Armor

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(Redirected from Bonus armor)
<ab>Ratt attack 10.mp3</ab> Armored to the teeth!
Clockwerk

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, TalentsTalents 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 <math>\tfrac{1}{6}</math>.

Base Armor

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Base armor is the part of the main armor that never changes throughout a game. It consists of one fixed value set for each unit individually. The base armor of a unit can be a negative number. Since only heroes have agility, the HUD of all non-hero units shows their base armor.

Heroes

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Creeps

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Summons

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Main Armor

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Main armor is the armor value shown in white numbers near the shield icon in the HUD, consisting of base armor and the armor granted by a hero's agility. The only way to improve a hero's main armor is to increase its agility, which is gained by leveling up, acquiring certain items, or with the help of certain abilities.

Attribute Bonus Main Armor
Agility +0.167

The main armor is defined as

Main Armor = (Base Armor + (Σ Agility Current)/6) × (1 - Armor Negation)

Hero Armor
Hero Base Level 1 Level 15 Level 25 Level 30
Pangolier 2 5 11.53 16.2 18.53
Dark Willow 0 3 6.03 8.2 9.28
Sven -1 2.5 7.63 11.3 13.13
Mars -1 2.33 6.3 9.13 10.55
Grimstroke 0 3 7.43 10.6 12.18
Earthshaker 2 4 7.27 9.6 10.77
Snapfire 1 3.67 6.47 8.47 9.47
Void Spirit -1 2.17 7.3 10.97 12.8
Hoodwink 0 4 12.4 18.4 21.4
Dawnbreaker 2 4.33 8.3 11.13 12.55
Timbersaw 0 2.67 6.4 9.07 10.4
Legion Commander 0 3 6.97 9.8 11.22
Ember Spirit 0 3.67 11.13 16.47 19.13
Skywrath Mage -2 0.17 2.03 3.37 4.03
Marci 0 3.33 7.53 10.53 12.03
Axe -1 2.33 6.3 9.13 10.55
Primal Beast 2 4.5 6.83 8.5 9.33
Muerta -1 2.33 8.63 13.13 15.38
Doom 2 4.5 8 10.5 11.75
Vengeful Spirit 0 3.5 8.4 11.9 13.65
Tiny 0 0 0 0 0
Ancient Apparition -1 2.33 7.47 11.13 12.97
Pugna 0 3.5 6.53 8.7 9.78
Lich -1 1.83 6.5 9.83 11.5
Tidehunter 0 2.5 6 8.5 9.75
Shadow Fiend 1 5.17 13.33 19.17 22.08
Clockwerk 1 3.17 8.07 11.57 13.32
Lion 0 2.5 6.47 9.3 10.72
Weaver 1 3.83 11.53 17.03 19.78
Razor 0 4 10.53 15.2 17.53
Viper -2 1.5 7.8 12.3 14.55
Spectre 0 4.17 9.07 12.57 14.32
Leshrac 1 3.83 9.67 13.83 15.92
Slardar 3 5.83 11.43 15.43 17.43
Windranger 0 3.17 6.43 8.77 9.93
Mirana -2 2 7.83 12 14.08
Chen -1 1.5 6.4 9.9 11.65
Nature's Prophet 0 2.33 9.8 15.13 17.8
Venomancer 0 4 8.67 12 13.67
Storm Spirit 1 4.67 10.73 15.07 17.23
Puck 0 2.33 8.17 12.33 14.42
