Magic resistance

**Magic Resistance** (or **MR**) is a stat that all units have, including minions, monsters, and buildings. Increasing magic resistance reduces the magic damage the unit takes. Each champion begins with some magic resistance which may increase with level. You can gain additional magic resistance from abilities, items, and runes. Magic resistance stacks additively.

Template:Gold value​

* **Magic resistance** has a gold value of Template:G per point.

## Damage reduction

*Note: One can include the magic penetration in all the following ideas by enumerating it with a due amount of corresponding negative MR.*
Magic resistance reduces the damage of incoming magic damage by a percentage. This percentage is determined by the formula: Damage ReductionTemplate:Equalstotal magic resistanceTemplate:Divided by(100Template:Plustotal magic resistance). For example, a champion with 150 points of magic resistance would receive 60% reduced damage from magic damage. Incoming magic damage is multiplied by a factor based on the unit's magic resistance (same with armor):

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{\displaystyle \pagecolor{Black}\color{White}{\rm Damage\ multiplier}=\begin{cases}
{100 \over 100+{\it MR}}, & {\rm if\ }{\it MR} \geq 0\\
2 - {100 \over 100 - {\it MR}}, & {\rm otherwise}
\end{cases}}

*Examples:*

* *25 magic resistance →Template:TimesTemplate:Fd magic damage (20% reduction).*
* *100 magic resistance →Template:TimesTemplate:Fd magic damage (50% reduction).*
* *−25 magic resistance →Template:TimesTemplate:Fd magic damage (20% increase).*

## Stacking magic resistance

Every point of magic resistance requires a unit to take 1% more of its maximum health in magic damage to be killed. This is called "effective health".

*Example: A unit with 60 magic resistance has 160% of its maximum health in its effective health, so if the unit has 1000 maximum health, it will take 1600 magic damage to kill it.*
What this means: by definition, **magic resistance does not have diminishing returns,** because each point increases the unit's effective health against magic damage by 1% of its current actual health value whether the unit has 10 magic resistance or 1000 magic resistance.

For a more detailed explanation, see this video.

*Unlike health, increasing magic resistance makes healing and shielding more effective because it requires more raw damage from your enemies to remove the bonus health granted. This is called indirect scaling.*
## Magic resistance as scaling

These use the champion's magic resistance to increase the magnitude of the ability. It could involve total or bonus magic resistance. By building magic resistance items, you can receive more benefit and power from these abilities.

## Increasing magic resistance

### Items

Template:Stat table headerTemplate:Do for every item
Template:Stat table footer
Template:Column

## Ways to reduce magic resistance

Main article: magic penetration
Note that magic penetration and magic resistance reduction are different.

## List of champions' magic resistance

Main article: List of champions' magic resistance
Most melee champions, **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** and **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).**, have a base magic resistance of either  or .

Most ranged champions, **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).**, and shapeshifting champions who can become ranged in one of their forms (**Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).**, **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).**, **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).**, **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).**), have base magic resistance of .

There are a few exceptions:

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## Optimal efficiency (theoretical)

*Note: Effective burst health, commonly referred to just as 'effective health', describes the amount of raw burst damage a champion can receive before dying in such a short time span that he remains unaffected by any form of health restoration\*. Unless champion's resists aren't reduced below zero, it will always be more than or equal to a champion's displayed health in their health bar and can be increased by buying items with extra health, armor and magic resistance. In this section, effective health will refer to the amount of raw 'magical damage' a champion can take.*
In almost all circumstances, champions will have more maximum health than magic resistance, thus a single point of magic resistance will give more 'effective health' to a champion than a single point of health. However, if there is a case where max health is below the value of 'magic resistance + 100', the opposite becomes true.

Because of this relationship, theoretically, maximum effective health is attained by *ensure that you have exactly 100 more max health than magic resistance*, regardless of how much health or magic resistance you actually already have.

*Example: Given a theoretical situation where you start off with 1 health and 1 magic resistance and are given an arbitrary sufficient number of stat points (x ≥ 100), each of which you can use to increase either your health or magic resistance by 1 point, the way to maximize your effective health is to add points to your health until your health has 100 more points than magic resistance, then split the remaining stat points in half and share them between your health and magic resistance.*
However, this is only theoretically true if we consider both health and magic resistance to be equally obtainable resources with simplified mechanism of skill point investment. In reality a player buys these stats for Template:G instead. So when attempting to ensure the balance of 'healthTemplate:Equalsmagic resistanceTemplate:Plus100', consider it through gold value distributed to the stats. Because the gold value of 1 health is roughly 7 times smaller than 1 point of magic resistance (as of V8.7), distribution per point of health or magic resistance should be 12.5% gold into health and 87.5% gold into magic resistance once the 'healthTemplate:Equalsmagic resistanceTemplate:Plus100' equilibrium is reached.

