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MLBB Damage Calculator

See how much of a hit actually lands. Pick a hero and items to read your attack straight off the item catalog, set your penetration and what the target is wearing, and every step of the math stays on screen.

Attacker

No hero picked, so these start at zero. Type your own numbers, or pick a hero to fill them in.

The hit

The number before the target's defense touches it.

Need a skill's raw number? The build simulator works out every ability's damage from the same catalog. Bring that figure here.

Target

Median level 15 base defense, plus Antique Cuirass. Passives that depend on combat state are not counted here.

The working

  1. Raw damage

    1,000
  2. Target defense

    114
  3. No penetration on this build, so defense is untouched

    114
  4. Damage multiplier

    120 / (120 + 114)

    51.3%
  5. Blocked by defense

    1 - 51.3%

    48.7%

Damage dealt

513

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The MLBB damage formula

Defense in Mobile Legends does not subtract a flat amount from a hit. It divides. A target's defense is set against a constant of 120, and the share of the damage that survives is what is left of that division.

effective defense = (defense x (1 - % pen)) - flat pen

damage taken = raw damage x 120 / (120 + effective defense)

share blocked = defense / (defense + 120)

That third line is the one the game itself prints. Open a hero's attribute panel in a match and the percentage next to Physical Defense is the share blocked, not the share that gets through. It is easy to read one as the other.

Because it is a division, defense has diminishing returns in blocking percentage but never stops being worth buying. Going from 0 to 120 defense blocks half your incoming damage. Going from 120 to 240 blocks two thirds. Each point is worth less in percentage and about the same in effective health.

Where the 120 comes from

Most pages that explain this formula are quoting a community wiki. This one is not. On 21 September 2026 the constant was checked against the game itself, on patch 2.2.16, using a single frame of a live match where a hero's attribute panel showed both defenses and both percentages at once.

  • Physical Defense 155 shows 56.4% blocked. 155 / (155 + 120) = 56.36%.
  • Magic Defense 22 shows 15.5% blocked. 22 / (22 + 120) = 15.49%.

Both readings solve back to roughly 119.8 and 119.9, and no other round constant fits: 100 would have printed 60.8% at that same 155 defense, and 130 would have printed 54.4%. The same frame also settles that physical and magic share one constant. A guard test in this repo pins both readings, so a careless edit to the number fails a build instead of changing every figure on this page.

Penetration order matters

Percentage penetration applies first, then flat penetration is subtracted from what is left. The order is not a detail. Against 100 defense, 40% plus 10 flat leaves 50 in the right order and 54 in the wrong one, and both look plausible on screen.

Enough flat penetration can push a low-defense target below zero, at which point the same formula amplifies the hit instead of reducing it. The calculator shows that rather than clamping it away.

Defense to damage blocked

What a bare defense value blocks, with no penetration on the attacker.

What a bare defense value blocks, with no penetration on the attacker.
DefenseBlockedDamage taken
00.0%100.0%
3020.0%80.0%
6033.3%66.7%
9042.9%57.1%
12050.0%50.0%
15055.6%44.4%
18060.0%40.0%
24066.7%33.3%
30071.4%28.6%
36075.0%25.0%

True and mixed damage

True damage skips the whole calculation. Defense and penetration do nothing to it, which is why a small true-damage tick can matter more against a tank than a large physical hit.

Mixed damage is refused here on purpose. Splitting one number into a physical share and a magic share would mean inventing the split, and the two halves mitigate against different defenses. When the split is unknown, the honest answer is no number.

Where to go next

To find the raw damage of a specific skill, or to see what a full six-item build does to your attack and penetration, use the build simulator and the item database.

Damage questions

A hit's raw damage is multiplied by 120 / (120 + the target's defense), after the attacker's penetration has been taken off that defense. Percentage penetration applies first, then flat penetration. True damage skips the step entirely.

A defense value blocks defense / (defense + 120) of the incoming damage. So 120 defense blocks 50%, 240 blocks 66.7% and 360 blocks 75%. That is the same percentage the hero attribute panel shows in game.

In percentage blocked, yes: each extra point of defense adds a smaller slice than the point before it. In effective health it does not, because the percentage and the health it is protecting multiply. This is why tanks buy both defense and HP rather than stacking one.

Percentage first, then flat. Against a target with 100 defense, 40% penetration leaves 60, and 10 flat penetration then leaves 50. Doing it the other way round would leave 54, which is a believable-looking wrong answer.

Yes, on a squishy target with a heavy penetration build. Below zero the same formula amplifies the hit instead of reducing it, so the target takes more than the raw number. The calculator shows that case rather than hiding it.

Hero base stats and item stats come from this site's committed catalog, the same one behind the item database. The 120 constant was confirmed against the game's own attribute panel on patch 2.2.16, not taken from a wiki, and a guard test pins both readings.