Description
Multiplicative bonus to all damage dealt — distinct from raw AD/AP because it applies after the type-specific scaling.
Listed in: Buffs
Items (13)
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- +15% AD
- +15% AS
- +15 AP
- +15% Damage Amp
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.
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- +30% AD
- +30% AS
- +30 AP
- +30% Damage Amp
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.
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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
- +120% Damage Amp
After 22 seconds gain 100% max Health and 120% Damage Amp for the rest of combat.
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- +20 Armor
- +20 MR
- +2 Mana Regen
The holder gains the Meeple trait and 4% Damage Amp and 50 Health per.
Meeple attract Meeps that empower Meeple abilities in meepy ways. They also gain bonus Health. Cloning time = Champion cost
- 3
- 2, 100
- 5
- 3, 350
- 7
- 4, 450
- 10
- 6, 550
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- +15 Armor
- +15 MR
- +20% AD
- +20 AP
Gain 3 orbiting razors. Razors deal ? magic damage, and 30% Shred and Sunder enemies for 4 seconds. Deal 10% increased damage to Shredded or Sundered enemies. Damage increases based on Stage. Recommended Roles: Attack or Magic Fighter
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- +40 Armor
- +40 MR
- +30% AD
- +30 AP
Gain 6 orbiting razors. Razors deal ? true damage, and 30% Shred and Sunder enemies for the rest of combat. Deal 30% increased damage to Shredded or Sundered enemies. Damage increases based on Stage. Recommended Roles: Attack or Magic Fighter
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- +20% AS
- +10% Damage Amp
- +3 Mana Regen
Every 5 seconds, gain: Magic Champions: 1 Mana Regen. Attack Champions: 15% Attack Speed. At (4): If the holder is Psionic, their abilities deal 25% of their ability damage as true damage instead. Recommended users: Sona and Viktor.
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Gain 15% Damage Amp against Tanks.
Augments (8)
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Bronze For Life II Prismatic Your team gains 2% Damage Amp and 4 Armor and Magic Resist for each Bronze-tier trait.
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Bronze For Life I Gold Your team gains 2% Damage Amp for each Bronze-tier trait.
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Charge Transfer II Gold Your team gains 10% Damage Amp. 80% of overkill damage is dealt to the nearest enemy as magic damage.
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Glass Cannon II Gold 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.
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Charge Transfer I Silver Your team gains 7% Damage Amp. 50% of overkill damage is dealt to the nearest enemy as magic damage.
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Find Your Center Silver Your champion that starts combat in the center of the front row gains 15% Damage Amp and 25% max Health.
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Glass Cannon I Silver Allies that start combat in the back row begin combat at 80% Health but gain 16% Damage Amp.
Champions (2)
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Cosmic Pursuit Passive: Attacks and Abilities mark the target. When an enemy reaches 3 marks, Wolf consumes the marks, dealing 125 / 190 / 1000 physical damage. Active: Jump up to 1 hex away and fire arrows at the nearest 3 / 3 / 5 targets, each dealing 125 / 190 / 1000 physical damage. N.O.V.A. Strike: Gain 15% Damage Amp. Now and every 4.5 seconds after, add a mark to all enemies.
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Ultra Friendly Object Summon a flying saucer over the current target that lasts 4 seconds. Each second it deals 240 / 360 / 3000 magic damage to the target, plus 135 / 205 / 1500 magic damage split between all enemies within 1 hex. The saucer deals 30% increased damage to Tanks. If an enemy under the UFO dies, Bard has a 15 / 20 / 100% chance to abduct them and create a 1-star copy on your bench. Meep bonus: On combat start, grant the nearest ? Meeple allies an additional Meep.
Traits (3)
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Snipers gain Damage Amp, increased against targets farther away.
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Stargazers chart a different constellation every game. This game: The Medallion. 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.
Frequently asked questions
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What does Damage Amp actually do in TFT?
Damage Amp is a multiplier applied to the damage your unit deals after the target's resistances have already cut the hit down. The TFT-namespaced wiki tooltip is one sentence long: 'Damage Amp is the amplification of the damage that the champion inflicts post-mitigation.' Because it sits on top of the final mitigated number rather than scaling base AD or AP, a 20% Damage Amp source raises the damage actually landing on the enemy by 20%, regardless of how that base damage was built (basic attacks, ability damage, or on-hit procs).
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Does Damage Amp boost true damage?
No — at least not according to the TFT-namespaced wiki, which is explicit: 'True damage ignores resistances (armor and magic resistance), damage reduction, and damage amplification.' That diverges from base League of Legends, where most damage amplifiers do scale true damage. In TFT, true damage stays a flat number through the whole pipeline; stacking Damage Amp on a true-damage carry does not raise their true-damage component. It still buffs the AD or AP portion of the same kit, so mixed-damage units only lose value on the true-damage slice, not on the rest.
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When I stack two Damage Amp sources, do they add or multiply?
TFT Damage Amp sources read as additive with each other and multiplicative against the post-mitigation damage. A 20% source plus a 30% source gives +50% Damage Amp, which then multiplies the already-mitigated damage by 1.5×. Authoritative TFT pages do not call out a per-source multiplicative rule, and patch-notes wording for Damage Amp augments and traits is consistently additive ('gains 5% Damage Amp', stacking to a flat ceiling). When in doubt on a specific item, the in-fight tooltip on the unit shows the current Damage Amp total, which makes the additive sum visible.
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How is Damage Amp different from Armor Shred or Sunder?
They sit on opposite ends of the calculation. Sunder reduces a target's armor and Shred reduces magic resist before damage is mitigated, so they raise the base hit by lowering what the resistance soaks. Damage Amp doesn't touch resistances at all — it multiplies whatever damage is left after mitigation. The practical effect is that Sunder/Shred scale better against tanks (more resistance to strip) while Damage Amp scales evenly against everyone, since the multiplier doesn't care how much was mitigated. Both can stack with each other and with crit on the same hit.
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Does Damage Amp stack with Crit Damage on the same hit?
Yes, they're independent multipliers and both apply. Crit Damage scales the hit when it rolls a critical strike (default 140% of normal damage with the base 40% bonus); Damage Amp then multiplies that result post-mitigation. Because they live at different points in the calculation, neither caps or overrides the other. The wiki tooltip puts Damage Amp 'post-mitigation,' and the TFT critical-strike page treats the crit multiplier as a separate roll on top of base damage. Combining sources of each scales faster than doubling down on one stat alone.
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Is Damage Amp the same as a 'takes increased damage' debuff on the target?
They're related but mechanically distinct. Damage Amp is a buff on the attacker that scales outgoing damage after mitigation. 'Increased damage taken' (sometimes called Vulnerability) is a debuff on the target that scales the damage that target receives from any source. Both end up multiplying final damage, so the in-fight numbers feel similar, but the source side matters: Damage Amp follows the holder; Vulnerability follows the target. A Vulnerability debuff also benefits your whole team's damage into that target, while a Damage Amp buff only helps the unit holding it.
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Does Damage Amp ignore enemy resistances?
No — Damage Amp doesn't reduce armor or magic resist. It just multiplies whatever number is left after the target's armor/MR have already mitigated the hit. That means a high-armor enemy is still hard to damage with raw AD even when you have a stack of Damage Amp; the multiplier only operates on the small post-mitigation number. To actually scale into tanks, pair Damage Amp with Sunder or Shred (which strip resistances first, raising the post-mitigation base) or with damage types that bypass armor entirely. Damage Amp is a finisher, not an armor breaker.
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Why does my unit's tooltip sometimes show Damage Amp as a stat I have, and sometimes as something on the enemy?
Because the keyword names a class of effect, not a single source. When an item or trait grants Damage Amp to your unit, the in-fight tooltip on that unit shows it as a personal stat that scales their outgoing damage. When a trait or ability applies a 'takes increased damage' debuff, the same icon can appear over the target instead, marking the receiving side. Both are damage modifiers, but one follows the holder and the other follows the target — read the tooltip carefully to see whose damage line is being multiplied before slotting items.