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Armor

From Liquipedia Dota 2 Wiki
(Redirected from Bonus Armor)
▶️ Armored to the teeth!
Clockwerk
For items within the Armor category, see Items.

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 agility 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 Agility agility increases a hero's armor by 0.167 or 1/6.

Definition

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The actual total armor according to the unit's ent_text is up to two decimal places. The HUD's displays the rounded down armor value next to the hero portrait, while the details tab displays the armor value rounded up.

Armor Type Definition Examples

Main Armor
  • The armor value shown in white numbers near the shield icon on the HUD.
  • Grants +0.167 per Agility agility.
Agility Agility-based Armor
Base Armor
  • The unit's predefined armor value in the game files, can be either a positive or a negative value.
  • For heroes, this is defined in npc_heroes.
    • Hero Level 1 Since only heroes utilize Agility agility, their main armor is the sum of both the Base and Main Armor.
+ Bonus Armor
Bonus Armor
  • The + x armor value shown in green numbers near the shield icon on the HUD.
  • Most armor manipulating sources in the game modifies the bonus armor value.
  • Does not benefit created Illusion Properties. illusions.
Platemail
Physical Damage Type
Armor Damage Factor
  • Incoming Physical Damage Type physical damage instances are reduced by a factor of the current total armor values on the attacked unit.
  • The attacked unit's current health to incoming physical damage factor is the Effective HP of the unit.

Equations

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Equations
This ability can be bestowed by Illusions. Neither affected nor disabled by Break.
Passive
Affects
Self
Incoming Physical Damage Type physical damage instances are reduced by a factor of the current total armor values on the attacked unit.
Armor Formula Base b: 1
Armor Formula Factor f: 0.06
Grants the following bonuses per Agility agility for all heroes.
Base Armor Bonus per Agi: 0.167

Armor Damage Factor

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Main Article: Damage Manipulation

All units, including BuildingsBuildings buildings, have an inherent Base Armor value and attack class.

All Physical Damage Type physical damage instances applied to a unit is multiplied by the armor damage factor, resulting in either damage reduction or increase depending on the attacked target's total armor value. Hence, the armor damage factor affects the unit's Effective HP (EHP).

The lower the armor damage factor, the higher the Effective HP of a unit, and vice versa.

The armor damage factor has a lower and upper limit of 0 and 2 respectively as shown in the collapsed table below. The EHP is increased by 6% of the unit's MaxHP per armor.

Armor (+) Factor Armor (-) Factor
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%

Pure Damage

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Main Article: Pure Damage
Main Articles: Damage Types and HP Removal

Pure Damage is a damage type that neither interacts with Armor nor Magic Resistance 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.

Main Armor

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Main Armor is the armor value shown in white numbers near the shield icon in the HUD, this is the sum of both the base armor and Agility agility-based armor. The ways to improve a hero's main armor are leveling up, acquiring certain items, or with the help of certain abilities.

Base Armor

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Base Armor is a fixed, predefined value for each unit individually of the main armor that never changes throughout a game. Since only heroes utilize Agility agility, the HUD of all non-hero units shows only their base armor.

Heroes

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HeroArmor
ViperMiranaSkywrath MageCentaur Warrunner-2
Ancient ApparitionMorphlingLichChenBeastmasterAbaddonMarsVoid SpiritMedusaInvokerBroodmotherPhoenixTroll WarlordLegion Commander-1
Shadow FiendDrow RangerSvenPugnaLinaVengeful SpiritTidehunterLionAxeTinyRazorSpectreWindrangerNature's ProphetVenomancerPuckDragon KnightPudgeUndyingLycanAlchemistEarth SpiritQueen of PainRikiVisageElder TitanMarciEmber SpiritArc WardenShadow DemonWitch DoctorFaceless VoidSilencerWraith KingGrimstrokeMuertaSlarkHoodwinkHuskarSniperOutworld DestroyerTemplar AssassinClinkzCrystal MaidenPhantom LancerTimbersawJuggernautKeeper of the LightDark WillowDazzleDisruptorLone DruidSpirit Bear0
ClockwerkWeaverDoomLeshracStorm SpiritSand KingRingmasterUrsaMagnusRubickWarlockEnchantressBaneWinter WyvernEnigmaBatriderMonkey KingBrewmasterNaga SirenZeusGyrocopterNyx AssassinSnapfireBristlebackSpirit BreakerOracleIoPhantom AssassinJakiroTreant ProtectorDeath ProphetTuskLifestealerKez1
EarthshakerBloodseekerSlardarNight StalkerNecrophosLunaAnti-MageShadow ShamanOmniknightTechiesChaos KnightPangolierDark SeerTinkerPrimal BeastDawnbreakerKunkkaLargo2
MeepoUnderlord3
Ogre Magi4
Bounty Hunter5
Terrorblade6

