Description
Multiplicative bonus to all damage dealt — distinct from raw AD/AP because it applies after the type-specific scaling.
Listed in: Buffs
Items (16)
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- +55% AD
- +10% Damage Amp
Perfect peace and calm for the holder - and all who face it.
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- +15% AD
- +15% AS
- +15% AP
- +15% Damage Amp
Gain 15% additional Damage Amp against Tanks.
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- +55% AP
- +15% Damage Amp
This humble hat can help you make, or unmake, the world itself.
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- +45% AS
- +3% Damage Amp
Attacks and Abilities 1% Burn and 33% Wound enemies for 5 seconds. Burn: Deals a percent of the target’s max Health as true damage every second. Wound: Reduces healing received.
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- +150 HP
- +10% AS
- +10% Damage Amp
- +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 Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 10% Damage Amp and become Unstoppable.
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- +100% AD
- +20% Damage Amp
It glows in the presence of enemies. Or friends. Or anything alive, really.
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- +30% AD
- +30% AS
- +30% AP
- +30% Damage Amp
Gain 30% additional Damage Amp against Tanks.
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- +100% AP
- +30% Damage Amp
It's witnessed - and unleashed - miracles and calamities both.
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- +80% AS
- +6% Damage Amp
Attacks and Abilities 2% Burn and 33% Wound enemies for 5 seconds. Burn: Deals a percent of the target’s max Health as true damage every second. Wound: Reduces healing received.
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- +300 HP
- +20% AS
- +20% Damage Amp
- +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 Unstoppable.
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- +65% AS
- +15% Damage Amp
Shrinks the holder, granting them increased movement speed and immunity to Slow, Burn, and Wound.
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- +55% AS
- +5% Damage Amp
Gain +1 Attack Range, increased by 1 whenever the holder kills an enemy.
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- +450 HP
- +20% AD
- +20% AP
After 22 seconds gain 100% max Health, 12 Mana Regen, and 120% Damage Amp for the rest of combat.
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- +20 Armor
- +20 MR
- +20% AD
- +20% AP
The holder gains the Ravager trait. Gain 3% Damage Amp per 300 Health restored.
Ravagers gain 10% Omnivamp. Additionally, Ravagers deal bonus damage, doubled against units below 50% Health.
- 2
- 12% Bonus Damage
- 4
- 25% Bonus Damage
- 6
- 40% Bonus Damage
Augments (10)
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Bronze For Life II Prismatic Your team gains 2.5% Damage Amp and 4 Armor and Magic Resist for each Bronze-tier trait.
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Ascension Gold After 12 seconds of combat, your units gain 35% Damage Amp.
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Bronze For Life I Gold Your team gains 2.5% Damage Amp for each Bronze-tier trait.
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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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It's Me, Baby Gold Gain a spotlight in the bottom right corner. The champion in it gains 15% Damage Amp and 15% Attack Speed, and drops 1 gold every 5 takedowns. Lore & Legends Tactician's Crown, 2026
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Sun and Moon Gold Your Lunar champions gain 100 Health and 8% Damage Amp for each unique Solar champion fielded. Gain a Leona, a Kayle, and a Diana.
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Sun and Moon+ Gold Your Lunar champions gain 100 Health and 8% Damage Amp for each unique Solar champion fielded. Gain a Leona, a Kayle, and an Aphelios.
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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.
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Partial Ascension Silver After 12 seconds of combat, your units gain 20% Damage Amp.
Champions (1)
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Triggerseed Passive: Shields from this Ability can critically strike with Precision. Active: Grant 2 / 2 / 10 allies 165 / 300 / 3000 Shield and 10 / 15 / 100% Damage Amp for 6 seconds. Then deal 140 / 210 / 2000 magic damage to enemies adjacent to them. After casting 6 times, also grant 100% stacking Attack Speed to targets.
Traits (2)
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Your strongest Alune cycles to a new phase of the moon after each cast. While the moon is at or below half full, your team gains 7% Durabilty. While above, your team gains 7% Damage Amp.
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Hunters gain Attack Damage. If a Hunter hasn't swapped targets for 4 seconds, they gain 10% Damage Amp.
See also
Frequently asked questions
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What is Damage Amp 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.