interacts with ![]()
Armor nor
Magic Resistance. It is also not amplified by magical damage amplification abilities, fully ignores Armor and Damage Block. It does not affect invulnerable units.
There are a few sources that can manipulate Pure Damage, with Dispersion being one of them. This mechanic is called damage reduction. Pure damage affects units with Spell Immunity (because spell immunity does not block damage), but that does not mean that an ability that deals pure damage is able to target spell immune units.
Main Armor
[edit]See also: Table of hero attributes
Main Armor is the armor value shown in white numbers near the shield icon in the HUD, this is the sum of both the base armor and
agility-based armor. The ways to improve a hero's main armor are leveling up, acquiring certain items, or with the help of certain abilities.
Base Armor
[edit]Base Armor is a fixed, predefined value for each unit individually of the main armor that never changes throughout a game. Since only heroes utilize
agility, the HUD of all non-hero units shows only their base armor.
Heroes
[edit]| Hero | Armor |
|---|---|
| -2 | |
| -1 | |
| 0 | |
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 |
Creeps
[edit]Summons
[edit]| Unit | Armor |
|---|---|
| Astral Spirit | 0 |
| Spirit Bear | 0/2/4/6 |
| Fire | 0/8/16/24 |
| Storm | 2 |
| Familiar | 2/3/4 |
| Mars Soldier | 3 |
| Void | 3/4/5 |
| Earth | 3/5/7/9 |
| Warlock Golem | 8/12/14 |
Main Armor Sources
[edit]These abilities directly manipulate the
agility value and affects the hero's main armor.
Main Armor Affecting Sources
Attributes – Attribute Bonus
Alchemist – Aghanim's Scepter Synth
Apex – Primary Attribute Bonus
Drow Ranger – Precision Aura
Magnus – Reverse Polarity1
Riki – Tricks of the Trade
Slark – Essence Shift
Power Treads – Switch Attribute
Phantom Lancer – Phantom Rush
Morphling – Morph2a
Vambrace – Switch Attribute
Morphling – Attribute Shift (Strength Gain)
Timbersaw – Whirling Death3
- 1 Requires a

Talent. - 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 Only affects
universal heroes and heroes with
agility as their primary attribute.
Armor Negation Sources
[edit]Armor Negation sources interact and manipulate a unit's ![]()
main armor, unless explicitly stated within the ability notes. These sources do not interact with Attack Classes.
Armor Negate Sources
- 1 Requires a

Talent. - 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 4 Interacts wtih total armor.
Bonus Armor
[edit]Bonus Armor is the +Armor value shown in green numbers with a plus on the left, right after the white armor number.
Most manipulation sources affect the
bonus armor of the affected unit, reduction sources can nevertheless bring total armor into negative values if the ![]()
main armor value is sufficiently small.
Illusions do not benefit from
bonus armor sources. Their HUD still displays the bonus armor granted for camouflaging purposes.
Armor Increasing Sources
[edit]Armor Increasing Sources
Ancient Black Dragon – Dragonhide Aura
Axe – Berserker's Call
Axe – Culling Blade
Chen – Divine Favor
Dazzle – Bad Juju
Dazzle – Shadow Wave
Dragon Knight – Dragon Blood
Elder Titan – Astral Spirit
Legion Commander – Overwhelming Odds2b
Lone Druid – Spirit Link
Lone Druid – True Form
Monkey King – Wukong's Command
Ogre Frostmage – Ice Armor
Oracle – False Promise1
Primal Beast – Uproar
Roshan – Strength of the Immortal
Skywrath Mage – Shield of the Scion
Slardar – Guardian Sprint2a
Sven – Warcry
Timbersaw – Reactive Armor
Tiny – Grow
Treant Protector – Living Armor
Towers – Tower Protection
Troll Warlord – Berserker's Rage
Visage – Gravekeeper's Cloak1 3
Wildwing Ripper – Toughness Aura
- 1 Requires a

