Does Lethality Function In Spells?

League of Legends introduced Lethality in Season 7 to replace the flat armor penetration stat. Lethality grants flat armor penetration using the formula: Flat Armor Penetration = Lethality × (0.6 + 0.4 ×). It works with anything that does physical damage and is an underrated aspect of the game.

Lethality is a physical damage boost that dictates how much armor a champion can ignore. It works against summoner spells, shields, and second wind combos. It is an attribute that is akin to Armor, which reduces incoming physical damage, while Magic Resistance reduces magical damage.

In League of Legends, Lethality augments give an exact number for the armor of enemy champions that you will ignore. This is a flat amount of armor penetration that your attacks and attacks will not inflict. It works with magic spell damage from a mage or sorcerer, and it is an attribute that is akin to Armor, which reduces incoming physical damage.

In addition to its physical benefits, Lethality also increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Ghostly Strike, and Hemorrhage abilities by 18. It requires Rogue. In summary, Lethality is a crucial aspect of League of Legends, providing a physical damage boost that dictates how much armor a champion can ignore.


📹 How does LETHALITY Work?

#leagueoflegends #riven #srmolina #rivenmain #rivenmontage #lolmontage korean riven main chinese riven main riven wenshen …


📹 A Guide to Lethality and Magic Pen.

I could lie and say this video took longer because I spent a lot of time refining and polishing it, but honestly I just did other stuff for …


Does Lethality Function In Spells?
(Image Source: Pixabay.com)

Pramod Shastri

I am Astrologer Pramod Shastri, dedicated to helping people unlock their potential through the ancient wisdom of astrology. Over the years, I have guided clients on career, relationships, and life paths, offering personalized solutions for each individual. With my expertise and profound knowledge, I provide unique insights to help you achieve harmony and success in life.

Address: Sector 8, Panchkula, Hryana, PIN - 134109, India.
Phone: +91 9988051848, +91 9988051818
Email: [email protected]

About me

13 comments

Your email address will not be published. Required fields are marked *

  • At 7 minutes you mention Yasuo’s R buff, so here’s a fun bug I can elaborate with here; The “bonus-armor penetration” the effect provides is actually just a calculated damage multiplier, since bonus armor pen wasn’t natively implemented back then (and Riot rarely updates their scripts when new tools become available). Because it isn’t a normal part of the resistence calculcation in the damage event, it behaves very unexpectedly with armor reduction and Lethality, doesnt use the same (correct) formula for negative armor (which you don’t seem to have touched upon in the article, but I guess that’s because it’s rarely relevant?), and at specific values of armor and lethality it gives your damage a near-infinite multiplier because of that. If you had bothered calculating Yasuo R’s effectiveness without testing, you’d have gotten it wrong in the article, and if you had tested your math, you would have ended up spending additional time to get this article out, so I guess that worked out!

  • Something to note about GP is his built in % penetration AND true damage allows him to more easily justify building collector, which makes the champ really insane when ahead/even. I wanted to mention this when I reviewed the draft but it felt a bit too specific to mention, so I thought I would chuck it in the comment

  • Would be cool to see an ‘optimised’ damage/effective damage build order with pens. Specifically, at what item stages in the game are pen vs flat ap/ad more valuable when against an enemy based on average acquisition time of items and champions levels. e.g., full boots at 12 minutes (level 9), item 1 at 15 minutes (level 11), item 2 at 20 mins (level 13), item 3 at 25 (level 15).

  • This is the type of league content I wish I would see more of! So many websites just post gameplay (which there’s nothing wrong with), so seeing vids going into the game’s mechanics are always exciting. So much of the game is misunderstood by so many ppl (including me) so its always fun to learn more about a mechanic I don’t fully understand. Well written and edited too! Props, hope this blows up

  • I liked and found your article very useful. I like doing lol math a lot, but I only play mages, so I never did the max armor pen for physical damage. However I tried to use aphelios with the opportunity build instead of Darius and got this: 90,58% shred from teammates, and aphelios at lv 18 has 144.3 letality (taking into account the different benefit from opportunity pasive for ranged champs). Sherylda gives him 40,873% pen, so it all gives 95,74% armor pen, in other words, reducing defense to 4.26% of its original value. 144,3/4.26% =3388 armor pen, better than the 3281 armor pen from Darius or gangplank. Edit: doing the math for Yasuo, taking into account losing 6 lethality from building collector, and assuming 100 base armor, yasuo can go through 3687,5 armor the 50% of the time he crits with collector.

  • A lot of this shamefully went over my head, but essentially what I’m hearing is that for a regular game as an AD assassin, your last couple items should be defensive to be efficient against squishies because you will end up having overkill amounts of lethality? And as an AP assassin you should pay attention to whether your opponents have lots of MR or low MR so you can buy items accordingly – because low MR opponents are vulnerable to flat magic pen, and high MR are vulnerable to percent magic pen?

  • 9:05 Not really related the article. As a poppy main, I honestly thought two full lethality times plus a lethality component would one shot an ADC same lvl quicker. Didn’t think you would have to ult and I think smite to secure the kill. Feel like I Sundered Sky or Trinity Force with deadman’s would does the same but with more durability. I love seeing other people player’s builds and play styles.

  • It was easy to understand how to get the 40|40 build on AP assassins to maximize pen, but when you mention “it becomes more important to build flat damage or defensive items (in the late game)” at 9:17, its not really well defined when an AD assassin hits that pseudo-true damage mark to transition to those items

  • Ok theoretical min max is interesting for someone maybe but if this was really a good guide it would be helping understand exactly when to build more AP vs more MPEN based on how much resistance you are facing. Seems like a pretty obvious thing to include… I mean I could figure it out myself but that goes for the rest of the article but just “well you don’t need to build too much penetration” doesn’t really help lol. Like show the graph for how much damage each point of ap/ad adds vs lethality/mpen and with/without various % factors…

  • Care people + need help ! : Armor * (1 – Armor%pen1) * (1 – Armor%pen2) * (1 – Armor%pen3) = Armor left ; Armor left if Armor = 100, A%p1 = 0.4, A%p2 = 0.3, A%p3 = 0.2 : 100 * 0.6 * 0.7 * 0.8 = 33.6 armor left Armor delete = 100- 33.6 = 66.4 Armor * (0 + A%p1) * (1+A%p2) * (1+A%p3) = 62.4 =/= 66.4 Armor * (0 + A%p1 ) * (1 / 1 – A%p2 ) * ( 1 / 1 – A%p3 ) = 71.43 =/= 66.4 Armor * (1 / 1 + A%p1) * (1 / 1 + A%P2 ) * (1 / 1 + A%P3 ) = 45.79 =/= 66.4 Armor * (1 / 1 – A%P1) * (1 / 1 + A%P) * (1 / 1 + A%P3) = 297.62 =/= 66.4 (but ArmorLeft * (1 / 1 – A%P1) * (1 / 1 + A%P) * (1 / 1 + A%P3) = Armor ) Armor * ? * ? * ? = 66.4

  • what you should have mentioned is that % armor pen and % magic pen are one of the few stats that are softcapped. Gaining less the more you have. I noticed in 5:40 you gave a Rank 3 pantheon R with LDR 70% Penetration, but because Its sofcapped Pantheon With LDR only Gets 55% and Not 70%. Same way for Magic pen. A rank 5 Mord E with Voidstaff gives 49% magic pen Not 55%. if you did mention and missed it mb ¯\\_(ツ)_/¯ good vid tho 💯

  • “everyone can do true damage” ‘with the stipulation its on a squishy who wont be building more then 1hybrid defensive item so likely anyone other than tanks and bruisers….. which everyone already knows… thats not the issue most people have with pen besides being 1hit. the biggest issue with pen is the gold efficiency of tank items/defensive components effectively allowing 1 defensive item to give defensive stats equal to the pen of 2-3 offensive pen items, this leads to the situation where even with a % pen item if you are defensively itemized against you can straight up be ignored assuming you dont have built in pen or % damage(granted a lot of people have one of these now) id argue this leads to many issues such as the rampant overuse of such additions into kits to deal with tanks etc which make it significantly harder to balance. as with high amounts of built in % or pen it allows you to build multiple defensive items but still deal equally large amounts of damage as other champs which are lacking such tools.

  • This article gives a false impression to the viewer that GA isn’t often enough to stop the true damage from assassins. It doesn’t, however, attempt to see whether in most games, buying armor would be a net benefit or not. If it is the case that the armor reduces your true damage, even by a little bit, it would be crucial to purchase it. Most lethality champions are not building pure lethality for 5 items plus seryldas.

Pin It on Pinterest

We use cookies in order to give you the best possible experience on our website. By continuing to use this site, you agree to our use of cookies.
Accept
Privacy Policy