Armor



Armor ( $$R$$ ) 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 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 increases a hero's armor by  or $$\tfrac{1}{6}$$.

Total Armor is the sum of Main Armor and Bonus Armor.

Jump to Armor Examples to understand how armor is calculated.

Base Armor
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.

Main Armor
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, which is gained by leveling up, acquiring certain items, or with the help of certain abilities.

The main armor is defined as



With  being the Main Armor,   being the Base Armor and   the Armor Negating Multiplier.

Bonus Armor
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, e.g.   , 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.

Some abilities like and  also only affect main armor.

Total Armor
Total armor is defined as



Where: is the Total Armor is the Base Armor is the Armor Negating Multiplier is the Bonus Armor (Flat armor values other than sources).

Examples
Total Armor is defined by this formula:

This is simpler than it looks. These examples help explain the formula (accurate as of patch 7.31b):

has an innate 0 Base Armor and 19 agility at level 1. The armor from agility only is:
 * Examples - :

Main Armor is defined as:

Or, in other words:

So 's armor at level 1 is determined entirely by his agility because he has 0 base armor.

Note that Armor Negating Multiplier effects such as 's Natural Order and 's Marksmanship reduce Main Armor, not Base Armor. The tooltips are wrong. A level 1 has 5 base armor and 2.33 armor from agility for a total of 5 + 2.33 = 7.33 armor. If Ogre Magi stands next to with level 4 Natural Order, Ogre Magi has 0 armor. If the ability tooltips for Drow and Elder Titan were taken literally, Ogre Magi should have 2.33 armor in this situation, not 0. Keep this in mind as you read the Dragon Knight examples involving armor negation.

is level 1, has 0 base armor, no +armor items and no +agility items. So the full calculation is:
 * Example 1 - Level 1 :



An enemy with level 4 Natural Order stands next to. Natural Order at max level negates 100% of Main Armor through the Armor Negating Multiplier. So the calculation is now:
 * Example 2 - Level 1 - Affected by Armor Negating Multiplier:



buys a platemail which adds 10 bonus armor. While standing next to, with a platemail and no skills has 0+10 armor:
 * Example 3 - Level 1 - Armor Item/Affected by Armor Negating Multiplier:



sells the platemail and skills 1 point in Dragon Blood. This adds 3 bonus armor. Since this is bonus armor, 's aura does not reduce it. While standing next to, with no items has 0+3 = 3 armor. Bonus armor from both items and abilities is simply added together:
 * Example 4 - Level 1 - Dragon Blood/Affected by Armor Negating Multiplier:



with no items and 1 point in Dragon Blood moves away from. He is no longer affected by the Armor Negating Multiplier of Natural Order. He now has both his base and bonus armor. 3.173+3 = 6.173 armor:
 * Example 5 - Level 1 - Dragon Blood:



at level 1 with a Blade of Alacrity (+10 Agi) and no items/skills has bonus agility. Level 1 with a +10 Agility item:
 * Example 6 - Level 1 - Agility Item:



Unlike bonus armor from items or abilities, armor from agility is reduced by Armor Negating Multiplier. at level 1 with a Blade of Alacrity (+10 Agi) and no other items/skills affected by level 4 Natural Order has 0 armor:
 * Example 7 - Level 1 - Agility Item/Affected by Armor Negating Multiplier:



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

These changes mostly affect bonus armor, and never added to the main armor, with, and  being exceptions.

Armor Increasing Abilities
The following abilities increase armor:

Armor Reducing Abilities
The following abilities reduce armor:

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

The following abilities negate base armor:

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

Armor Corruption
Armor Corruption is granted by choosing a Talent, that causes hero attacks to reduce armor of the attacked target.

Damage Multiplier
All units, including buildings, have an inherent base armor value and defense 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.

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

With  being the Damage Multiplier and   the armor value.

The damage multiplier limits are and, 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

Effective HP
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 % to EHP. This means a unit with 1000 health and 16.66 armor can take physical damage. The formula adds 6% EHP per point of armor regardless of the previous armor value.

However, EHP value is of a 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%. 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.

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

Effective HP against physical damage is defined as



With  being the Current Health and   the Damage Multiplier.

Examples

 * Example 1:


 * A Level 25 has a total health of  and  points of armor without any items. What is his effective HP against physical damage?


 * 's damage multiplier is in this example.
 * 's damage multiplier is in this example.




 * 's effective HP against physical damage in this example is.


 * Example 2:


 * The same Level 25 from the previous example (has a total health of ) is affected by a Level 3, and his armor is now . What is his effective HP against physical damage?




 * 's damage multiplier is in this example.




 * 's effective HP against physical damage in this example is.

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