Beastmaster -1 2.67 6.4 9.07 10.4
Sand King 1 4.17 8.37 11.37 12.87
Night Stalker 2 5 10.13 13.8 15.63
Necrophos 2 4 7.03 9.2 10.28
Faceless Void 0 3.17 10.87 16.37 19.12
Tinker 4 6.83 10.1 12.43 13.6
Arc Warden 0 3.33 10.33 15.33 17.83
Winter Wyvern 1 3.67 7.17 9.67 10.92
Spirit Breaker 1 3.83 7.8 10.63 12.05
Bloodseeker 2 6 13.23 18.4 20.98
Underlord 3 5 8.73 11.4 12.73
Dark Seer 2 5.17 9.37 12.37 13.87
Enchantress 1 4.17 9.07 12.57 14.32
Pudge 0 1.83 5.1 7.43 8.6
Sniper -1 3.5 10.97 16.3 18.97
Enigma 1 3.33 5.67 7.33 8.17
Earth Spirit 0 2.83 8.43 12.43 14.43
Oracle 1 3.5 7.47 10.3 11.72
Shadow Shaman 3 5.67 9.4 12.07 13.4
Crystal Maiden 0 2.67 6.4 9.07 10.4
Anti-Mage 1 5 11.53 16.2 18.53
Dazzle 0 3.33 6.6 8.93 10.1
Witch Doctor 0 2.17 5.43 7.77 8.93
Lina 0 3.83 9.43 13.43 15.43
Wraith King -1 1.67 5.63 8.47 9.88
Zeus 2 3.83 6.63 8.63 9.63
Dragon Knight 0 2.67 7.33 10.67 12.33
Undying 1 2.67 5.47 7.47 8.47
Morphling -2 2 11.1 17.6 20.85
Centaur Warrunner -2 0.5 2.83 4.5 5.33
Brewmaster 0 3.17 7.83 11.17 12.83
Nyx Assassin 1 4 9.37 13.2 15.12
Io 1 3.33 7.07 9.73 11.07
Slark 0 3.5 7 9.5 10.75
Techies 2 4.33 7.37 9.53 10.62
Meepo 4 6.83 11.73 15.23 16.98
Elder Titan 0 2.67 6.87 9.87 11.37
Treant Protector -1 1.5 5.7 8.7 10.2
Bristleback 1 3.83 8.03 11.03 12.53
Phoenix -1 1 4.5 7 8.25
Tusk 1 4.83 9.73 13.23 14.98
Chaos Knight 2 5 8.27 10.6 11.77
Abaddon 0 3.83 6.87 9.03 10.12
Lycan 0 3 7.2 10.2 11.7
Magnus 1 2.5 7.17 10.5 12.17
Lone Druid 0 3.33 8 11.33 13
Naga Siren 1 4.5 12.2 17.7 20.45
Troll Warlord -1 2.83 10.53 16.03 18.78
Medusa -1 2.67 11.07 17.07 20.07
Terrorblade 5 8.67 18 24.67 28
Keeper of the Light 0 2.5 6.23 8.9 10.23
Rubick 1 4.83 10.67 14.83 16.92
Ogre Magi 4 6.33 9.83 12.33 13.58
Disruptor 0 2.5 5.77 8.1 9.27
Visage 0 1.83 4.17 5.83 6.67
Shadow Demon 0 3 8.13 11.8 13.63
Outworld Destroyer 1 4.67 8.4 11.07 12.4
Drow Ranger 0 3.33 10.1 14.93 17.35
Kunkka 2 4.33 8.07 10.73 12.07
Ursa 1 4 10.53 15.2 17.53
Huskar 0 1.67 5.17 7.67 8.92
Templar Assassin 0 3.83 11.3 16.63 19.3
Phantom Assassin 1 4.5 11.97 17.3 19.97
Riki 0 5 10.6 14.6 16.6
Juggernaut 0 5.67 12.2 16.87 19.2
Bane 1 4.83 11.13 15.63 17.88
Warlock 1 2.67 5 6.67 7.5
Broodmother -1 2 8.07 12.4 14.57
Jakiro 1 3.5 6.3 8.3 9.3
Death Prophet 1 3.67 8.33 11.67 13.33
Lifestealer 1 4.17 8.6 11.77 13.35
Clinkz 0 4.17 10.47 14.97 17.22
Queen of Pain 0 3.67 9.5 13.67 15.75
Gyrocopter 2 6.33 13.57 18.73 21.32
Batrider 2 4.5 7.77 10.1 11.27
Bounty Hunter 5 8.5 14.57 18.9 21.07
Omniknight 2 4.5 9.17 12.5 14.17
Silencer 0 3.67 9.27 13.27 15.27
Monkey King 2 6 14.63 20.8 23.88
Invoker -1 1.33 5.53 8.53 10.03
Phantom Lancer 0 4.33 10.87 15.53 17.87
Luna 2 6 13.93 19.6 22.43
Alchemist 0 3.67 7.17 9.67 10.92

Main Armor Sources

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These abilities directly manipulate agility points and therefore it affects main armor instead.

1 Only affects agility heroes.

Armor Negating Sources

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Some abilities negate or ignore a unit's main armor by reducing or increasing armor based on the unit's main armor, effectively removing a percentage of the armor on the target. Armor negation only affects the armor value of units, their defense class is unaffected and still reduces damage normally.

Armor Negating Sources
  • Proc Chance:
    Main Armor Reduction: 100%
    Has a chance to completely ignore the target's main armor value on attack, dealing damage as if they had 0 main armor.
  • Base Armor Reduction: 40%/60%/80%/100%
    The effects is provided by an aura, affects nearby enemies. The reduction is based on the enemies' main armor. The debuff lingers for second.


Example
How much main armor Terrorblade with a Blade of Alacrity at Level 8 has?
Base Armor: 5
Base Agility and agility gain: 22 and 4 per level
Blade of Alacrity bonus agility: 10
<math>\begin{align}

\text{Main Armor} &= 5 + \overbrace{\frac{ 10 + 22 + 4 \times 7}{6} }^\text{Agility} \\ &= 15 \end{align} </math>

Terrorblade has a total of 15 main armor in this example.

Bonus Armor

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Bonus armor is the armor value shown in green numbers with a plus on the left, right after the white armor number on a unit's statistics. Whenever an armor granting item or armor increasing ability shows a +Value Armor, e.g. Blade Mail +7 Armor, it increases the bonus armor of the affected unit.

Probably the most important difference between main and bonus armor is that illusions only benefit from main armor, although their HUD still shows the bonus armor just like on other heroes, to make them less obvious to the enemy.

Sources of multiple bonus armor stack additively.

Armor Negation sources do not affect bonus armor.

Example1
How much total armor does a Terrorblade with a Blade of Alacrity and Blade Mail at Level 8 have?
Base Armor: 5
Base Agility and gain: 22 + 4
Blade of Alacrity bonus agility: 10
Blade Mail bonus armor: 7
<math>\begin{align}

\text{Armor} &= \underbrace{ 5 + \overbrace{\frac{ 10 + 22 + 4 \times 7}{6} }^\text{Agility} }_\text{Main Armor} + 7 \\ &= 15 + 7 \\ &= 22 \end{align} </math>

Terrorblade has 22 total armor in this example.
Example 2
Terrorblade from the previous example is now affected by Level 3 Natural Order. How much total armor does he have now?
Level 3 Natural Order Armor Negation: 80%
<math>\begin{align}

\text{Armor} &= \underbrace{ \left( 5 + \overbrace{\frac{ 10 + 22 + 4 \times 7}{6} }^\text{Agility} \right) \times \overbrace{ (1 - 0.8) }^\text{Main Armor Negation} }_\text{Main Armor} + 7 \\ &= \underbrace{ 15 \times (0.2) }_\text{Main Armor} + 7 \\ &= 10 \end{align} </math>

Terrorblade has 10 total armor in this example.

Modifying Armor

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A lot of abilities and items have abilities that grant or reduce armor.

These changes only affect bonus armor. Reductions can nevertheless bring total armor into negative values if main armor is sufficiently small.

Armor Increasing Sources

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1 Requires TalentsTalents talent.
2a Requires Aghanim's Scepter.
2b Requires Aghanim's Shard.
3 Affects the player-controlled creep.
1 Affects the player-controlled creep.