Creeps

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UnitArmor
Undying Zombie, Kobold, Hill Troll Priest, Satyr Banisher, Ogre Frostmage, Mud Golem, Hill Troll, Skeleton Warrior, Shard Golem, Treant, Spiderling, Lycan Wolf0
Minor Imp, Pollywog, Kobold Soldier, Hill Troll Berserker, Vhoul Assassin, Fell Spirit, Harpy Scout, Centaur Courser, Giant Wolf, Ogre Bruiser, Razorback1
Ghost, Boglet, Marshmage Apprentice, Zealot, Kobold Foreman, Harpy Stormcrafter, Satyr Mindstealer, Satyr Tormenter, Wildwing, Ancient Black Drake, Wraith King Skeleton2
Eidolon2/3/4/5
Ancient Ice Shaman, Croaker, Marshmage, Alpha Wolf, Hellbear, Ancient Rumblehide, Ancient Thunderhide3
Demonic Archer, Demonic Warrior, Centaur Conqueror, Hellbear Smasher, Wildwing Ripper, Dark Troll Summoner, Ancient Black Dragon, Ancient Rock Golem4
Ancient Croaker, Ancient Marshmage5
Warpine Raider, Raptor6
Ancient Frostbitten Golem7
Ancient Granite Golem8
Ancient Prowler Acolyte11
Ancient Prowler Shaman12
Tormentor20
Roshan30

Summons

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UnitArmor
Astral Spirit0
Spirit Bear (Pre 7.40)0/2/4/6
Fire0/8/16/24
Storm2
Familiar2/3/4
Mars Soldier3
Void3/4/5
Earth3/5/7/9
Warlock Golem8/12/14

Main Armor Sources

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These abilities directly manipulate the Agility agility value and affects the hero's main armor.

1 Requires a Talent.
2a Requires Aghanim's Scepter.
2b Requires Aghanim's Shard.
3 Only affects Universal universal heroes and heroes with Agility agility as their primary attribute.

Armor Negation Sources

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Armor Negation sources interact and manipulate a unit's main armor, unless explicitly stated within the ability notes. These sources do not interact with Attack Classes.

1 Requires a Talent.
2a Requires Aghanim's Scepter.
2b Requires Aghanim's Shard.
4 Interacts wtih total armor.

Armor Piercing Sources

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more details

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.

Most manipulation sources affect the + Bonus Armor bonus armor of the affected unit, reduction sources can nevertheless bring total armor into negative values if the main armor value is sufficiently small.

Illusion Properties. Illusions do not benefit from + Bonus Armor bonus armor sources. Their HUD still displays the bonus armor granted for camouflaging purposes.

Armor Increasing Sources

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1 Requires a 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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Bonus Armor
This ability is not bestowed by Illusions. Neither affected nor disabled by Break.
Passive
Affects
Self
Grants units flat bonus armor upon selecting their respective talents.
Armor Bonus: Varies

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
  • +4
  • +4
  • +5
  • +4

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.


