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A look at defensive items
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Introduction
This is a guide to the defensive tab. That button right there in the shop. It will discuss general hints, counterplay options, and discuss specific items.
Understanding these subjects is vital to learning about counterplay, and learning about how to build durable, cost-efficiently.
So let's get started!
Efffective health, or EHP, is a term often used by players to summarize ALL your defensive stats. The idea behind it is that if you buy resistances that give you 50% damage reduction, then this equates to doubling your health.
A formula you can use is EHP = Health x (1+Armor/100). Defence against magic damage can be described by the same formula, but with changing armor by magic resistance.
An alternative way of looking at it is saying you want to multiply the time you survive combat. Doing this can be done by looking at how buying a defensive stat increases your survivability. Damage is calculated using damage received = (damage)*100/(100+armor) (or magic resistance). In other words, if you want to survive 2ce as long, you could double your health, or increase your damage reduction.
The consequences
What the above reasonings imply is that defensive stats become relatively less cost-efficient as you buy more. The exception to this rule was dodge, which is ppb one of the reasons for it's removal. If you have 0 armor and buy 100, the incoming physical damage will be halved! Though if you buy another 100 armor (adding up to 200), this armor will multiply the incoming damage by 0.67 instead of by 0.5. It might have been better to buy health!
I've made a graph to explain this using the EHP point of view too:
As you can see, for a fixed amount of health the amount of EHP you get from buying defensive stats increases linearly with said defensive stats. However, buying health increases the slope of the function. It boils down to this: armor and magic resistance add a fixed percentage of your health to your EHP. Buying more armor and MR thus gives you bonus EHP. However, there comes a point where the EHP you get from the extra scaling buying new health gives you outweighs the EHP you get from buying more resistances. This is why it's not cost-efficient to keep buying resistances. Buying only raw health is also bad because the EHP you get from resistances is initially more gold-efficient than raw health. Morale of the story: always try to get a mix of both!
A formula you can use is EHP = Health x (1+Armor/100). Defence against magic damage can be described by the same formula, but with changing armor by magic resistance.
An alternative way of looking at it is saying you want to multiply the time you survive combat. Doing this can be done by looking at how buying a defensive stat increases your survivability. Damage is calculated using damage received = (damage)*100/(100+armor) (or magic resistance). In other words, if you want to survive 2ce as long, you could double your health, or increase your damage reduction.
The consequences
What the above reasonings imply is that defensive stats become relatively less cost-efficient as you buy more. The exception to this rule was dodge, which is ppb one of the reasons for it's removal. If you have 0 armor and buy 100, the incoming physical damage will be halved! Though if you buy another 100 armor (adding up to 200), this armor will multiply the incoming damage by 0.67 instead of by 0.5. It might have been better to buy health!
I've made a graph to explain this using the EHP point of view too:

As you can see, for a fixed amount of health the amount of EHP you get from buying defensive stats increases linearly with said defensive stats. However, buying health increases the slope of the function. It boils down to this: armor and magic resistance add a fixed percentage of your health to your EHP. Buying more armor and MR thus gives you bonus EHP. However, there comes a point where the EHP you get from the extra scaling buying new health gives you outweighs the EHP you get from buying more resistances. This is why it's not cost-efficient to keep buying resistances. Buying only raw health is also bad because the EHP you get from resistances is initially more gold-efficient than raw health. Morale of the story: always try to get a mix of both!
This depends on a couple of factors:
- Your role in the team.
- Your opponents
- Your champion and team setup
- Your role in the team.
- As AD carry, it's generally best to invest in allround pure damage due to damage multiplication being pretty high in LoL. It is however common to pick 1 (maximum 2) solid all-round defensive items Think
Banshee's Veil or
Guardian Angel. Staying alive as the highest damage dealer on a team is important!
- As AP carry, you don't have to buy pure defensive items! There are many items that offer both AP AND good defensive stats (
Abyssal Mask,
Rod of Ages,
Rylai's Crystal Scepter,
Zhonya's Hourglass,...)
- As support, you'll want relatively cheap defensive items that benefit your team. Maybe aura items like
Aegis of the Legion or
Abyssal Mask.
- As offtank, tank or bruiser, you'll need more. Read more of this guide :p.
- Your opponents
- If an ennemy team is based around 1 type of damage, counterplay to it by buying armor or magic resistance accordingly
- Extending the last point, keep an eye on which ennemies are potentially getting fed.
- Certain items hardcounter certain champions/teamcomps (most notibly:
Quicksilver Sash against
Mordekaiser,
Malzahar,
Warwick,...)
- Your champion and team setup
- As carry, the more frontliners you have on your team, the more you can ignore defensive items.
- The higher your base damage, the more you can afford to farm up for those expensive defensive items. (Mainly applies to bruisers, who tend to go for balanced setups in all stats)
- As frontliner, the less frontlining allies you have, the more you MUST build defensive.
Health directly effects your EHP. This is a GREAT stat!
The only counter to buying health is damage based on the percentage of the ennemy's maximum health (
Silver Bolts,
Bio-Arcane Barrage,
Madred's Bloodrazor,
Blaze...).
Doran's Shield,
Doran's Ring and
Doran's Blade: These items are great starting items, and great to get back into a game when you're behind. They give you 80 - 120 raw health, which is great as defence, as well as some bonus stats. Overall great items in the early and midgame. They fall off later.
Catalyst the Protector: Insane sustaining item. Get this on mana-hungry casters.
Frozen Mallet: Great item on offtanks. The added damage bonus is quite small, but you should get it mainly for the health and the passive slow bonus. This item is a staple item for many bruiser champions.
Haunting Guise: Situational for when you as a mage need a general stat boost. Good on champions that aren't mana hungry, or NEED kills.
Heart of Gold: Magnificent item. This item is a staple item for supports, tanks, bruisers and offtanks. If you buy it early, it is almost always worth it's gold cost!
Leviathan: If you like stacking items. NOT a fan of it. NEVER buy this to counter ennemies. Rubbish for the most.
Rod of Ages and
Rylai's Crystal Scepter: I'll mention them together. They are the equivalents of Frozen Mallet for mages. Both great items. Worth combining if you don't have decent frontliners. These items will give your AP carries an overall stat boost.
Warmog's Armor: The classic health item. Big chunk of health, but the disadvantage is you need a lot of farm to get it working. Buy this if you know you're in a stable lane where you can get a lot of farm. If you're getting your arse kicked in lane, don't bother. Get gp5 items, doran's items and
Frozen Mallet instead. If you buy it, try to buy it early for maximum effectiveness.
The only counter to buying health is damage based on the percentage of the ennemy's maximum health (







