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Ice Armor icon

Armor is an attribute shared by all units. Armor is used to determine the amount of damage reduction (or amplification if an armor value is negative) a unit takes from physical damage sources. Higher armor values reduce more damage. Armor is increased by Agility, certain abilities, and some items. Most items in the armor shop provide armor bonuses.

Main armor

Main armor is the armor value shown in white numbers below 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.

The formula to calculate a hero's main armor is:
main armor = base armor + (agility * (1 / 7)).

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.

The base armor of heroes can be calculated with this formula:
base armor = main armor - (agility * (1 / 7)).

Armor granted by agility

The sum of agility points a hero has is multiplied by (1 / 7) and added on top of the base armor to define the main armor value. Agility can be increased by acquiring levels, as well as specific skills and items.

Armor of heroes

{{#ask: | ?armor | ?agility | ?agility growth | limit=120 | link=none | format=template | template=Template:Hero armor table el | introtemplate=Template:Hero armor table start | outrotemplate=Template:Hero armor table end }}

Bonus armor

Bonus armor is the armor value shown in green numbers with a plus on the left, right below the white armor number on a unit's statistics. Whenever an item or skill shows a +armor value, e.g. Blade Mail icon Blade Mail (+6 Armor), it increases the bonus armor of the affected unit. The 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.

Armor manipulation

Armor increasing abilities

The following abilities are able to increase unit's armor:

Unit abilities


Item abilities
  • Assault Cuirass icon
    Radius: 900
    Armor Bonus: 5
    Aura, buffs all allies within range. Buff lingers for a short while.
  • Buckler - [[Buckler#|]]
    Buckler icon
    Radius: 900
    Armor Bonus: 2
    Hero Duration: 25
    Non-Hero Duration: 30
    Buffs allies within range upon cast.
  • Crimson Guard icon
    Radius: 900
    Armor Bonus: 2
    Duration: 10
    Buffs allies within range upon cast.
  • Guardian Greaves icon
    Radius: 900
    Armor Bonus: 2
    Boost Health Threshold: 20%
    Boosted Armor Bonus: 15
    Aura, buffs all allies within range. Buff lingers for a short while.
  • Medallion of Courage icon
    Ally Armor Bonus: 7
    Duration: 7
    Increases the target ally's armor upon cast.This is an old ability.
  • Mekansm icon
    Radius: 900
    Armor Bonus: 2
    Duration: 25
    Buffs allies within range upon cast.
  • Ring of Aquila icon
    Radius: 900
    Armor Bonus: 2
    Aura, buffs all allies within range. Buff lingers for a short while.
  • Ring of Basilius icon
    Radius: 900
    Armor Bonus: 2
    Aura, buffs all allies within range. Buff lingers for a short while.
  • Solar Crest icon
    Ally Armor Bonus: 12
    Duration: 7
    Increases the target ally's armor upon cast.
  • Vladmir's Offering icon
    Radius: 900
    Armor Bonus: 4
    Aura, buffs all allies within range. Buff lingers for a short while.

Armor reducing abilities

The following abilities are able to reduce unit's armor:

Unit abilities
  • Acid Spray icon
    Radius: 625
    Armor Reduction: 4/5/6/7 (Talent 9/10/11/12)
    Spray Duration: 16
    Aura, debuffs all enemies within range. The debuff lingers for a short while.
  • Desecrate (Ancient Prowler Shaman) icon
    Radius: 300
    Base Armor Reduction: 50%
    Duration: 6
    Debuffs all enemies within range upon cast. Only reduces base armor and that granted by agility.This is an old ability.
  • Viscous Nasal Goo icon
    Max Stacks: 4 (Talent 8)
    Armor Reduction per Stack: 1/1.4/1.8/2.2
    Hero Duration: 5
    Creep Duration: 10
    Applies a debuff on the target upon cast. All stacks expire simultaneously.
  • Reality Rift icon
    Armor Reduction: 1/3/5/7
    Duration: 8
    Applies a debuff on the target upon cast, before the attack is applied.
  • Dazzle - [[Dazzle#|]]
    Radius: 575 (Upgradable by Aghanim's Scepter. 775)
    Armor Reduction per Second: 0.75/1/1.25 (Upgradable by Aghanim's Scepter. 1.25/1.5/1.75)
    Duration: 24
    Debuffs all enemies within the area upon cast.
  • Natural Order icon
    Radius: 350
    Base Armor Reduction: 40%/60%/80%/100%
    Aura, debuffs all enemies within range. The debuff lingers for a short while. Only reduces base armor and that granted by agility.
  • Melting Strike (Forged Spirit) icon
    Armor Reduction per Attack: 1
    Armor Reduction Cap: 10
    Debuffs the attack target upon projectile impact, after the attack damage is applied. The stacks expire simultaneously.
  • Morphling - [[Morphling#|]]
    Armor Reduction: 0.14 per shifted agility
  • Rip Tide icon
    Radius: 320
    Armor Reduction: 2/3/4/5
    Duration: 8
    Debuffs all enemies within range upon cast.
  • Eye of the Storm icon
    Strike Interval: 0.7/0.6/0.5 (Upgradable by Aghanim's Scepter. 0.6/0.5/0.4)
    Armor Reduction per Strike: 1
    Duration: 30
    Adds a stack on the attack target upon lightning impact, after the damage is applied. Does not reduce armor of struck buildings. Armor Reduction expires when the storm does.
  • Presence of the Dark Lord icon
    Radius: 900
    Armor Reduction: 3/4/5/6
    Aura, debuffs all enemies which have vision over Shadow Fiend within range. The debuff lingers for a short while.
  • Corrosive Haze icon
    Armor Reduction: 10/15/20
    Duration: 18
    Debuffs the target upon cast.
  • Essence Shift icon
    Armor Reduction: 0.14 per lost agility
    Steals 1 of each stats from attack targets and converts them into agility for self. The stacks' durations are independent from each other.
  • Meld icon
    Armor Reduction: 2/4/6/8
    Duration: 10
    Debuffs the attack target upon projectile impact, after the attack damage is applied, but before Meld damage is applied.
  • Gush icon
    Armor Reduction: 3/4/5/6 (Talent 9/10/11/12)
    Duration: 4
    Debuffs the target upon projectile impact.
  • Whirling Death icon
    Radius: 300
    Armor Reduction: 0.14 per lost agility
    Duration: 7
    All affected agility heroes lose agility, and therefore lose armor for the duration.
  • Wave of Terror icon
    Travel Distance: 1400
    Radius: 300
    Armor Reduction: 3/4/5/6
    Duration: 15
    Debuffs all hit enemies.
  • The Swarm icon
    Attack Interval: 1.25/1.1/0.95/0.8
    Armor Reduction per Attack: 1
    Duration: 16
    Adds a stack on affected units on each interval, before the damage is applied. Armor reduction lasts as long as the beetle does or until it is killed.


Item abilities
  • Assault Cuirass icon
    Radius: 900
    Armor Reduction: 5
    Aura, debuffs all enemies within range. Debuff lingers for a short while.
  • Blight Stone icon
    Armor Reduction: 2
    Duration: 8
    Debuffs the attack target upon attack/projectile, before the attack damage is applied.
  • Desolator icon
    Armor Reduction: 7
    Duration: 15
    Debuffs the attack target upon attack/projectile, before the attack damage is applied.
  • Mask of Madness icon
    Armor Reduction: 5
    Duration: 8
    Applies the armor reduction on the caster in the form of a buff, so it cannot be removed with allied dispels.
  • Medallion of Courage icon
    Armor Reduction: 7
    Duration: 7
    Debuffs the caster and the target enemy upon cast. Also debuffs self when targeting allies.This is an old ability.
  • Solar Crest icon
    Armor Reduction: 12
    Duration: 7
    Debuffs the caster and the target enemy upon cast. Also debuffs self when targeting allies.

Armor granting items

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

{{#ask: [[Bonus armor::>>0]] OR [[Active armor::>>0]] | ?item cost# | ?bonus armor# | ?active armor# | userparam = Armor increasing items | limit = 200 | link = none | format = template | template = Item bonus value table el | introtemplate = Item bonus value table start | outrotemplate = Item bonus value table end }}

Damage multiplier

Dota 2 armor graph plain

Damage multiplier based on hero's armor rating

Dota 2 armor debuff efficiency

Damage increase of armor reductions as a function of existing armor

All units, including buildings, have an inherent base armor value and armor type. Any physical damage dealt to a unit suffers either a damage reduction or a damage increase depending on the target's armor.

The damage multiplier for both positive and negative armor:

Damage multiplier = 1 - 0.06 × armor ÷ (1 + 0.06 × |armor|)

In Dota 2, the cap on this number is 100% damage amplification or reduction, but it requires an infinite amount of negative or positive armor to truly reach these caps.

