Armor

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Armor[edit | edit source]

Every point of Armor provides 1% effective health against the attacks of the same damage type. Armor grants damage reduction against a type of damage. It can also be expressed as following: if you have 1000 Health Points (HP), each armor point grants 10 Effective Health Points (EHP) (1%).

Armor applies to both, Heroes and Enemies. All Heroes have 0 armor as base, most enemies too. Armor doesn't have a cap in either direction.

There are 6 types of armor, one for each element/damage type in the game: Physical, Frost, Fire, Arcane and Lightning. The Sixth type of armor is Magical, which englobes the last four, magic armor gives armor against all four magic elements.

Physical, Lightning, Fire, Arcane and Ice Armor Icons

Armor can have positive and negative numbers, a positive amount of armor translates in a greater EHP and has an equivalent damage reduction in %. A negative amount of armor means a lower EHP than your HP and therefore a damage amplification.

Below you can see a brief table with some of the most used armor values in the game and their equivalents to damage reduction or amplification:

Armor Damage Reduction (%) Armor Damage Amplification (%)
6 5,66 -6 5,66
8 7,41 -8 7,41
12 10,71 -12 10,71
15 13,04 -15 13,04
25 20,00 -25 20,00
50 33,33 -50 33,33
100 50,00 -100 50,00
150 60,00 -150 60,00

Armor Calculator[edit | edit source]

For an Armor Calculator visit: https://docs.google.com/spreadsheets/d/1wrdNFXoZ-eEcjTAICZ6M3NWN3tiFDN2tdByc2DkZqYQ/edit#gid=1174861811

Physical Armor[edit | edit source]

Physical Armor reduces the damage taken/dealt from Physical attacks. This includes Physical Heroes, Physical Minions, Physical Traps, etc.

Sources to obtain Physical Armor:


Ways of reducing enemies' Physical Armor:


Enemies with Physical Armor:

Magical Armor[edit | edit source]

Magic Armor reduces the damage taken/dealt from Magical attacks. Magical attacks include all the elements: Ice, Fire, Lightning and Arcane. This includes Magical Heroes, Magical Minions, Magical Traps, etc.

Sources to obtain Magic Armor:


Enemies with Magic Armor:

Armor from Minion Abilities


Ice Armor[edit | edit source]

Ice Armor reduces the damage taken/dealt from Frost attacks. This includes Frost Heroes, Frost Damage Minions, Frost Traps, etc.

Enemies with Ice Armor:


Fire Armor[edit | edit source]

Fire Armor reduces the damage taken/dealt from Fire attacks. This includes Fire Heroes, Fire Damage Minions, Fire Traps, etc.

Ways of reducing enemies' Fire Armor:


Enemies with Fire Armor:

Armor from Chaos Trials Modifier


Lightning Armor[edit | edit source]

Lightning Armor reduces the damage taken/dealt from Lightning attacks. This includes Lightning Heroes, Lightning Damage Minions, Lightning Traps, etc.

Enemies with Lightning Armor:


Arcane Armor[edit | edit source]

Arcane Armor reduces the damage taken/dealt from Arcane attacks. This includes Arcane Heroes, Arcane Damage Minions, Arcane Traps, etc.

Ways of reducing enemies' Arcane Armor:

  • -12 Per Arcane Debuff stack (max 5 stacks, -60 armor). Every Arcane attack from any source adds a stack of this debuff to the target.


Enemies with Arcane Armor:

Positive Armor[edit | edit source]

As stated erlier, armor can have positive and negative numbers, a positive amount of armor translates in a greater EHP and has an equivalent damage reduction in %.

The EHP gain from each armor point is constant, always 1%. If you expand the table below you can see a more detailed information about positive armor, the equivalent of damage reduction and the EHP:

Negative Armor[edit | edit source]

Unlike positive armor, negative armor means that the damage taken is greater, the damage is amplified instead of reduced. Which means that the EHP from negative armor is also negative, lower than the base HP.

For negative armor, the EHP loss from each negative armor point is not constant. If you expand the table below you can see a more detailed information about positive armor, the equivalent of damage reduction and the EHP: