Magic Armor

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[edit] Description

Magic Armor reduces damage taken from magical sources (spells).

Magic Armor items do not stack with other Magic Armor items but they do stack with Magic Armor abilities.

Magic Armor follows the same formula for damage reduction as physical Armor; see Armor for the table and graph.

[edit] Starting magic armor

Every hero starts with 5.50 Magic Armor, which is 24.8% magic damage reduction. This can be increased (and decreased) with skills and items.

[edit] Items that increase magic armor

[edit] Skills that increase magic armor

  • Arachna's Harden Carapace - Dispels debuffs on self and increases magic armor by 5/10/18/35 for 6 seconds.
  • Beardulon's Magic Resist (Level 4) - +8.2 Magic Armor. (Passive)
  • Devourer's Cadaver Armor - +1/2/3/4 magic armor. Grants 0.9/1.2/1.5/1.8 strength when an enemy hero dies within 400 radius of Devourer, and 0.03/0.05/0.06/0.09 strength when killing a non-hero unit (including denies). (Passive)
  • Magebane's Flash - Gives Magebane 3/6/10/15 magic armor and allies within 500 radius of target position 2/3/4/5 magic armor for 7 seconds.

[edit] Items that reduce magic armor

  • Harkon's Blade - When toggled on, attacks decrease magic armor by 5 for 6 seconds.

[edit] Skills that reduce magic armor

  • Blacksmith's Flaming Hammer - 15/20/25/30% Movement Slow, 10/20/30/40 Magic damage per second, -1/2/3/4 magic armor
  • Hellbringer's Life Void - Applies Life Void to target for 5.5/7/8.5/10 seconds. -2.7/5.1/6.9/8.3 magic armor. 10/20/30/40% of the damage taken by target will heal the Hellbringer.
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