This model is highly simplified and cannot be exactly applied when buying **any other item** that aren't purely magic resistance or health oriented as they deviate the equilibrium. Going even further, the continuous model simplifies a discrete character of real shopping, as you cannot really buy Template:FdTemplate:TimesTemplate:Ii for Template:G, so you either opt to buy a single Template:Ii or a single Template:Ii, drastically unbalancing the equilibrium.

Broadly speaking, items which provide both health and magic resistance give a very high amount of effective health against magic damage compared to items which only provide health or only provide magic resistance. These items should be purchased when a player is seeking efficient ways to reduce the magic damage they take by a large amount. Furthermore, these items are among all available items the best ones to distribute their gold value equally among both health and magic resistance, thus working perfectly for *rule of preserving equilibrium*.

### Conclusion

This information is strongly theoretical. Due to how there are many variables aside from health, magic resistance and gold value, "true equilibrium" is too complicated and unrealistic to achieve. However, a player can develop their intuition to itemize towards this equilibrium in a timely manner through the experience gained from the multitude of plays they perform.

The important thing to remember is that there is no reason to hold to the equilibrium too strictly, or else you might just lose the fun out of the game.

## Trivia

***Last updated:** March 12, 2018, patch V8.5*

* One of the biggest amount of magic resistance any champion other than a ​**Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** with ​Template:Ri, can obtain is **Template:Fd** (which reduces magic damage by Template:Fd%), being a level 18 **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).**.

* Base stats: Template:Fd MR
* Runes:
	+ Template:Ri
	+ Template:Ri
* Items:
	+ 1 Template:Ii
	+ 1 Template:Ii near 3 enemy champions
	+ 1 Template:Ii fully stacked
	+ A combination of 3 of the following:
		- Template:Ii
		- Template:Ii
* Buffs:
	+ Template:Cai
	+ Template:Cai
	+ Template:Cai
* Template:Cis **bonus** MR:
	+ **Items** = Template:Ii + Template:Ii + Template:Ii + Template:Ii = 420 MR
	+ **Runes** = Template:Ri + Template:Ri = 128 MR
		- Template:Cis MR = 420 + 128 = 548 bonus MR
		- Template:Ais bonus = Template:Fd + 548Template:TimesTemplate:Fd = **Template:Fd bonus MR**
* Template:Cis MR:
	+ **Base stats:** Template:Fd MR
	+ **Items** = Template:Ii + Template:Ii + Template:Ii + Template:Ii = 420 MR
	+ **Runes** = Template:Ri + Template:Ri = 128 MR
	+ **Buffs** = Template:Ai + Template:Ai = Template:Fd MR
	+ **MR Amplification** = 1 + Template:Ai + Template:Ri = Template:Fd
		- Template:Cis MR = (Template:Fd + 420 + 128 + Template:Fd)Template:TimesTemplate:Fd + Template:Ai = **Template:Fd MR**

* Prior to Patch 3.10, a level 18 **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** with 1 Template:Ii, 5 Template:Ii, 3 points in Template:Mi3, 3 points in Template:Mi3, Template:Ai, Template:Ai, Template:Ai, Template:Ai, an allied Template:Ii aura, a full page of Scaling Magic Resist runes, and Template:Ai active gave a total of approximately 1004 magic resistance. Switching **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** for **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** and having an enemy **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** with the same setup use Template:Ai on **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** and the allied **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** use Template:Ai on the enemy **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).**, yielded a total of approximately 1297 magic resistance. This is the highest possible amount of magic resistance, which is Template:Fd reduction.
	+ If **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** disconnected from the fountain and had the same setup, he will have 2108 magic resistance. This is a Template:Fd reduction.
	+ **NOTE:** This calculation does not include the Template:Mi3 mastery.

Template:Stats

cs:Magic resistance
de:Magieresistenz
es:Resistencia mágica
fr:Résistance magique
pl:Odporność na magię
ru:Магическое сопротивление
zh:魔法抗性