Description
The physical-defense stat that reduces incoming AD damage. Tank items, the Defender trait, and champions or items that grant flat Armor all feed into this mechanic, alongside the handful of effects that scale a bonus off a unit's Armor value. Sunder is its inverse — a debuff that reduces enemy Armor.
Listed in: Buffs
Items (36)
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- +20 MR
- +3 Mana Regen
Gain an additional 15% Mana from all sources. The wearer gains an additional bonus based on their Role: Tanks and Fighters: Gain 30 Armor and Magic Resistance. Other Roles: Gain 10% Attack Damage and Ability Power.
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- +50 Armor
Gain 6% max Health. Take 5% reduced damage from attacks. When struck by any attack, deal 100 magic damage to all adjacent enemies. Cooldown: 2 seconds
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- +100 HP
- +20 Armor
- +20% AP
Combat start: Gain a 25% max Health Shield for 8 seconds. When the shield expires, gain 25% Ability Power.
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- +20 Armor
- +10% AD
- +15% AS
- +10% AP
At 60% Health, briefly become untargetable, shed negative effects, and heal 20% missing health.
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- +250 HP
- +20 MR
30% Sunder enemies within 2 hexes. Gain 15 Armor and Magic Resist for the first 15 seconds of combat. Sunder: Reduce Armor
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- +100 HP
- +25 Armor
- +25 MR
Gain 10 Armor and 10 Magic Resist for each enemy targeting the holder.
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- +25 Armor
- +25 MR
- +1 Mana Regen
Combat Start: Gain 20 Mana. At 40% Health, gain 15 Mana and a Shield equal to 20% max Health.
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- +20 Armor
- +20% Crit
Gain 5% Durability. While above 50% Health, instead gain 15% Durability.
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- +150 HP
- +20 Armor
Gain 8% max Health. Every 2 seconds, deal 1% Burn and 33% Wound to an enemy within 2 hexes for 10 seconds. Burn: Deals a percent of the target’s max Health as true damage every second. Wound: Reduces healing received.
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- +20 Armor
- +10% AS
Gain 2% Attack Damage and Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 10% Damage Amp and become Unstoppable.
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- +20 Armor
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- +40 MR
- +7 Mana Regen
Gain an additional 30% Mana from all sources. The wearer gains an additional bonus based on their Role: Tanks and Fighters: Gain 80 Armor and Magic Resistance. Other Roles: Gain 40% Attack Damage and Ability Power.
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- +100 Armor
Gain 12% max Health. Take 10% reduced damage from attacks. When struck by any attack, deal 200 magic damage to all adjacent enemies. Cooldown: 2 seconds
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- +200 HP
- +40 Armor
- +40% AP
Combat start: Gain a 50% max Health Shield for 8 seconds. When the shield expires, gain 50% Ability Power.
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- +40 Armor
- +30% AD
- +30% AS
- +30% AP
At 60% Health, briefly become untargetable, shed negative effects, and heal all missing health.
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- +500 HP
- +40 MR
30% Sunder enemies within 3 hexes. Gain 50 Armor and Magic Resist for the first 20 seconds of combat. Sunder: Reduce Armor
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- +400 HP
- +50 Armor
- +50 MR
Gain 20 Armor and 20 Magic Resist for each enemy targeting the holder.
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- +50 Armor
- +50 MR
- +2 Mana Regen
Combat Start: Gain 40 Mana. At 40% Health, gain 30 Mana and a Shield equal to 50% max Health
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- +40 Armor
- +40% Crit
Gain 10% Durability. While above 50% Health, instead gain 30% Durability.
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- +300 HP
- +40 Armor
Gain 16% max Health. Every 2 seconds, deal 2% Burn and 33% Wound to an enemy within 2 hexes for 10 seconds. Burn: Deals a percent of the target’s max Health as true damage every second. Wound: Reduces healing received.
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- +40 Armor
- +20% AS
Gain 4% Attack Damage and 4% Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 20% Damage Amp and Unstoppable.
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- +400 HP
- +50 Armor
Every 2.5 seconds, steal 3 Armor from enemies within 1-hex and heal a Stage-scaled amount of the holder's Armor. If Aegis of Dusk is also equipped, trigger this item's effect every 1.25 seconds instead. Healing increases based on Stage.
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- +250 HP
- +20 Armor
- +20 MR
- +2 Mana Regen
Stunning an enemy causes lightning to strike them, dealing 30% of their max Health as magic damage.
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- +300 HP
- +30 Armor
- +30 MR
- +30% AD
- +30% AS
- +30% AP
Tons of EVERYTHING!
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- +55 Armor
- +55 MR
Every 3 seconds, Shields the lowest percent Health ally for 70% of the holder’s combined Armor and Magic Resist for 5 seconds. On death grants this shield to all allies.
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- +300 HP
Grants 1 Armor, 1 Magic Resist, and 5 Health when taking damage, stacking up to 35 times. At full stacks, grant 1 gold and continue gaining 1 gold every 11 seconds. Unique - only 1 per champion
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- +10 Armor
- +10 MR
- +25% AP
- +20% Omnivamp
Takedowns increase the holder’s Armor, Magic Resist, and Ability Power by 20.
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- +30 Armor
- +30 MR
- +125% AD
- +30% Omnivamp
Grants immunity to Stuns and the holder's attacks Stun the target for 0.8 seconds. The holder’s Attack Speed is locked at 0.5.
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- +500 HP
- +20 Armor
- +20 MR
The holder's Move Speed is drastically reduced. Gain 15% max Health, Unstoppable, and pull the current target into melee range.
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- +300 HP
- +20 Armor
- +20 MR
- +25% AS
Attacks deal a Stage-scaled amount bonus magic damage. Heals the holder for 25% of all magic damage dealt. Damage increases based on Stage.
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- +25 Armor
- +25 MR
- +25% AP
Once per combat at 40% Health, become invulnerable and untargetable for 3 seconds. Unique - only 1 per champion
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- +30 Armor
- +30 MR
The holder gains the Defender trait. Combat Start: Gain 6% Attack Speed for every ally that starts in the front row.
Your team gains 12 Armor and Magic Resist. Defenders gain more.
- 2
- 25
- 4
- 60
- 6
- 120
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- +35 Armor
- +35 MR
- +25% AS
The holder gains the Elderwood trait.
Gain placeable Elderwood plants.
- 3
- A Stonebark Tree and a Lifebloom
- 5
- A second Stonebark Tree and Stonebark Trees gain 200 Health
- 7
- and the Deepwood Protector
- 9
- Plants star up to 2-star
- 11
- Plants star up to 3-star and the forest comes to life
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- +20 Armor
- +20 MR
- +20% AD
- +20% AP
The holder gains the Ravager trait. Gain 3% Damage Amp per 300 Health restored.
Ravagers gain 10% Omnivamp. Additionally, Ravagers deal bonus damage, doubled against units below 50% Health.
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- 12% Bonus Damage
- 4
- 25% Bonus Damage
- 6
- 40% Bonus Damage
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- +20 Armor
- +20 MR
- +10% AS
The holder gains the Sprykin trait. If the holder is riding the BFF, gain an additional 30% 20 20
Gain the Big Furry Friend. Drop a Sprykin on the BFF to pick its Rider.
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- The Rider gains 15% and 15%
- 5
- 40% 35% , and 50% of the BFF's Ability applies to your Sprykin champions.
- 7
- 45% 45% , and 100% of the BFF's Ability applies to your Sprykin champions.
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- +30 Armor
- +30 MR
The holder gains the Vanguard trait. If the holder survives 22 seconds in player combat, gain 1 player health.
At Combat Start and after dropping below 50% Health, Vanguards gain a max Health Shield for 10 seconds.
- 2
- 18% max Health
- 4
- 32% max Health
- 6
- 42% max Health. Gain 5% Durability while Shielded.
Augments (15)
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Bronze For Life II Prismatic Your team gains 2.5% Damage Amp and 4 Armor and Magic Resist for each Bronze-tier trait.
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TONS of Stats! Prismatic Your team gains 88 Health, 8% Attack Damage, 8% Ability Power, 8 Armor, 8 Magic Resist, 8% Attack Speed, and 8 Mana.
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Verticality III Prismatic Champions gain 3.5% Attack Damage, 3.5% Ability Power, 3.5 Armor, and 3.5 Magic Resist for each ally that shares a trait with them.
