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Damage and Armor

Every hit in Kingdom Rush 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

Cut by the target's armor.

Magic
Magic

Cut by the target's magic resistance.

Explosive
Explosive

Cut by half the target's armor; magic resistance does not count.

Electric

Cut by half the target's armor, like explosive damage. The Tesla x104 deals it.

True
True

Never cut: armor and magic resistance do not count. Rain of Fire deals true damage (30-60 per fireball before upgrades).

Poison

Not cut by armor or magic resistance.

How armor and magic resistance work

Armor and magic resistance are percentages and always count 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. Some enemies take no damage of a type at all: the Spectral Knight ignores physical, explosive and electric damage.

Units (soldiers and heroes) have the same protection, but for them the blocked part is rounded down instead of the damage taken, so a unit can lose 1 point more than an enemy would: 21 physical damage on 30% armor takes 14 health from an enemy and 15 from a unit.

Damage rolls

Melee attacks, area ones included, and Rain of Fire roll a whole number between their lowest and highest damage. Arrows, bolts, thrown axes and spears, musket shots and the Sunray beam roll a number in between and round it up, so they never deal their lowest value: the Sharpshooter Tower's arrows, 10-16 in the game's info, deal 11-16, and this wiki gives such shots that way. Bombs and missiles with a blast do not roll: they deal their highest damage at the centre and less towards the edge. The armor cut comes after. Enemies that deal true damage: Troll Champion, Raider, Demon Legion, Abomination and Lord Blackburn.

Instant kills, shields and dodging

Instant kills

An instant kill takes all of the target's remaining health, whatever its armor. Enemies that kill your units outright: J.T., Sarelgaz, Moloch, Black Hag and Lycan.

Death effects

An enemy killed by the Arcane Wizard's Death Ray or by the Fat Boy has no death effect: it does not explode and nothing spawns from it (a Fallen Knight does not return as a Spectral Knight).

Infernal shields

A demon shielded by a Demon Lord takes no damage from the next 4 hits. Poison Arrows damage is blocked without using up a hit, and an instant kill goes through the shield.

Dodge

Bandit, Wulf, Worg, Winter Wolf and Demon Hound have a chance to dodge each melee attack; a dodged attack deals no damage. Ranged attacks always hit, and a stunned enemy does not dodge.