Talents

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Armor
Ability
Passive
Affects
Self
There is no description for this ability.
Armor Bonus: Varies
NOTES
 
6110, 5930, 5931, 5932, 5933, 5970, 5934, 6136, 6004, 6286, 6175, 6503, 6645

special_bonus_armor_2/3/4/5/6/7/8/9/10/12/15/20/30
  • Grants a flat armor bonus.
  • The following values exist:
    • 2/3/4/5/6/7/8/9/10/12/15/20/30


The following heroes have a TalentsTalents talent that grants them bonus armor.

Bonus Level 10 Level 15 Level 20 Level 25
Left Right Left Right Left Right Left Right
Armor
  • +4
  • +4
  • +5

Besides these, the following heroes have talents which increase the armor of the units they summon

Specific Summons Armor Bonus Talent

Items

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The following items increase a unit's armor. The effects are limited to the item's owner, which must have the item equipped.

Items that provide armor bonus by flat amount and Agility:

Flat-Rate & Agility Armor
Item Value Item Cost Cost/Value Point
Defiant Shell 0 N/A N/A
Helm of the Dominator 0 2625 Gold Division by zero. Gold
Helm of the Overlord 0 5725 Gold Division by zero. Gold
Shiva's Guard 0 5175 Gold Division by zero. Gold
Solar Crest 0 2600 Gold Division by zero. Gold
Veil of Discord 0 1725 Gold Division by zero. Gold
Wraith Band 1 0 505 Gold Division by zero. Gold
Wraith Band 2 0 505 Gold Division by zero. Gold
Values do not include portions from actives or auras.

These items have a flat armor bonus to the hero who has them equipped.

Flat-Rate Armor
Item Value Item Cost Cost/Value Point
Arcane Ring 0 N/A N/A
Arcanist's Armor 0 N/A N/A
Armlet of Mordiggian 0 2500 Gold Division by zero. Gold
Assault Cuirass 0 5125 Gold Division by zero. Gold
Blade Mail 0 2300 Gold Division by zero. Gold
Broom Handle 0 N/A N/A
Buckler 0 425 Gold Division by zero. Gold
Chainmail 0 550 Gold Division by zero. Gold
Cloak of Flames 0 N/A N/A
Craggy Coat 0 N/A N/A
Crimson Guard 0 3725 Gold Division by zero. Gold
Dragon Scale 0 N/A N/A
Guardian Greaves 0 4950 Gold Division by zero. Gold
Helm of Iron Will 0 975 Gold Division by zero. Gold
Lotus Orb 0 3850 Gold Division by zero. Gold
Mekansm 0 1775 Gold Division by zero. Gold
Nullifier 0 4375 Gold Division by zero. Gold
Orb of Corrosion 0 875 Gold Division by zero. Gold
Parasma 0 5975 Gold Division by zero. Gold
Pavise 0 1400 Gold Division by zero. Gold
Phase Boots 0 1500 Gold Division by zero. Gold
Platemail 0 1400 Gold Division by zero. Gold
Rattlecage 0 N/A N/A
Ring of Protection 0 175 Gold Division by zero. Gold
Soul Ring 0 805 Gold Division by zero. Gold
Urn of Shadows 0 880 Gold Division by zero. Gold
Vladmir's Offering 0 2200 Gold Division by zero. Gold
Witch Blade 0 2775 Gold Division by zero. Gold
Values do not include portions from actives or auras.

These items increase the hero's armor through the agility they provide.

