Armor

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.**

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 Calculator

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

## Physical Armor

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

Sources to obtain Physical Armor:

* **+6** From the trait Feels Safe at Home.
* **+8** Following traits as Matching Bonus: Enjoys Pain, Extra Padding and High Pain Tolerance
* **+25** As Midnight with her Tier II Upgrade Sa-meow-rai Armor
* **+50** From the Aura of Default Location Guardians like Serpent Guardian

Ways of reducing enemies' Physical Armor:

* **-50** Using traps with Debilitation Resonator
* **-50** Ivy's Reach of Roots
* **-15** Dobbin's Dust Devil

Enemies with Physical Armor:

* **+100** Armored Ogre
* **+50** In Chaos Trials any enemy affected by Physical Armor (Modifier)

## Magical Armor

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:

* **+6** From the trait Feels Safe at Home
* **+8** Following traits as Matching Bonus: Attention Deficit and Practices Witchcraft
* **+50** From the Aura of Default Location Guardians like Serpent Guardian

Enemies with Magic Armor:

* **+50** Wu Xing Dynasty Soldiers: Wu Xing Light Soldier, Wu Xing Medium Soldier, Wu Xing Heavy Soldier and Wu Xing Archer

### Ice Armor

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

Enemies with Ice Armor:

* **+100** All minions with the ability Frost Resistance: Frost Ogre, Frost Giant, Ice Elemental, Iceling, Iceberg and all minions from the factions Frost Clan and Northmun
* **+50** In Chaos Trials any enemy affected by Ice Armor (Modifier)
* **-100** Fire Elemental, Fireling, Fire Lord, Urza and all minions from the faction  Fire Fiends

### Fire Armor

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:

* **-60** Naphtha Sprayer Debuff

Enemies with Fire Armor:

* **+100** All minions with the ability Flame Retardant: Fire Elemental, Fireling, Fire Lord, Urza and all minions from the faction  Fire Fiends
* **+50** In Chaos Trials any enemy affected by Fire Armor (Modifier)
* **-100** Frost Ogre, Frost Giant, Ice Elemental, Iceling, Iceberg and all minions from the factions Frost Clan and Northmun

### Lightning Armor

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

Enemies with Lightning Armor:

* **+50** In Chaos Trials any enemy affected by Lightning Armor (Modifier)

### Arcane Armor

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:

* **+50** In Chaos Trials any enemy affected by Arcane Armor (Modifier)

## Positive Armor

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

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: