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Damage and Armor

Every hit in Kingdom Rush 6: Genesis has a damage type. Armor cuts physical damage, magic resistance cuts magic damage, explosive damage meets half the armor, and true damage ignores both.

The formula

An enemy takes the damage times (100% minus its protection), rounded down. Its protection is its armor against physical damage, its magic resistance against magic damage, half its armor against explosive and electric damage, and 0% against true and poison damage.

Damage types

Physical
Physical

Reduced by the target's armor.

Magic
Magic

Reduced by the target's magic resistance.

Explosive
Explosive

Reduced by half the target's armor (75% of it with the Shrapnel upgrade); magic resistance does not count. The info bar shows it with the physical icon.

True
True

Never reduced: armor and magic resistance do not count.

Electric
Electric

Reduced by half the target's armor, like explosive damage. Dealt by the Tesla X104 of Classic Rush.

Poison
Poison

Not reduced by armor or magic resistance. Dealt by poison effects such as the Rangers Hideout's poison.

How armor and magic resistance work

Armor and magic resistance are percentages. Protection always counts between 0% and 100%: a target with 100% armor takes no physical damage. Armor does nothing against magic damage and magic resistance does nothing against physical damage.

Damage typeProtection that counts
PhysicalArmor
MagicMagic resistance
ExplosiveHalf the armor (75% of it from artillery towers with Shrapnel)
ElectricHalf the armor
TrueNone
PoisonNone

Units (soldiers and heroes) use the same protection, but the blocked part is rounded down instead of the damage taken, so a unit can lose 1 point more than an enemy would: 25 physical damage on 80% armor takes 4 health from an enemy and 5 from a unit.

Explosive damage and Shrapnel

Shrapnel makes armor count more

The upgrade text reads "Artillery attacks now ignore 75% of enemies' armor." In battle, Shrapnel makes the explosive damage of artillery towers (Royal Catapult, Dwarven Culverin, Alchemist Shack and Ironbark Treant) meet 75% of the target's armor instead of half of it. Against an enemy with armor it deals less damage than without the upgrade; against an enemy without armor it changes nothing.

Ignoring armor and reducing armor

An attack that ignores armor counts the target's armor lower by that many percentage points for that hit only; the target keeps its armor. Bolin's basic attacks ignore 25% of the enemies' armor: against a Dark Knight (80%) a hit counts 55%.

An armor reduction takes percentage points off the target's armor: a Dark Knight's 80% armor reduced by 5% becomes 75%, not 76%. Reductions add up, and armor never goes below 0%. Magic resistance reductions work the same way.

Outright kills, eating and dodging

Kills outright

An effect that kills outright takes all of the target's remaining health, whatever its armor and magic resistance. The Fat Boy kills outright every enemy with less than 2,000 health.

Eaten units

J.T. and Sarelgaz eat units. An eaten unit dies whatever its health and armor.

Dodge

Wulf, Worg, Tainted Wolf and Demon Hound have a chance to dodge each melee attack; a dodged attack deals no damage. A stunned enemy does not dodge. The chance is on each enemy's page.