Armor

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Assault cuirass icon.png

Armor is a stat that modifies the amount of physical damage taken by a unit. Armor values can be modified by items, hero abilities and Alliance bonuses. A positive value reduces the amount of physical damage received by a unit, while a negative value increases the damage received.

Armor has no effect on Magical damage or Pure damage.

Damage Calculation[edit | edit source]

Physical damage dealt to a unit with armor will be multiplied by the damage multiplier. For positive armor values, the multiplier will be less than 1. For negative armor values, the multiplier will be greater than 1. It is calculated by:

damage multiplier = 1 - ((0.052 × armor) ÷ (0.9 + 0.048 × |armor|))

The damage multiplier has a maximum of 25/12 and a minimum of zero. Due to the essence of the calculation, every additional point of armor increases the effective HP (see below) of a unit more than the previous point.

Effective HP[edit | edit source]

The extra damage a unit can take due to armor is known as its extra effective HP (or extra EHP) for physical damage. At 0 armor, 1 armor grants roughly 5.8% effective HP. This means a unit with 1,000 health and 1 armor can take 1058 physical damage. At 30 armor, this figure scales upwards to 7.7%, meaning armor is more effective at higher values.

Effective HP is calculated by:

effective HP = current HP ÷ damage multiplier

Examples[edit | edit source]

For a sample creature with 1000 HP, here's how its survivability is affected by armor.

Armor Damage multiplier Effective HP Increase in effective HP

From adding 5 armor

-15 148% 675 51
-10 138% 726 88
-5 123% 814 186
0 100% 1,000 295
5 77% 1,295 309
10 62% 1,605 324
15 52% 1,929 340
20 44% 2,268 357
25 38% 2,625 375
30 33% 3,000 395

Because armor is more effective at higher values, a drop in armor is more effective at high values, too. Desolator icon.png Desolator reduces armor by 5, which means that if our sample creature has 15 armor, its EHP go down by 324; but if has 0 armor, its EHP only go down by 186.

List of armor modifiers[edit | edit source]

Positive
Jull mini icon.png Jull Jull passive icon.png Jull passive +5 per adjacent unit
Treant protector mini icon.png Treant Protector 3star.png Treant Protector 3 Star Effect +5 armor
Armlet of mordiggian icon.png Armlet of Mordiggian +10 armor
Blade mail icon.png Blade Mail +5 armor
Chainmail icon.png Chainmail +7 armor
Craggy coat icon.png Craggy Coat +15 armor
Shiva's guard icon.png Shiva's Guard +10 armor
Vladmir's offering icon.png Vladmir's Offering +5 armor
Warrior Warriors ii.png Alliance bonus +[10/25] armor
Negative
Anessix mini icon.png Anessix Enthrall icon.png Enthrall -10 armor
Slardar mini icon.png Slardar Corrosive haze icon.png Corrosive Haze -[10/20/30] armor
Snapfire mini icon.png Snapfire 3star.png Snapfire 3 Star Effect -5 armor
Templar assassin mini icon.png Templar Assassin Meld icon.png Meld -[2/4/6] armor
Vengeful spirit mini icon.png Vengeful Spirit Wave of terror icon.png Wave of Terror -[3/5/7] armor
Void spirit mini icon.png Void Spirit Dissimilate icon.png Dissimilate -[10/15/20] armor
Desolator icon.png Desolator -5 armor
Heartless Heartless ii.png Alliance bonus -[4/9/15] armor

Trivia[edit | edit source]

If the formula for armor listed above is correct, then at 225 armor, a unit would take 0 damage. Any higher and the unit would start to be healed.