Agility Armor
Item Value Item Cost Cost/Value Point
Aghanim's Scepter 0 4200 Gold Division by zero. Gold
Band of Elvenskin 0 450 Gold Division by zero. Gold
Blade of Alacrity 0 1000 Gold Division by zero. Gold
Book of Shadows 0 N/A N/A
Bracer 1 0 505 Gold Division by zero. Gold
Bracer 2 0 505 Gold Division by zero. Gold
Butterfly 0 5450 Gold Division by zero. Gold
Circlet 0 155 Gold Division by zero. Gold
Crown 0 450 Gold Division by zero. Gold
Diadem 0 1000 Gold Division by zero. Gold
Diffusal Blade 0 2500 Gold Division by zero. Gold
Disperser 0 6100 Gold Division by zero. Gold
Dragon Lance 0 1900 Gold Division by zero. Gold
Eaglesong 0 2800 Gold Division by zero. Gold
Ethereal Blade 0 5375 Gold Division by zero. Gold
Eye of Skadi 0 5300 Gold Division by zero. Gold
Ghost Scepter 0 1500 Gold Division by zero. Gold
Harpoon 0 4700 Gold Division by zero. Gold
Holy Locket 0 2250 Gold Division by zero. Gold
Hurricane Pike 0 4450 Gold Division by zero. Gold
Iron Branch 0 50 Gold Division by zero. Gold
Khanda 0 5000 Gold Division by zero. Gold
Linken's Sphere 0 4800 Gold Division by zero. Gold
Magic Wand 0 450 Gold Division by zero. Gold
Manta Style 0 4650 Gold Division by zero. Gold
Meteor Hammer 0 2850 Gold Division by zero. Gold
Mirror Shield 0 N/A N/A
Ninja Gear 0 N/A N/A
Null Talisman 1 0 505 Gold Division by zero. Gold
Null Talisman 2 0 505 Gold Division by zero. Gold
Occult Bracelet 0 N/A N/A
Phylactery 0 2600 Gold Division by zero. Gold
Pig Pole 0 N/A N/A
Power Treads (Agility) 0 1400 Gold Division by zero. Gold
Sange and Yasha 0 4100 Gold Division by zero. Gold
Slippers of Agility 0 140 Gold Division by zero. Gold
Specialist's Array 0 N/A N/A
Swift Blink 0 6800 Gold Division by zero. Gold
Ultimate Orb 0 2800 Gold Division by zero. Gold
Vambrace (Agility) 0 N/A N/A
Vambrace (Intelligence) 0 N/A N/A
Vambrace (Strength) 0 N/A N/A
Yasha 0 2100 Gold Division by zero. Gold
Yasha and Kaya 0 4200 Gold Division by zero. Gold
Values do not include portions from actives or auras.

Armor Reducing Sources

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1 Requires TalentsTalents talent.
2a Requires Aghanim's Scepter.
2b Requires Aghanim's Shard.

Armor Corruption

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Armor Corruption
Does not pierce Debuff Immunity sources. This ability is not bestowed by Illusions. Neither affected nor disabled by Break.
Passive
Affects
Enemies
Granted by learning a TalentsTalents talent. Attacks now reduce the affected target's armor by a certain amount.
Armor Reduction: Varies
Duration: 10

The following heroes have a TalentsTalents talent that grants them Armor Corruption.

Bonus Level 10 Level 15 Level 20 Level 25
Left Right Left Right Left Right Left Right
Armor Corruption
  • -4

Pure Damage

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Main Articles: Damage Types and HP Removal

Pure Damage is a damage type that is not reduced by Armor or 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.

Abilities Based on Armor

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Armor Based Ability Effects
  • Armor as Damage per Second: 90° (TalentsTalents )
    Non-Hero Armor Multiplier: 12
    Deals damage based on the hero's armor.

Damage Multiplier

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All units, including buildings, have an inherent base armor value and attack class. Any physical damage dealt to a unit is multiplied by the damage multiplier, resulting in either damage reduction or increase depending on the target's armor value.

Damage Multiplier is also used to calculate a unit's Effective HP (EHP). The lower the damage multiplier, the higher the Effective HP of a unit, vice versa.

