Penetration Calculator

Calculate armor penetration effects and damage increases from flat and percent pen.

Penetration Stats

Damage Dealt

250
+50.0% from penetration

Penetration Effects

Target Armor500
Armor Reduced-200
Effective Armor300

Damage Comparison

Without Penetration167
With Penetration250
Damage Increase+83
Effective Lethality0.0

What Is Armor Penetration?

Armor penetration is a core offensive mechanic in MOBAs, action RPGs, and many other game genres that feature a physical defense (armor) system. When you deal physical damage to an enemy, their armor stat reduces the amount of damage they actually receive. Armor penetration works against that reduction, allowing more of your raw damage to land.

In most games that use this system, armor reduces incoming physical damage by a percentage determined by the formula 100 / (100 + Armor). A target with 100 armor takes only 50% of incoming physical damage. A target with 300 armor takes only 25%. Because armor's diminishing return curve makes high-armor stacking increasingly cost-inefficient, penetration items become disproportionately valuable against such targets.

There are two primary forms of armor penetration: flat (additive) penetration and percent (multiplicative) penetration. Most games also feature lethality, a scaling variant of flat penetration that becomes stronger as the attacker reaches higher character levels. Understanding how these three types interact — and in what order they are applied — is critical to optimizing your itemization in any game that uses them.

This armor penetration calculator implements the widely-used MOBA application order: percent penetration is applied first to the raw armor value, then flat penetration and scaled lethality are subtracted from the result. The final effective armor is clamped at zero so negative armor scenarios (if the game supports them) are handled separately. Once effective armor is determined, the standard damage multiplier formula produces the actual damage dealt.

Penetration Formulas Explained

The calculator uses the following sequence of formulas to compute every output value. Each step builds on the previous, so the order of operations matters significantly.

Step 1 — Scale Lethality: Lethality is a level-gated form of flat penetration. At level 1 it provides 60% of its face value; at the max level of 18 it provides the full 100%. The scaling factor is 0.6 + 0.4 × (level / 18).

Step 2 — Apply Percent Penetration: Percent penetration is always applied to the raw armor value before any flat subtraction. This makes it stronger against heavily-armored targets than flat pen.

Step 3 — Subtract Flat Pen and Lethality: After percent pen reduces the armor, flat penetration and effective lethality are subtracted. The result is clamped at zero.

Step 4 — Calculate Damage Multiplier: The standard formula 100 / (100 + effectiveArmor) converts effective armor into the fraction of base damage that actually lands.

Full Penetration Calculation Chain

effectiveLethality = lethality × (0.6 + 0.4 × level / 18) afterPercentPen = armor × (1 − percentPen / 100) effectiveArmor = max(0, afterPercentPen − flatPen − effectiveLethality) damageMultiplier = 100 / (100 + effectiveArmor) damageDealt = baseDamage × damageMultiplier

Where:

  • lethality= Raw lethality stat from items or abilities
  • level= Attacker's current character level (1–18)
  • effectiveLethality= Level-scaled lethality actually applied as flat pen
  • armor= Target's raw armor value before any penetration
  • percentPen= Percent armor penetration (e.g., 30 means 30%)
  • flatPen= Flat armor penetration subtracted after percent pen
  • effectiveArmor= Final armor after all penetration, minimum 0
  • damageMultiplier= Fraction of base damage that lands on the target
  • baseDamage= Raw physical damage before any armor mitigation

Flat vs. Percent Penetration: Which Is Better?

The choice between flat and percent armor penetration depends almost entirely on the amount of armor your target has stacked. Understanding the crossover point helps you make smarter itemization decisions during any match.

Flat penetration subtracts a fixed number from the target's effective armor after percent pen has already been applied. Because the armor-to-mitigation curve is nonlinear, each point of armor reduction is worth more when the target has low armor. Reducing a target from 50 armor to 0 (removing 33% mitigation) is far more impactful than reducing them from 400 armor to 350 (barely moving the needle). Flat pen items are therefore most efficient against targets with 100–200 armor.

Percent penetration shines against high-armor targets. Because it acts multiplicatively on the raw armor value before flat reductions, a 30% pen source always removes 30% of whatever armor the target has, regardless of how high it is. Against a 600-armor tank, 30% pen removes 180 armor — far more than any flat pen item. However, percent pen has diminishing returns when stacked; two 20% sources don't combine to 40% because each applies to the post-previous-pen armor value.

In practice, the optimal strategy is usually to take one percent pen source (often a keystone ability or one item) and then fill remaining item slots with flat pen or lethality to compound the penetration. This multiplicative-then-subtractive layering is exactly what this calculator models.

Lethality occupies a middle ground. At maximum level it equals its face value in flat pen, but at early levels it underperforms. Champions who reach high levels quickly or who deal the majority of their damage in late-game team fights benefit more from lethality items than those who rely on early-game burst.