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Bodyguard Training Gold Allies gain 15 Armor and Magic Resist, increased by 2 per player level. Gizmos & Gadgets Championship, 2022
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Double Trouble Gold When you field exactly 2 copies of a champion, they both gain 25% Attack Damage and Ability Power and 25 Armor, and Magic Resist. When you 3-star, gain a 2-star copy.
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Group Hug II Gold Combat start: Champions grant other adjacent champions 9 Armor and Magic Resist. This effect stacks.
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Makeshift Armor II Gold Champions without items equipped gain 50 Armor and Magic Resist.
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Plot Armor Gold Your team gains 8 Armor and Magic Resist. After falling below 50% Health, increase this to 40 for the rest of combat.
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Tons of Stats! Gold Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
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Verticality II Gold Champions gain 2% Attack Damage, 2% Ability Power, 2 Armor, and 2 Magic Resist for each ally that shares a trait with them.
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Corrosion Silver Enemies in the first two rows lose 4 Armor and Magic Resist every 2 seconds.
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Group Hug I Silver Combat start: Champions grant other adjacent champions 6 Armor and Magic Resist. This effect stacks.
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Makeshift Armor I Silver Champions without items equipped gain 30 Armor and Magic Resist.
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Twin Guardians Silver If you have exactly 2 allies in your first row, grant them 100 Health, 35 Armor, and 35 Magic Resist.
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Verticality I Silver Champions gain 1.5% Attack Damage, 1.5% Ability Power, 1.5 Armor, and 1.5 Magic Resist for each ally that shares a trait with them.
Champions (5)
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Shield Bash Passive: Start combat with 60 / 70 / 80 bonus Armor and Magic Resist that decays over 12 seconds. Active: Bash the current target, dealing 60 / 108 / 162 magic damage and Stunning them for 1.5 seconds. -
Spirit of Dread Gain 50 Armor and Magic Resist for 3 seconds and restore 375 / 475 / 685 Health over the duration. Launch spectral riders at the 3 nearest enemies, dealing 80 / 120 / 195 magic damage and Stunning them for 1.5 / 1.5 / 1.75 seconds.
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Defensive Ball Curl Taunt, forcing enemies to attack this champion. For 4 seconds, gain 350 / 450 / 550 Shield and 60 Armor and Magic Resist. When the Shield breaks, deal 50 / 75 / 120 physical damage to enemies in 2 Hexes. -
Crimson Fury Passive: When the target dies, leap at the next target, dealing 170 / 255 / 600 physical damage. Active: Gain 80 / 80 / 280% Attack Damage for 8 seconds. During this time ignore 40 / 40 / 60% Armor. Red Buff: Attacks 1% Burn enemies and heal Brambleback for 4% max Health.
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Petrified Bark Gain 700 / 850 / 2000 Shield for 4 seconds and become petrified. When the shield breaks, unleash a wave of dark energy, dealing 82 / 123 / 3399 magic damage to enemies within 2 / 2 / 3 hexes.
Traits (3)
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Your team gains 12 Armor and Magic Resist. Defenders gain more.
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Monoliths gain 10 Armor and Magic Resist for each enemy targeting them.
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Your champions gain a 5% max Health shield and deal 7% bonus magic damage. Gain additional bonuses for each unique 3-star champion: 1 : Increase shield and magic damage by 1.5% for each 3-star. 3 : 18% and 15 5 : Convert 50% of the bonus magic damage to true damage. 8 : Every 4 seconds of combat, a 3-star champion ascends to 4-star.
What counters Armor
Frequently asked questions
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What is Armor and how does it reduce physical damage in TFT?
Armor is the physical-defense stat that mitigates incoming AD damage. The reduction formula is Armor / (100 + Armor), so 50 Armor cuts physical damage by ~33%, 100 Armor cuts it by 50%, and 200 Armor cuts it by ~67%. An equivalent way to read the same number: effective HP against physical damage equals max HP × (1 + Armor/100), i.e., 100 Armor doubles your physical EHP relative to HP alone. Armor does nothing against magic damage, and true damage ignores it entirely.
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Does stacking Armor have diminishing returns?
