Magic Armor reduces the amount of damage you take from Magic Damage. Having a positive amount of Magic Armor will reduce Magic damage by a percentage, while negative Magic Armor amplifies it. Magic Armor is independent from Armor, and does not reduce Physical or True damage.
Formula[ | ]
Damage reduction = ((0.06 * MA) / (1 + 0.06 * MA)) * 100 if Magic Armor ≥ 0
Damage increase = 1 − 0.94−MA if Magic Armor < 0
Magic Armor is calculated the same way as Armor.
Base Magic Armor[ | ]
All heroes have a base amount of Magic Armor, which does not change with levels.
A majority of heroes have a base Magic Armor of 5.5, a 24.8% reduction. Prior to Version 2.6.24, all heroes had a Magic Armor of 5.5.
Sources[ | ]
Magic Armor Modifier[ | ]
Only one of these modifiers will be in effect. The highest Magic Armor modifier will take priority.
Item | Magic Armor given |
---|---|
Barrier Idol | 10 |
Shaman's Headdress | 10 |
Mystic Vestments | 5 |
Nome's Wisdom | 3 |
Jade Spire | 3 |
Abilities[ | ]
Unit/Item | Source | Target | Magic Armor given | Duration | Notes |
---|---|---|---|---|---|
Arachna | Hardened Carapace | Self | 10/20/30/40 | 5 seconds | |
Booboo | Frenzy | Passive | 3 | N/A | Requires Level 4 Summon Booboo; also applies to Wildsoul in Bear Form |
Devourer | Cadaver Armor | Passive | 0/1/2/3/4 | N/A | |
Jade Spire | Aura | Ally Units | 2.5 | N/A | Does not stack with Nome's Wisdom |
Legionnaire | Terrifying Charge | Self | 0/2/4/6 | While charging | Buff lingers for 1 second after a successful charge |
Magebane | Master of the Mantra | Passive | 4/8/12/16 | N/A | |
Maliken | Hellbourne Zeal | Passive | 0.1 per charge | N/A | Gain 1 charge per 1% Health missing |
Myrmidon | Forced Evolution | Self | 3/5/7 | 20 seconds (Toggle) | |
Nome's Wisdom | Aura | Ally Units | 2 | N/A | Does not stack with Jade Spire |
Shadowblade | Gargantuan's Blast | Self | 1/2/3/4 | 15 seconds | Applies while in Gargantuan Form |
Shellshock | Sanctuary Stone | Ally Units (Aura) | 1/2/3/4 | N/A | |
Solstice | Blinding Rush | Self | 1/2/3/4 | While charging | Buff lingers for 3 second after a successful charge |
Magic Armor Reduction[ | ]
Hero/Item | Source | Target | Magic Armor reduced | Duration | Notes |
---|---|---|---|---|---|
Blacksmith | Flaming Hammer | Enemy Units | 1/2/3/4 | 7.5 seconds | Decays after 2 seconds over remaining duration |
Harkon's Blade | Toggle | On Attack | 5 | 3 seconds | |
Hellbringer | Evil Presence | Enemy Units | 1/2/3/4 | 5 seconds | |
King Klout | Conscription | Enemy Units | 0.4/0.6/0.8/1 per charge | 3 seconds | Max 5 charges |
Myrmidon | Wave Form | Enemy Units | 1/2/3/4 | 6 seconds | |
Plague Rider | Earthblight | Enemy Units | 1/2/3/4 | Up to 4 seconds | Applies while tethered |
Revenant | Mortification | Enemy Units | 1/2/3/4 | 6 seconds | |
Shellshock | Sanctuary Stone | Enemy Units (Aura) | 1/2/3/4 | N/A | |
Void Talisman | Activation | Self | 5.5 | 4 seconds |
Magic Armor Penetration[ | ]
Magic Armor Penetration causes Magic Damage to ignore a certain amount of Magic Armor. Unlike Magic Armor reduction, Magic Armor Penetration benefits only the user. Magic Armor Penetration will only ignore up to how much Magic Armor the target has, and has no effect if Magic Armor value is negative.
Unit/Item | Source | Target | Magic Armor penetration | Duration | Notes |
---|---|---|---|---|---|
Lodestone | Shatterstorm | Enemy Units & Self | 100% | 5 seconds | |
Rhapsody | Arcane Hymn | Ally Heroes (Aura) | 0.5/1/1.5/2 | N/A | |
Sir Benzington | Heart Piercer | Passive | 1/2/3/4 | N/A | Does not apply to items |
Spellshards | Passive | Enemy Units | 60% | N/A |
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