Armor Value vs. Damage Mitigation Reference

The table below shows how different armor values translate into damage mitigation percentages, and how much damage a 1000 base-damage ability deals both without penetration and with a typical 30% percent pen + 50 flat pen setup (using the calculator's formula at level 18).

Target Armor Mitigation % Dmg (no pen) Eff. Armor (30%+50 flat) Dmg (with pen)
5033.3%66701000
10050.0%50020833
20066.7%33390526
30075.0%250160385
50083.3%167300250

Notice how the damage dealt with penetration remains substantially higher at every armor tier. Against a 50-armor squishy target, 30% percent pen + 50 flat pen completely nullifies their armor, dealing full base damage. Against a 500-armor tank the same loadout still increases damage output by 50% compared to zero pen.

How to Use the Armor Penetration Calculator

This tool is designed to help you evaluate penetration builds quickly before or during a match. Here is how to get the most accurate results:

  1. Target Armor: Enter the enemy's current armor value. Check the item shop's target information panel or look up the champion's base armor + item totals. Remember that some targets may have armor buffs from their own items or abilities that temporarily inflate this number.
  2. Base Damage: Enter the raw pre-mitigation physical damage of the ability or auto-attack you are evaluating. You can find this in the champion's ability tooltip or spell data sheets.
  3. Flat Penetration: Total flat armor penetration from all your items and runes combined. Do not include lethality here — use the dedicated Lethality field instead.
  4. Percent Penetration: Enter your total percent armor pen as a number (e.g., type "30" for 30%). If you have two percent pen sources, apply them sequentially in your head: 1 − (1 − 0.20) × (1 − 0.15) ≈ 32%, then enter 32.
  5. Lethality: Enter the total lethality stat shown on your champion's stat sheet. The calculator automatically scales it by your level.
  6. Player Level: Your current level. This only affects lethality scaling; if you have no lethality items, level has no impact on the output.

The results panel shows effective armor after all reductions, the final damage dealt, and a side-by-side comparison against what you would deal with zero penetration. Use the Damage Increase and Percent Increase values to quickly compare two different build paths.

A useful workflow is to save the default values for your current build, then swap individual items and re-check the output. If switching from a 50-flat-pen item to a 30%-pen item raises your damage dealt against the specific target you are fighting, the item swap is worthwhile.

Worked Examples

Standard MOBA Build vs. Tanky Target

Problem:

A champion with 1000 base ability damage, 50 flat pen, and 30% percent pen attacks a 500-armor tank at level 18 with no lethality.

Solution Steps:

  1. 1effectiveLethality = 0 × (0.6 + 0.4 × 18/18) = 0 (no lethality items)
  2. 2afterPercentPen = 500 × (1 − 30/100) = 500 × 0.70 = 350 armor
  3. 3effectiveArmor = max(0, 350 − 50 − 0) = 300
  4. 4damageMultiplier = 100 / (100 + 300) = 100/400 = 0.25
  5. 5damageDealt = 1000 × 0.25 = 250
  6. 6noPenDamage = 1000 × 100/(100+500) = 1000/6 ≈ 167
  7. 7percentIncrease = (250/166.67 − 1) × 100 = 50.0%

Result:

250 damage dealt, up from 167 without penetration — a 50.0% damage increase. Armor was effectively reduced from 500 to 300.

Lethality Assassin at Max Level

Problem:

An assassin deals 800 base damage and has 20 lethality at level 18. The target has 150 armor and no percent pen is in the build.

Solution Steps:

  1. 1effectiveLethality = 20 × (0.6 + 0.4 × 18/18) = 20 × 1.0 = 20
  2. 2afterPercentPen = 150 × (1 − 0/100) = 150 (no percent pen)
  3. 3effectiveArmor = max(0, 150 − 0 − 20) = 130
  4. 4damageMultiplier = 100 / (100 + 130) = 100/230 ≈ 0.4348
  5. 5damageDealt = 800 × 0.4348 ≈ 348
  6. 6noPenDamage = 800 × 100/250 = 320
  7. 7percentIncrease = (347.83/320 − 1) × 100 ≈ 8.7%

Result:

348 damage dealt vs. 320 without lethality — an 8.7% damage gain. Lethality reaches full effectiveness at level 18.

Lethality at Mid-Game Level 9

Problem:

Same assassin with 20 lethality, but now at level 9. Target armor is 200, base damage is 600, no flat or percent pen.

Solution Steps:

  1. 1effectiveLethality = 20 × (0.6 + 0.4 × 9/18) = 20 × (0.6 + 0.2) = 20 × 0.8 = 16
  2. 2afterPercentPen = 200 × 1.0 = 200
  3. 3effectiveArmor = max(0, 200 − 0 − 16) = 184
  4. 4damageMultiplier = 100 / (100 + 184) = 100/284 ≈ 0.3521
  5. 5damageDealt = 600 × 0.3521 ≈ 211
  6. 6noPenDamage = 600 × 100/300 = 200
  7. 7percentIncrease = (211.27/200 − 1) × 100 ≈ 5.6%

Result:

211 damage at level 9 vs. 200 without lethality — only 5.6% gain, compared to 8.7% at level 18, confirming lethality scales up with level.

Full Penetration Stack vs. Max-Armor Build

Problem:

A level 18 AD carry has 1200 base damage, 30 flat pen, 25% percent pen, and 15 lethality against a 400-armor tank.

Solution Steps:

  1. 1effectiveLethality = 15 × (0.6 + 0.4 × 18/18) = 15 × 1.0 = 15
  2. 2afterPercentPen = 400 × (1 − 25/100) = 400 × 0.75 = 300
  3. 3effectiveArmor = max(0, 300 − 30 − 15) = 255
  4. 4damageMultiplier = 100 / (100 + 255) = 100/355 ≈ 0.2817
  5. 5damageDealt = 1200 × 0.2817 ≈ 338
  6. 6noPenDamage = 1200 × 100/500 = 240
  7. 7percentIncrease = (338.03/240 − 1) × 100 ≈ 40.8%

Result:

338 damage dealt vs. 240 without penetration — a 40.8% damage increase, showing how stacked penetration compounds dramatically against high-armor tanks.

Tips & Best Practices

  • Percent penetration is most efficient against targets with 250+ armor; below that threshold, flat pen usually provides better value per item cost.
  • At level 18, lethality equals its face value as flat penetration. At level 9, it's only 80% effective — factor this in when building lethality items early.
  • Stack percent penetration with flat pen/lethality for multiplicative synergy: percent pen reduces the armor that flat pen then removes, amplifying both.
  • Check effective armor in the results; if it is already 0 with your current build, buy damage items instead of more penetration.
  • Two 20% percent pen sources combine to roughly 36%, not 40% — use the sequential formula (1−a)×(1−b) when estimating stacked percent pen.
  • Compare the 'Damage Increase' values for two different builds at the same target armor to quickly determine which build path is more efficient.
  • Against squishy targets (50–100 armor), even moderate flat pen can zero out their armor entirely, effectively granting a huge damage multiplier.
  • In team compositions where your allies also have armor reduction abilities (like Corrosive Wounds or Expose Weakness), your penetration stacks on top of those reductions for extreme damage output.

Frequently Asked Questions

Yes, and they work together multiplicatively in a favorable way. The calculator applies percent penetration first to the raw armor value, then subtracts flat penetration and lethality from the result. This means flat pen benefits from percent pen having already reduced the armor, so both types synergize rather than cancel each other out. Running both types in your build is almost always stronger than stacking only one type.
Lethality scaling with level is a design mechanic used in games like League of Legends to ensure lethality items are not overpowered in the early game while remaining competitive in the late game. At level 1, your lethality stat only provides 60% of its face value as effective flat penetration. By level 18 it reaches 100%. This scaling is captured in the formula: effectiveLethality = lethality × (0.6 + 0.4 × level / 18).
In the calculator, effective armor is clamped at zero using max(0, …). Some games do allow armor to go negative — in those games, the attacker deals bonus damage above the base amount, handled by an alternative formula branch (2 − 100 / (100 − armor)). This calculator includes that branch but only activates it when the target's raw armor is already negative, which is a rare edge case in most games.
Against targets with very low armor (below 50), flat penetration can already reduce their effective armor to zero, meaning additional penetration provides no further benefit. In those cases, raw damage items are more efficient than stacking more penetration. Use this calculator to check: if effective armor is already 0 or close to it with your current penetration, skip additional pen items and invest in base damage instead.
Two percent penetration sources do not simply add together. They apply multiplicatively. If you have 20% pen from one source and 15% from another, the combined effect is 1 − (1 − 0.20) × (1 − 0.15) = 1 − 0.80 × 0.85 = 1 − 0.68 = 32% effective percent pen. Enter 32 into this calculator's Percent Penetration field to get the correct result. This stacking method always yields less than the sum of the individual values.
Damage Increase is the absolute raw difference between damage dealt with your penetration and what you would deal against the same target with zero penetration stats. For example, if you deal 250 with pen and would have dealt 167 without, the damage increase is 83. This number is useful when comparing two builds side by side to determine which provides a larger absolute damage gain against a specific target's armor value.
The underlying math is identical — magic resistance and magic penetration follow the same formula, just with resistance instead of armor as the input variable. You can use this calculator for magic builds by entering the target's magic resistance as 'Target Armor' and your magic penetration stats in the corresponding fields. The results will be just as accurate as for physical penetration calculations.

Sources & References

Last updated: 2026-06-05

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Editorial Note

MyCalcBuddy Editorial Team

This page is maintained as an educational calculator reference.

Source

Formula Source: Standard Mathematical References

by Various

UpdatedLast reviewed: May 2026
CheckedFormula checks are based on standard references and internal QA review.

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