Catalyst the Protector: Insane sustaining item. Get this on mana-hungry casters.












Buy this item if you are melee, your laning opponent deals physical damage, AND the ennemy jungler deals physical damage. NEVER buy this on any ranged AD carry except Urgot, any mage or any support unless at least 4 ennemies deal almost exclusively physical damage.








When playing against an ennemy with this item, don't auto-attack him unless you have an on-hit effect like

















When playing against an opponent using this item, switch focus if they activate it. Switch back again after the 2 seconds. Be careful not to overextend against ennemies wielding this item. If there are no other targets to switch to, use the 2 seconds to position yourself for the kill.












Don't get this item against sustained damage mages like


















Note: this item is also a decent counter to champions who want to quickly burst you down or have a way of sniping you off from a distance with magic damage.


















Some items are bought because they give overall defensive stat boosts, rather than selectively. I chose to create a different section for these.
Aegis of the Legion: A strong overall stat boost for your entire team. This item is definately worth it's gold. It's purchased by most support champions, as well as by
Shen, as the stat increase intrinsically synergises with the way his ultimate is used.
Guardian Angel: A strong item, giving you a decent stat boost. This item synergises well with champions that are self-sustained (like
Irelia with
Hiten Style, who's also hard to cc down after the revive.), with champions with sick juking potential (
Akali,
Katarina) and with other sources of revival (
Chronoshift and
Rebirth for teh lulz.
Note that this item counters champions that require kills or assists to refresh cooldowns and snowball into fights like this. AP
Master Yi,
Katarina and
Darius are examples. This item more or less hardcounters
Katarina.









Note that this item counters champions that require kills or assists to refresh cooldowns and snowball into fights like this. AP




A short section on life steal and spell vamp.
These 2 defensive attributes are mainly anti-burst. They allow you to get bursted down to 2% hp, retreat a bit, heal up quickly, and be valuable again. In a 1v1 fight against a burst mage, if he doesn't kill you, you'll have the definate advantage if you have say a
Bloodthirster, because the mage 'll have his cooldowns up, and you'll be healing up whilst hurting him bad.
In all, get life steal and spellvamp for small skirmishes and as an anti-burst tool that doesn't require you to sacrifice damage output.
These 2 defensive attributes are mainly anti-burst. They allow you to get bursted down to 2% hp, retreat a bit, heal up quickly, and be valuable again. In a 1v1 fight against a burst mage, if he doesn't kill you, you'll have the definate advantage if you have say a

In all, get life steal and spellvamp for small skirmishes and as an anti-burst tool that doesn't require you to sacrifice damage output.
I hope this guide was helpful to you.
You probabely haven't read it through entirely; it's not intended to be read through entirely. Yet if you reach this passage for some reason, I'd like to end stating that comments and improvements are always welcome!
PS:
I've been asked to give some information towards the ideal defensive setup. Now I know that somebody else has done the math on this, and I'm going to be lazy and just reference his guide: http://www.solomid.net/guides.php?g=11623
You probabely haven't read it through entirely; it's not intended to be read through entirely. Yet if you reach this passage for some reason, I'd like to end stating that comments and improvements are always welcome!
PS:
I've been asked to give some information towards the ideal defensive setup. Now I know that somebody else has done the math on this, and I'm going to be lazy and just reference his guide: http://www.solomid.net/guides.php?g=11623
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