Description
Multiplicative bonus to all damage dealt — distinct from raw AD/AP because it applies after the type-specific scaling.
Also known as: damage amplification, amp, amped damage
What enables Damage Amp
Traits (3)
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Snipers gain Damage Amp, increased against targets farther away. (2) 18%; +2% per hex (2) 18%; +2% per hex (2) 18%; +2% per hex
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Stargazers chart a different constellation every game. This game: The Medallion. (3) Allies in empowered hexes gain 12% Damage Amp, which increases by 6.5% for each 3-star ally. More hexes reveal at each player level
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Combat Start: Your Tanks gain a Shield for 15 seconds. Your other allies gain Damage Amp. Voyagers gain double. (2) 175 Shield; 9%
What scales with Damage Amp
Champions (1)
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Passive: Attacks and Abilities mark the target. When an enemy reaches 3 marks, Wolf consumes the marks, dealing ? physical damage. Active: Jump up to 1 hex away and fire arrows at the nearest 3 / 3 / 5 targets, each dealing 115 / 175 / 900 physical damage. N.O.V.A. Strike: Gain 5% Damage Amp. Now and every 5 seconds after, add a mark to all enemies.
Completed items (3)
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- +15% AD
- +15% AS
- +15 AP
Gain 15% additional Damage Amp against Tanks.
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- +150 HP
- +10% AS
- +20% Crit
Critical Strikes grant 5% Damage Amp for 5 seconds, stacking up to 4 times.
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- +20 Armor
- +10% AS
Gain 2% Attack Damage and 2% Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 10% Damage Amp and gain immunity to crowd control.
Radiant items (3)
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- +30% AD
- +30% AS
- +30 AP
Gain 30% additional Damage Amp against Tanks.
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- +300 HP
- +20% AS
- +40% Crit
Critical Strikes grant 10% Damage Amp for 5 seconds, stacking up to 4 times.
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- +40 Armor
- +20% AS
Gain 4% Attack Damage and 4% Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 20% Damage Amp and gain immunity to crowd control.
Artifacts (2)
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- +20% AD
- +20% AS
- +20 AP
- +3 Mana Regen
Gain 40% Damage Amp against targets 4 or more hexes away.
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- +450 HP
- +20% AD
- +20 AP
After 22 seconds gain 100% max Health and 120% Damage Amp for the rest of combat.
Graves items (1)
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Gain 15% Damage Amp against Tanks.
Augments (10)
Prismatic (1)
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Your team gains 2.5% Damage Amp and 4 Armor and Magic Resist for each Bronze-tier trait.
Gold (5)
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After 12 seconds of combat, your team gains 35% Damage Amp.
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Your team gains 2.5% Damage Amp for each Bronze-tier trait.
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Your team gains 8% Damage Amp. 80% of overkill damage is dealt to the nearest enemy as magic damage.
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Allies that start combat in the back row begin combat at 80% Health but gain 25% Damage Amp.
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Gain a Giant Slayer. Giant Slayers gain their Damage Amp against all enemies instead of just Tanks.
Silver (4)
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Your team gains 5% Damage Amp. 50% of overkill damage is dealt to the nearest enemy as magic damage.
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Your champion that starts combat in the center of the front row gains 15% Damage Amp and 25% max Health.
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Allies that start combat in the back row begin combat at 80% Health but gain 16% Damage Amp.
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After 12 seconds of combat, your team gains 20% Damage Amp.