Armor
| “ | ▶️ Armored to the teeth!
— Clockwerk
|
” |
Armor is a stat that reduces (or increases, if negative) physical damage a unit takes from spells 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, talents, certain items, 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 (1/6).
Contents
Base armor[edit]
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[edit]
Creeps[edit]
Summons[edit]
| Summons | Armor |
|---|---|
| Astral Spirit, Boar, Greater Treant, Lycan Wolf, Spiderite, Spiderling, Treant, Undying Zombie | 0 |
| Familiar | 0/1/2 |
| Forged Spirit | 0/1/2/3/4/5/6 |
| Fire | 0/3/6 |
| Skeleton Warrior, Wraith King Skeleton | 1 |
| Storm | 2 |
| Eidolon | 2/3/4/5 |
| Earth | 3 |
| Spirit Bear | 3/4/5/6 |
| Necronomicon Archer, Necronomicon Warrior | 4 |
| Hawk | 5 |
| Warlock Golem | 6/9/12 |
Main armor[edit]
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.
The formula to calculate a hero's main armor is:
main armor = base armor + agility * 0.16666666666667
| Hero Armor | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Bonus armor[edit]
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 (+6 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. Some spells like Natural Order also only affect main armor.
Damage multiplier[edit]
All units, including buildings, have an inherent base armor value and armor type. 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.
For any real-valued armor, the damage multiplier is defined as
damage multiplier = 1 - ((0.06 × armor) ÷ (1 + 0.06 × |armor|)).
The damage multiplier limits are 2 and 0, for infinitely negative and positive armor, respectively.
- 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[edit]
The total damage a unit can take due to armor is known as its effective HP (or EHP) for physical damage. 16.66 armor adds 100% to EHP. This means a unit with 1000 health and 16.66 armor can take 2000 physical damage. With the new armor formula, each point of armor adds 6% EHP regardless of the previous armor value. However, value is of a diminished benefit as a player gaining 1 armor from 0 would go to from 100% EHP to 106% EHP, while a player gaining 1 armor from 50 would go from 400% EHP to 406% EHP.
On the other hand, the effectiveness of armor is much lower at negative values (see graph). Total effective HP 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 effective HP assumes all damage taken is physical. In Dota 2, magical damage (such as Lina's or Lion's ultimate) is modified by magic resistance.
- Calculating effective HP
effective HP = current HP ÷ damage multiplier
- Example 1
- A level 25 Sven has a total HP of 2176 and 12.5 points of armor. What is his effective HP vs physical damage?
- EHP = 2176 ÷ ( 1 - (12.5 × 0.06) ÷ (1 + 12.5 × 0.06) ) = 2176 ÷ 0.571429 = 3808
- Sven can tank 3808 physical damage.
- Example 2
- The same Sven from previous example is hit by a maxed Corrosive Haze. His armor is now -7.5. What is his effective HP vs physical damage?
- EHP = 2176 ÷ ( 1 - (-7.5 × 0.06) ÷ (1 + 7.5 × 0.06) ) = 2176 ÷ 1.31034 = 1660.63
- Sven can tank 1660.63 physical damage.
Armor types[edit]
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 * 0.76923076923077 * 0.5) = 38.461538461538 damage. The same attack would deal 76.923076923077 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).
Modifying armor[edit]
A lot of abilites and items have abilities that grant or reduce armor. These changes are always Bonus armor, and never added to the main armor.
Armor increasing abilities[edit]
The following abilities increase armor:
- Armor bonus: 3
Aura, affects nearby allies. Multiple instances fully stack. The buff lingers for 0.5 seconds. - Armor bonus: 30
Duration: 2/2.4/2.8/3.2
Affects the caster. - Armor bonus per hero: 1.5/3/4.5/6
Armor bonus per creep: 0.5
Duration: 10
Affects the caster. Bonuses are granted once the spirit rejoins with the caster. Bonuses are based on how many enemies the spirit touched while out. - Armor bonus: 8/10/12
Duration: 40
Affects the caster. - Armor bonus: 200/400/600/800
Aura, affects nearby allies. The buff lingers for seconds. - Armor bonus: 5
Duration: 45
Affects the target ally. - Armor bonus per minute: 0.325
Passive. - River Armor bonus: 0 (
12)
Requires Aghanim's Scepter. Affects the caster. Passively provided while standing in the river or in a Slithereen Crush puddle. - Armor bonus: 8
Duration:
Affects all nearby allied heroes. - Armor bonus: 10/16/22
Passive. - Armor bonus (tier 1 towers): 3
Armor bonus (tier 2/3/4 towers): 5
Aura, affects nearby allies. The buff lingers for 1 seconds. - Armor bonus: 6
Affects the caster. Lasts until toggled off. - Armor bonus: 3
Aura, affects nearby allies. The buff lingers for 0.5 seconds.
- Armor bonus: 4
Affects the caster. Armor is granted after the delay. Lasts until toggled off. - Armor bonus: 5
Aura, affects nearby allies. The buff lingers for 0.5 seconds. - Armor bonus: 2
Aura, affects nearby allies. The buff lingers for 0.5 seconds. Can be toggled to only affect heroes. - Boosted armor bonus: 10
Aura, affects nearby allied heroes that are below 3 health. The buff lingers for 10 seconds. - Armor bonus: 5
Duration: 7
Affects the target ally. - Armor bonus: 10
Duration:
Affects the target allied building. - Armor bonus: 2
Aura, affects nearby allies. The buff lingers for 0.5 seconds. Can be toggled to only affect heroes. - Armor bonus: 8
Duration: 7
Affects the target ally.