Examples

Armor Damage multiplier Armor Damage multiplier
1 94.3% -1 105.7%
2 89.3% -2 110.7%
5 76.9% -5 123.1%
10 62.5% -10 137.5%
15 52.6% -15 147.4%
20 45.5% -20 154.5%

Effective HP

Armor

Relationships between effective HP %, damage multiplier and armor

It is useful to first understand the concept of effective HP. The damage reduction and increase percentage formulas are directly related to the effective HP formulas in the previous section. The amount of physical damage a unit can take before dying (hence likelihood of surviving) is not proportional to damage reduction percentages, but to effective HP. Effective HP is the amount of physical damage one can take before dying, and is based on the unit's HP.

For positive armor values, a unit gains 6% of their health per armor as effective HP. A hero with 0 armor and a base HP of 1000 increases his effective HP by 60% if he increases his armor to 10. For negative armor values, the effective HP reduction diminishes with decreasing armor, trending towards 0%.

Armor -20 -10 0 10 20
Effective HP 647 727 1000 1600 2200

One has to consider that effective HP only takes physical damage in consideration. The example assumes that all the damage the unit takes is physical. Armor actually grants 6% of the physical damage one takes. This becomes more evident with burst magical damage (such as Lina's or Lion's ultimate): the armor value in those cases count for nothing.


Calculating effective HP:

Effective HP = Total HP ÷ Damage multiplier


Example 1:

A level 25 Sven minimap icon Sven has a total HP of 2183 and 11.46 points of armor. What is his effective HP vs physical damage?
2183 HP ÷ ( 1 - (11.46 × 0.06) ÷ (1 + 11.46 × 0.06) ) = 2183 HP ÷ 0.5925 = 3684 effective HP
Sven can tank 3684 of physical damage before he dies.


Example 2:

The same Sven from previous example is hit by a maxed Corrosive Haze icon Corrosive Haze. His armor is now -8.54. What is his effective HP vs physical damage?
2183 HP ÷ ( 1 - (-8.54 × 0.06) ÷ (1 + 8.54 × 0.06) ) = 2183 HP ÷ 1.3388 = 1631 effective HP
Sven can tank 1631 of physical damage before he dies.

Armor types

There are several different types of armor, which determine how much damage a unit takes against certain attack damage types. Each of the 3 different armor types either reduces, increases or does not affect the damage from each of the damage types, on top of armor values manipulating them.

Example
A hero with 100 attack damage attacking a siege unit which has 0 armor deals 50 damage to it, because the attack type "hero" deals 50% less damage against the armor type "structure", which is the siege creeps' and all buildings' armor type. If the siege creep would gain 5 armor, the 100 damage attack would deal (100 * 0.769 * 0.5) = 38.45 damage. The same attack would deal 76.9 damage to a unit with any other armor type, since attack type hero deals full damage to them.

This table shows how much damage each armor type reduces against each attack damage type and which unit uses which armor type (units which take a set amount of damage per attack are excluded).

Armor Type Used by Attack Damage Type
Hero Basic Pierce Siege
Hero Heroes, Primal Split spirits, Warlock's Golem, Familiar, Roshan 100% 75% 50% 85%
Basic Lane creeps, Observer and Sentry Wards, courier, Hawk, All neutral creeps, Skeleton Warrior, Plague Ward, Eidolon, Treant, Greater Treant, Forged Spirit, Spiderling, Spiderite, Boar, Lycan Wolf, Necronomicon Archer and Warrior, Spirit Bear, Proximity Mine, Stasis Trap, Remote Mine 100% 100% 150% 100%
Structure Buildings, siege creeps 50% 70% 35% 150%

Trivia

  • In DotA 1 the base magic resistance was bound to the assigned armor. In case of Hero Armor only 75% of the magic damage was applied. Some heroes possessed hidden passive skills to alter their base magic susceptibility albeit Hero Armor to
    90% (Visage minimap icon Visage) or 65% (Meepo minimap icon Meepo). Nowdays in DotA 2 magic resistance works independently from armor.
  • The deprecated Light damage type used to be called Chaos damage in DotA 1.
  • Regarding armor in DotA 1, Weak was named Light, Soft was referred to as Unarmored, Basic was called Medium and Strong was known as Heavy.


Negative armor disparity

Dota 2 armor disparity plain

Negative armor damage multiplier for DotA and Dota 2

Dota 2 bonus dmg

This graph shows how much more additional damage a target takes when armor debuffs are applied, using the WC3 DotA armor formula.

Amplified damage from negative armor is calculated differently in WC3 DotA than in Dota 2.[1].

Negative armor in WC3 DotA has a cap of -20 armor (71% damage increase). Further reducing the armor does not change the damage increase.[2]. Also, the more aggressive damage amplify formula is used resulting in a max damage increase of 71 %. The amplified damage is calculated from this formula:

Damage increase = 1 - 0.94^(-armor)

Comparison table

Balance changelog

See Damage#Balance changelog

See also

References


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