Every hit in League is exactly one type, and it also carries a set of hidden tags that decide what it triggers. Here's how physical, magic and true damage really work, and the labels behind every "why didn't that proc" moment.
League of Legends Guide
Damage Types
Physical, Magic and TrueAn instance of damage is physical, magic or true. It can't be a mixture. A spell that appears to deal two kinds is really dealing two separate instances that happen to land together, which is why one ability can be half blocked by armor and why the combat log shows two rows where you expected one.
One stat answers each, and only that one
Physical damage is reduced by armor, magic damage by magic resist, and neither stat does anything whatsoever about the other. Buying the wrong one isn't a small loss of value, it's zero value against that source.
Which is the entire argument for reading the enemy team instead of copying a build. The item that saved you last game can be a dead slot this one.
True damage isn't unstoppable, it's unreduced
True damage ignores both resistances and nearly every damage reduction effect in the game. It does not ignore shields, and it does not ignore invulnerability.
So the answer to a true damage threat is never a defensive stat. It's a shield, a moment of immunity, or not being there when it happens.
Nearly every basic attack is physical
Whatever the champion looks like and whatever their attack animation throws at you, almost every basic attack in the game deals physical damage. A tiny number of kits convert it.
That's why armor is a genuine answer to a mage who auto attacks you in lane, and why the cheap defensive item you dismissed in that matchup is doing real work.
Every hit also carries tags
Alongside its type, the game attaches labels describing what kind of event the damage was: an attack, an ability, an area effect, a repeating tick, an item, a secondary proc. None of it appears anywhere in the client, and it's the machinery behind every "why didn't that trigger" moment you've had.
Two of those labels explain most of the confusion:
| Tag | What it actually covers |
|---|---|
| Attack | Empowered attacks, attack-like spells and several automatic effects, not just ordinary right clicks. It's why a champion who never auto attacks you can still set off every anti-attack item you own |
| Item | Damage from items and summoner spells is marked as coming from a non-champion source, so effects that fire on ability damage ignore it. That single label is what stops your items setting each other off in a loop |
The tags settle an old argument too. Life steal is not a physical damage stat and spell vamp is not a magic one. Life steal pays out on anything the game files as a basic attack, magic and true damage included, and spell vamp pays out on anything filed as an ability, whatever color the numbers come up. Two champions with identical damage types can heal completely differently off it, and the tag is the reason.
Frequently asked questions
Can one ability deal two damage types?
Not in a single instance. It deals two instances that land together, which is why the combat log splits them.
Does true damage go through shields?
No. Shields and invulnerability both stop it. Only resistances and reductions are ignored.
Is every basic attack physical damage?
Almost. A small number of champions convert theirs.
Why didn't my item proc on that damage?
Because of the hidden tags. Item and summoner spell damage is flagged so that ability-damage effects ignore it.
Does armor help against magic damage at all?
No, not by any amount.
The short version
Look at what's actually killing you before you buy a defensive item, treat true damage as a positioning problem rather than a shopping one, and remember that armor answers most auto attacks regardless of who is throwing them.
For what those resistances are worth once you buy them, our resistances guide has the math, and our shields guide covers the one thing that does stop true damage.







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