Armor reducing abilities[edit]
The following heroes have a talent that causes their attacks to reduce armor of the attacked target. This is also known as Armor Corruption.
The reduction lasts 10 seconds. Multiple sources of Armor Corruption do not stack.
| Bonus | Level 10 | Level 15 | Level 20 | Level 25 | ||||
|---|---|---|---|---|---|---|---|---|
| Left | Right | Left | Right | Left | Right | Left | Right | |
| Armor Corruption | ||||||||
The following abilities reduce armor:
- Armor reduction: 4/5/6/7
Duration: 16
Aura, affects enemies within the target area. The debuff lingers for 0.5 seconds. - Armor reduction: 3/4/5/6
Duration: 6
Affects the target enemy. - Armor reduction: 65
Duration:
Affects the attacked enemy. Only present while having the Death Pact buff. - Armor reduction: 5/6/7/8
Duration: 5/6/7/8
Affects nearby enemies, and all enemies around each Lycan Wolf that is alive. - Armor reduction: 3/4/5/6
Duration: 2/3/4/5
Has a chance to proc on attack, affecting the attacked enemy. - Armor reduction per strike:
Max duration:
Strikes the lowest health enemy within range. Does not reduce armor of hit buildings. The armor duration of each strike is based on the storm's remaining duration. - Armor reduction: 4/5/6/7 (
8/9/10/11)
Aura, affects nearby enemies. The debuff lingers for 0.5 seconds. - Armor reduction: 10/15/20
Duration: 18
Affects the target enemy.
- Armor reduction: 5
Aura, affects nearby enemies. The debuff lingers for 0.5 seconds. - Armor reduction: 2
Duration: 8
Affects the attacked enemy. - Armor reduction: 6
Duration: 7
Affects the attacked enemy. - Armor reduction: 8
Duration: 6
Affects the caster. - Caster armor reduction: 5
Target armor reduction: 5
Duration: 7
Affects the caster and the target enemy. - Armor reduction: 4
Duration: 4
Affects the attacked enemy. - Caster armor reduction: 8
Target armor reduction: 8
Duration: 7
Affects the caster and the target enemy. - Armor reduction: 10
Duration: 7
Affects the attacked enemy.
Armor negating abilities[edit]
Some abilities negate 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 armor type is unaffected and still reduces damage normally.
The following abilities negate armor:
- Main armor negation: 100%
Has a chance to completely ignore the target's main armor value on attack, dealing damage as if they had 0 main armor. - Main armor negation: 40%/60%/80%/100%
Aura, affects nearby enemies. The reduction is based on the enemies' main armor. The debuff lingers for 1 second.
Armor granting talents[edit]
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 | ||||||||
Besides these, the following heroes have talents which increase the armor of the units they summon
Armor granting items[edit]
These items grant bonus armor to the hero who has them equipped.
| Item | Value | Item cost | Cost per value point |
|---|---|---|---|
| Arcane Ring | 2 | N/A | N/A |
| Armlet of Mordiggian | 5 | 2475 | 495 |
| Assault Cuirass | 10 | 5075 | 507.5 |
| Blade Mail | 6 | 2050 | 341.67 |
| Broom Handle | 3 | N/A | N/A |
| Chainmail | 4 | 550 | 137.5 |
| Craggy Coat | 12 | N/A | N/A |
| Crimson Guard | 6 | 3800 | 633.33 |
| Dragon Scale | 5 | N/A | N/A |
| Ex Machina | 20 | N/A | N/A |
| Guardian Greaves | 4 | 4975 | 1243.75 |
| Helm of Iron Will | 5 | 925 | 185 |
| Helm of the Dominator | 6 | 2350 | 391.67 |
| Iron Talon | 2 | N/A | N/A |
| Lotus Orb | 10 | 3950 | 395 |
| Medallion of Courage | 5 | 1025 | 205 |
| Mekansm | 4 | 1975 | 493.75 |
| Nullifier | 8 | 4725 | 590.63 |
| Phase Boots | 4 | 1500 | 375 |
| Platemail | 10 | 1400 | 140 |
| Ring of Protection | 2 | 175 | 87.5 |
| Shiva's Guard | 15 | 4850 | 323.33 |
| Solar Crest | 8 | 3725 | 465.63 |
| Soul Ring | 2 | 740 | 370 |
| Spirit Vessel | 2 | 2940 | 1470 |
| Urn of Shadows | 2 | 840 | 420 |
| Wraith Band | 1.5 | 510 | 340 |
Trivia[edit]
- In DotA 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) or 65% ( Meepo). Nowdays in Dota 2 magic resistance works independently from armor.
- The Basic armor type was referred to as Medium armor in DotA.
- The deprecated Light damage type used to be called Chaos damage in DotA.
- The deprecated Weak armor type used be called Light armor, Soft was referred to as Unarmored, and Strong was known as Heavy armor type.
Negative armor disparity[edit]
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
| Armor | WC3 DotA Damage amplification | Dota 2 Damage amplification | Relative difference |
|---|---|---|---|
| 0 | 0.0% | 0.0% | N/A |
| -5 | 26.6% | 23.1% | 3.5% |
| -10 | 46.1% | 37.5% | 8.6% |
| -20 | 71.0% | 54.5% | 16.5% |
| -40 | 71.0% | 70.6% | 0.40000000000001% |
| -60 | 71.0% | 78.3% | -7.3% |
Update history[edit]
References[edit]
- ↑ Dota2 Development Forum bug report: [Confirmed] Negative armor has a different effect in DotA2 in comparison to Dota1
- ↑ PlayDotA Mechanics: Damage and Armor - DotA Mechanics
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