Talent. - 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
- 3 Affects the player-controlled creep.
Armor Increasing Item Sources
Armlet of Mordiggian – Unholy Strength
Assault Cuirass – Assault Aura
Buckler – Buckler Aura
Guardian Greaves – Guardian Aura
Medallion of Courage – Valor
Ring of Aquila – Aquila Aura
Solar Crest – Shine
Helm of the Dominator – Dominate1
Helm of the Overlord – Dominate1
Helm of the Overlord – Vladmir's Aura
Vladmir's Offering – Vladmir's Aura
Wraith Pact – Vladmir's Aura
- 1 Affects the player-controlled creep.
Talents
[edit]Passive
Affects
Self
Armor Bonus: Varies
The following heroes have a ![]()
talent that grants them bonus armor.
| Bonus | Level 10 | Level 15 | Level 20 | Level 25 | ||||
|---|---|---|---|---|---|---|---|---|
| Left | Right | Left | Right | Left | Right | Left | Right | |
| Armor | ||||||||
Items
[edit]The following items increase a unit's armor. The effects are limited to the item's owner, which must have the item equipped.
These items have a flat armor bonus to the hero who has them equipped.
Flat Armor
| Item | Value | Item Cost | Cost/Value Point |
|---|---|---|---|
| Armlet of Mordiggian | 6 | 2500 |
416.67 |
| Assault Cuirass | 10 | 5125 |
512.5 |
| Blade Mail | 6 | 2300 |
383.33 |
| Buckler | 1 | 425 |
425 |
| Chainmail | 4 | 550 |
137.5 |
| Crimson Guard | 8 | 3725 |
465.63 |
| Guardian Greaves | 5 | 4300 |
860 |
| Helm of Iron Will | 4 | 975 |
243.75 |
| Helm of the Dominator | 6 | 2550 |
425 |
| Helm of the Overlord | 7 | 5650 |
807.14 |
| Lotus Orb | 10 | 3850 |
385 |
| Mekansm | 5 | 1775 |
355 |
| Nullifier | 10 | 4375 |
437.5 |
| Parasma | 7 | 5975 |
853.57 |
| Pavise | 3 | 1400 |
466.67 |
| Phase Boots | 4 | 1500 |
375 |
| Platemail | 10 | 1400 |
140 |
| Ring of Protection | 2 | 175 |
87.5 |
| Shiva's Guard | 15 | 5175 |
345 |
| Solar Crest | 4 | 2575 |
643.75 |
| Soul Ring | 2 | 805 |
402.5 |
| Spirit Vessel | 2 | 2725 |
1362.5 |
| Tough Enchantment | 0 | N/A | N/A |
| Urn of Shadows | 2 | 825 |
412.5 |
| Veil of Discord | 4 | 1725 |
431.25 |
| Vladmir's Offering | 1 | 2200 |
2200 |
| Witch Blade | 5 | 2775 |
555 |
| Wraith Band | 1.75 | 505 |
288.57 |
| Values do not include portions from actives or auras. | |||
Armor Reducing Sources
[edit]Armor Reducing Sources
Alchemist – Acid Spray
Ancient Rock Golem – Weakening Aura
Bristleback – Viscous Nasal Goo
Bristleback – Hairball
Chaos Knight – Reality Rift
Dazzle – Poison Touch
Dazzle – Shadow Wave2a
Forged Spirit – Melting Strike
Lycan – Howl
Naga Siren – Rip Tide
Pangolier – Lucky Shot
Razor – Eye of the Storm
Shadow Fiend – Presence of the Dark Lord
Slardar – Slithereen Crush2b
Slardar – Corrosive Haze
Slark – Essence Shift
Snapfire – Lil' Shredder
Templar Assassin – Meld
Tidehunter – Gush
Vengeful Spirit – Wave of Terror
Viper – Poison Attack2b
Weaver – The Swarm
- 1 Requires

talent. - 2a Requires Aghanim's Scepter.
- 2b Requires Aghanim's Shard.
Armor Reducing Item Sources
Armor Corruption
[edit]Passive
Affects
Enemies
Armor Reduction: Varies
Duration: 10
Armor-based Sources
[edit]The following sources utilizes the hero's current armor value as an ability effect.
Armor-based Sources
Calculation Examples
[edit]Armor Calculations
[edit]- Example 1 - Armor with
Agility Sources.
- How much armor does a hero level
Terrorblade with a Blade of Alacrity and Blade Mail equipped has?
- Base Armor: 5
- Bonus Armor: Blade Mail
+6 - Total
agility: 23 + 4 * 10 + Blade of Alacrity (10)
- Total Armor
- =

Main Armor +
Bonus Armor - =

17.17 +
6 - = 23.17
- Terrorblade has 17.17

main armor, with a total 23.17 armor displayed on his HUD.
- Example 2 - Various Armor Sources with Armor Negation Interactions.
- Terrorblade from the previous example is now affected by LEVEL 3Natural Order. How much total armor does he have now?
- Armor Negation: Natural Order (80%)
- Total Armor
- =

Main Armor * (1 - ArmorNegation) +
Bonus Armor - =

17.166666666667 * (1 - 80%) +
6 - = 13.433333333333
- Terrorblade has 13.433333333333 total armor in this example.
- Natural Order affects the

main armor component, but not the
bonus armor component within the calculations.
- Example 3 - Incoming
Physical Damage with Total Armor Interactions.
Effective HP Calculations
[edit]- Example 4 - Effective HP Against Incoming
Physical Damage.
EHP Calculations
[edit]Recent Changes
[edit]Main Article: Armor/Changelogs
Description
- Reinforced units receive 10% less damage from the following units:
- Summons, but not including creep-heroes and illusions.
- Dominated Creeps.
- Attack Types and Armor Types are now represented through abilities, most damage remains unchanged.
- ADDED the new following attack type abilities:
- Runty has 25% and 30% attack damage reduction against Heroes and Reinforced units respectively.
- Piercing has 50% and 65% attack damage reduction against Heroes and Reinforced units respectively.
- However, they deal 50% more attack damage against Non-Hero units.
- Reinforced has 50%, 30% and 65% incoming attack damage reduction against Heroes, Non-Hero units, and Piercing units respectively.
- However, they deal 50% more attack damage against other Reinforced units.
- The following abilities are not acquirable in any way (e.g. Devour etc.).
- The following units now have the Piercing ability:
- Ranged Creep and Mega Ranged Creep
- Serpent Ward
- Plague Ward
- Most neutral creeps' with the previous Piercing attack class now has this ability as well.
- The following units now have the Reinforced ability:
- Siege Creep
- All buildings
- The following units now have the Runty ability:
- Eidolon , Treant and Lycan Wolf no longer have the Basic attack class.
- Neutral creeps now all have the standard attack type, and their damage are adjusted so that the net damage is similar.
- CHANGED the Armor formula
- OLD (0.052 × MainArmor)/(0.9 + 0.048 × |MainArmor|)
- NEW (0.06 × MainArmor)/(1 + 0.06 × |MainArmor|)