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

Flat Armor
Item Value Item Cost Cost/Value Point
Armlet of Mordiggian 6 2500 Gold 416.67 Gold
Assault Cuirass 10 5125 Gold 512.5 Gold
Blade Mail 7 2400 Gold 342.86 Gold
Buckler 1 425 Gold 425 Gold
Chainmail 4 500 Gold 125 Gold
Crimson Guard 6 3725 Gold 620.83 Gold
Essence Distiller 6 1775 Gold 295.83 Gold
Guardian Greaves 5 4450 Gold 890 Gold
Heaven's Halberd 9 3400 Gold 377.78 Gold
Helm of Iron Will 4 975 Gold 243.75 Gold
Helm of the Dominator 6 2550 Gold 425 Gold
Helm of the Overlord 7 5650 Gold 807.14 Gold
Lotus Orb 10 3850 Gold 385 Gold
Medallion of Courage 5 975 Gold 195 Gold
Mekansm 5 1775 Gold 355 Gold
Nullifier 10 4350 Gold 435 Gold
Parasma 7 5975 Gold 853.57 Gold
Pavise 3 1350 Gold 450 Gold
Phase Boots 4 1450 Gold 362.5 Gold
Platemail 10 1400 Gold 140 Gold
Ring of Protection 2 175 Gold 87.5 Gold
Shiva's Guard 17 4500 Gold 264.71 Gold
Solar Crest 7 2575 Gold 367.86 Gold
Soul Ring 2 805 Gold 402.5 Gold
Spirit Vessel 2 2725 Gold 1362.5 Gold
Splintmail 7 950 Gold 135.71 Gold
Tough Enchantment 0 N/A N/A
Urn of Shadows 2 825 Gold 412.5 Gold
Vladmir's Offering 1 2200 Gold 2200 Gold
Witch Blade 5 2775 Gold 555 Gold
Wraith Band 1.75 505 Gold 288.57 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


Armor-based Sources

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The following sources utilizes the hero's current armor value as an ability effect.

Armor-based Sources

Calculation Examples

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Armor Calculations

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Example 1 - Armor with Agility Agility Sources.
How much armor does a hero level Hero Level 10 Terrorblade with a Blade of Alacrity and Blade Mail equipped has?
Base Armor: 6
Bonus Armor: Blade Mail +7
Total Agility agility: 23 + 4 * 10 + Blade of Alacrity (10)
Main Armor
= Base + (ΣAgi / 6)
= 6 + (23 + 4 * 10 + 10) / 6
= 18.17
Total Armor
= Main Armor + + Bonus Armor Bonus Armor
= 18.17 + + Bonus Armor 7
= 25.17
Terrorblade has 18.17 main armor, with a total 25.17 armor displayed on his HUD.
Example 2 - Various Armor Sources with Armor Negation Interactions.
Terrorblade from the previous example is now affected by
LEVEL 3
Natural Order. How much total armor does he have now?
Armor Negation: Natural Order (80%)
Total Armor
= Main Armor * (1 - ArmorNegation) + + Bonus Armor Bonus Armor
= 18.166666666667 * (1 - 80%) + + Bonus Armor 7
= 15.433333333333
Terrorblade has 15.433333333333 total armor in this example.
Natural Order affects the main armor component, but not the + Bonus Armor bonus armor component within the calculations.
Example 3 - Incoming Physical Damage Type Physical Damage with Total Armor Interactions.

Effective HP Calculations

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Example 4 - Effective HP Against Incoming Physical Damage Type Physical Damage.

EHP Calculations

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Recent Changes

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Main Article: Armor/Changelogs
Description
7.32e
(2023-03-07)
7.31
(2022-02-23)
  • Attack Types and Armor Types are now represented through abilities, most damage remains unchanged.
  • ADDED the new following attack type abilities:
    • Runty has 25% and 30% attack damage reduction against Heroes and Reinforced units respectively.
    • Piercing has 50% and 65% attack damage reduction against Heroes and Reinforced units respectively.
      • However, they deal 50% more attack damage against Non-Hero units.
    • Reinforced has 50%, 30% and 65% incoming attack damage reduction against Heroes, Non-Hero units, and Piercing units respectively.
      • However, they deal 50% more attack damage against other Reinforced units.
  • The following abilities are not acquirable in any way (e.g. Devour etc.).
  • The following units now have the Piercing ability:
  • The following units now have the Reinforced ability:
  • The following units now have the Runty ability:
  • Eidolon , Treant and Lycan Wolf no longer have the Basic attack class.
  • Neutral creeps now all have the standard attack type, and their damage are adjusted so that the net damage is similar.
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|)