Armor Formula Base b Armor Formula Factor f
1 0.06

For any real-valued armor, the damage multiplier is defined as

<math>\begin{align}

D_{Mu} &= 1 - \displaystyle\frac{ f \times R }{ b + f \times \vert R \vert} \quad \& \quad 0 \leq D_{Mu} \leq 2 \\ \\ &= 1 - \displaystyle\frac{ 0.06 \times R }{ 1 + 0.06 \times \vert R \vert} \end{align} </math>

With DMu being the Damage Multiplier and R the armor value.

The damage multiplier limits are 0 and 2, for infinitely positive and negative armor, respectively. Expand the table below for more detailed information on how much positive and negative armor affects damage multiplier.

Examples
Armor (+) Multiplier Armor (-) Multiplier
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%

Effective HP

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Relationships between Effective HP%, damage multiplier and armor

The total amount of physical damage a unit can take due to the armor it has is known as Effective HP (or EHP). 16.66 armor adds 100% to EHP. This means a unit with 1000 health and 16.66 armor can take 2000 physical damage. The formula adds 6% EHP per point of armor regardless of the previous armor value.

EHP value has no diminished benefit as a player gaining 1 armor from 0 armor would increase EHP from 100% to 106%, while a player gaining 1 armor from 50 armor would increase EHP from 400% to 406%. This means each point of armor effects your HP and your survivability in the exact same way. On the other hand, the effectiveness of armor is much lower at negative values (refer to the attached graph). Total EHP trends downwards towards 50%, meaning a unit with 1000 health and infinitely low armor would still be able to take 500 physical damage. At this point, losing or gaining 1 armor has essentially no effect.

Armor -40 -30 -20 -10 0 10 20 30 40
Effective HP 586.21 608.7 647.06 727.27 1000 1600 2200 2800 3400

This definition of EHP assumes all damage taken is physical. EHP against magical damage (such as Laguna Blade or Finger of Death) is modified by magic resistance.

Effective HP against physical damage is defined as

<math>

E_{HP} = \displaystyle\frac{ C_{HP} }{ D_{Mu} } </math>

With CHP being the Current Health and DMu the Damage Multiplier.

Example 1
A Level 25 Sven has a total health of 2381.6 and 11.3 points of armor without any items. What is his effective HP against physical damage?
<math>\begin{align}

D_{Mu} &= 1 - \frac{0.06 \times 11.3}{1 + 0.06 \times \vert 11.3 \vert} \\ \\ &= 0.595948 \end{align} </math>

Sven's damage multiplier is 0.595948 in this example.
<math>\begin{align}

E_{HP} &= {2381.6 \over 0.595948} \\ \\ &= 3996.32 \end{align} </math>

Sven's effective HP against physical damage in this example is 3996.32.
Example 2
The same Level 25 Sven from the previous example (has a total health of 2381.6) is affected by a Level 3 Corrosive Haze, and his armor is now Expression error: Missing operand for -.. What is his effective HP against physical damage?
<math>\begin{align}

D_{Mu} &= 1 - \frac{0.06 \times (Expression error: Missing operand for -.)}{1 + 0.06 \times \vert Expression error: Unexpected < operator. \vert} \\ \\ &= Expression error: Unexpected < operator. \end{align} </math>

Sven's damage multiplier is Expression error: Unexpected < operator. in this example.
<math>\begin{align}

E_{HP} &= {2381.6 \over Expression error: Unexpected < operator.} \\ \\ &= Expression error: Unexpected < operator. \end{align} </math>

Sven's effective HP against physical damage in this example is Expression error: Unexpected < operator..

Recent Changes

[edit]
Main Article: Armor/Changelogs
Description
7.32e
(2023-03-07)
7.31
(2022-02-23)
7.27
(2020-06-28)
  • CHANGED the Armor formula
    • OLD (0.052 × MainArmor)/(0.9 + 0.048 × |MainArmor|)
    • NEW (0.06 × MainArmor)/(1 + 0.06 × |MainArmor|)