Not in effective-HP terms. The percentage-reduction curve looks like it flattens — going from 0 to 100 Armor reduces damage by 50%, while going from 100 to 200 only adds another ~17 percentage points — but every point of Armor adds the same fixed slice of effective HP. Each +100 Armor adds another full max-HP bar of physical EHP, with no falloff. Where diminishing returns DO appear is against percent-Armor reduction (Sunder): a heavily Armor-stacked unit loses more raw Armor per Sunder hit, so a balanced HP + Armor profile is still better than going all-in.
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Should I stack Armor or Health on a tank?
Both — they multiply. Effective HP against physical damage equals max HP × (1 + Armor/100), so adding HP is more valuable when you already have Armor (the HP gets multiplied), and adding Armor is more valuable when you already have a big HP pool (it multiplies a bigger base). Layered, they compound; isolated, either stat caps out at its own multiplier. The practical consequence: a tank with mid-range HP and mid-range Armor has more physical EHP than one with all the points poured into a single stat, and items that grant both at once are typically the most efficient.
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Should I prioritize Armor or Magic Resist on my frontline?
Match the threat. Armor only mitigates AD damage; MR only mitigates AP damage. Each 100 Armor doubles your physical EHP (relative to HP alone), and each 100 MR doubles your magic EHP — so going all-in on one resist leaves the other damage type fully exposed. If the lobby's strongest carries are AD, prioritize Armor; if magic-heavy, prioritize MR; against mixed damage, balanced layering of both plus HP outperforms either solo stack. Items that grant both Armor and MR are usually the most flexible early scout choices when you don't yet know what you'll be fighting.
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How does Sunder work, and does it stack from multiple sources?
Sunder is a percent-Armor reduction debuff applied to the target — most commonly via an item effect that Sunders on both attacks and Abilities, or specific ability scripts. The percent-Sunder keyword does not stack. When multiple Sunder sources hit the same target, the duration refreshes but only one application is active at a time, mirroring Riot's standard "this effect does not stack" clause used on the Shred side. A separate, smaller class of effects applies flat Armor reduction (a small fixed value subtracted from the target's Armor) — those follow different stacking rules than the percent Sunder keyword, even when their tooltip text also reads "reduce Armor."
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When flat and percent Armor reduction both apply, what's the order of operations?
Flat Armor reduction is applied first, then percent Sunder operates on the remaining Armor value, and finally the resistance formula runs against that final Armor. The practical consequence: stacking flat reduction first then percent Sunder gets diminishing efficiency from the Sunder — it operates on a smaller Armor value. Damage amplifiers (effects that read "deals X% more damage") are a separate stage applied post-mitigation, not during the Armor calculation. Resistances are floored at 0, so flat reduction past zero is wasted.
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Can a unit's Armor go below zero, and does that amplify damage taken?
No — not in current TFT. Resistances are floored at 0. Once Sunder and other Armor-reduction effects bring a unit to 0 Armor, any further reduction is wasted: incoming physical damage is fully unmitigated (effectively true damage), but it isn't amplified. The reduction multiplier 100 / (100 + Armor) tops out at 1.0×. This is a deliberate divergence from base League of Legends, where negative Armor can amplify damage: TFT patched the negative-resist edge cases out of champion kits years ago, and the floor at 0 has held across every set since.
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Does Armor help against true damage or Burn ticks?
No. Armor only reduces incoming physical damage, so true damage of any kind passes through it untouched. Burn is the clearest example — its damage-over-time tick is dealt as true damage based on a percentage of the target's maximum Health, so neither Armor nor MR mitigates it. Armor also does nothing against magic damage. A unit with stacked Armor but a thin Health pool can still be melted by any source tagged true damage in its tooltip, since the only stat true damage interacts with is HP itself (and shields, which absorb true damage until consumed).
Sources
- True damage (TFT) — League of Legends Wiki ("ignores resistances") (opens in new tab)
- Burn (TFT) — League of Legends Wiki ("true damage per second") (opens in new tab)
- Utility Sources — Burn, Shred, Sunder, Stun (Tacter / LeDuck, "percent of the target's maximum Health as true damage") (opens in new tab)
- Resistances (TFT) — League of Legends Wiki (opens in new tab)