Strength Amp
From Dragalia Lost Wiki
Strength Amp is a variant of
Strength Up buffs that uses a tiering system.
Mechanics
Effects
Amps are split into "Self" and "Team" tiers, each of which has levels.
Strength Amp's effects per level are as follows:
- Self
- Level 1 - Increases the user's strength by 3% for 60 seconds.
- Level 2 - Increases the user's strength by 5% for 60 seconds.
- Team
- Level 1 - Increases the entire team's strength by 20% for 30 seconds.
- Level 2 - Increases the entire team's strength by 40% for 30 seconds.
- Level 3 - Increases the entire team's strength by 60% for 60 seconds.
For more information about how Amps work, see the Amps article.
Self Strength Amp Appliers
Skills that apply Strength Amp
Name | Adventurers with Skill | Weapons with Skill | Dragons with Skill |
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![]() This variant deals 9 hits of 322% water damage to enemies directly ahead, and grants the user a Strength Amp (Team Amp MAX Lv. = 2). [8000 SP] |
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![]() Scorchbloom does not stack, and cannot be reapplied to enemies still affected by it. When Scorchbloom is lost, the affected enemy will take 1 hit of 1432% flame damage and be inflicted with scorchrend for 21 seconds - dealing 41.6% flame damage every 2.9 seconds - with 120% chance. Scorchbloom is lost when its remaining time is depleted or when removed with the Tropical Snipe skill, but it cannot be removed by attacks or effects that dispel buffs. [7140 SP] |
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![]() The skill gauge for this skill can be filled by attacking enemies, but it will also gradually fill automatically during Divine Revelation. Abilities that increase skill gauge fill rate will not affect this automatic increase. When the user is not under the effects of Divine Revelation, attacking enemies will still fill the gauge, but it will decrease automatically by 1596 SP every second unless the gauge is already completely filled. [38400 SP] |
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![]() The second time this skill is used, it will instead grant the user a Sizzling Sunflower and a Strength Amp (Team Amp MAX Lv. = 3). The skill will then alternate between these two versions with every use. [4110 SP] |
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![]() The skill gauge for this skill can be filled by attacking enemies, but it will also gradually fill automatically. Abilities that increase skill gauge fill rate will not affect this automatic increase. [999999 SP] |
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![]() Consumes one charge of the ego gauge. If one or more teammates are located behind the user, grants the entire team a team strength amp (MAX Lv. = 2). Otherwise, grants the user a strength amp (Team Amp MAX Lv. = 2). [4980 SP] |
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![]() The skill gauge for this skill can be filled by attacking enemies, but when the skill gauge for Everlasting Summer is not at 100%, this skill's gauge will also gradually fill automatically. Abilities that increase skill gauge fill rate will not affect this automatic increase. [63104 SP] |
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![]() Poisonblast deals 10 hits of 115% and 1 hit of 987% wind damage to enemies directly ahead, inflicts poison for 21 seconds - dealing 43.6% wind damage every 2.9 seconds - with 110% chance, and grants the user a strength amp (Team Amp MAX Lv. = 2). [6200 SP] |
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![]() If this attack hits an enemy that has the "Overcharged" effect, it will deal 1 additional hit of 300% light damage for every level of Overcharged. Then, if Overcharged is at its maximum level of 4, it will be removed. [2640 SP] |
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![]() During Sigil Released, this skill instead deals 1 hit of 1800% wind damage, deals a bonus 500% wind damage for each Divine Sting stack applied to the foe, then calls the user's Divine Daggers back to the user. If this skill is used as a Shared Skill, it deals 1 hit of 1620% wind damage to the target and inflicts stormlash for 21 seconds - dealing 31% wind damage every 2.9 seconds - with 110% chance. [7500 SP] |
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![]() Also activates "Gale-Clad Sword." The user's next 3 force strikes are powered up, can damage faraway enemies, and will fill the Burst Gauge faster. [5800 SP] |
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![]() Wyrmgrace Wave II deals 1 hit of 2100% water damage to enemies directly ahead and grants the user a Strength Amp (Team Amp MAX Lv. = 3). Bleeding foes take 1 hit of 2520% water damage instead. [3372 SP] |
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Abilities that apply Strength Amp
Name | Might Value | Adventurers with Ability | Wyrmprints with Ability | Dragons with Ability | Weapons with Ability |
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Self Strength Amp Chain Effects
Abilities with effects that activate upon receiving a Strength Amp
Name | Might Value | Adventurers with Ability | Wyrmprints with Ability | Dragons with Ability | Weapons with Ability |
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Chain Co-Abilities with effects that activate upon receiving a Strength Amp
Name | Adventurers with Chain Co-Ability |
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Team Strength Amp Appliers
Skills that apply Team Strength Amp
Name | Adventurers with Skill | Weapons with Skill | Dragons with Skill |
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![]() - 1 bar: Deals 5 hits of 410% shadow damage to the target and nearby enemies. - 2 bars: Deals 6 hits of 516% shadow damage to the target and nearby enemies and grants the entire team a team defense amp (MAX Lv. = 1). - 3 bars: Deals 9 hits of 540% shadow damage to the target and nearby enemies and grants the entire team a team strength amp (MAX Lv. = 1) and team defense amp (MAX Lv. = 1). [30 SP] |
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![]() - 1 bar: Deals 5 hits of 410% shadow damage to the target and nearby enemies. - 2 bars: Deals 6 hits of 516% shadow damage to the target and nearby enemies and grants the entire team a team defense amp (MAX Lv. = 1). - 3 bars: Deals 9 hits of 540% shadow damage to the target and nearby enemies and grants the entire team a team strength amp (MAX Lv. = 1) and team defense amp (MAX Lv. = 1). [30 SP] |
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![]() Consumes one charge of the ego gauge. If one or more teammates are located behind the user, grants the entire team a team strength amp (MAX Lv. = 2). Otherwise, grants the user a strength amp (Team Amp MAX Lv. = 2). [4980 SP] |
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![]() ・Stun for 6-7 seconds with 110% chance. ・Burn for 12 seconds - dealing 97% flame damage every 3.9 seconds - with 120% chance. ・Scorchrend for 21 seconds - dealing 41.6% flame damage every 2.9 seconds - with 120% chance. Hana Ichi Monme also grants the entire team a team strength amp (MAX Lv. = 1), the "Purple Hagoromo" effect, and increases their max HP by 15%. Purple Hagoromo lasts for the remainder of the quest and does not stack, granting the following effects to the user: ・Heals the user for 2% of max HP every 2.9 seconds. ・Increases damage to stunned enemies by 10%, to burning enemies by 5% and to scorchrent enemies by 5%. [30 SP] |
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![]() Lunatic Desolation consumes Blood Moon and all stacks of Moonlit Rage, deals wind damage to surrounding enemies, and inflicts stun for 6-7 seconds with 180% chance. This attack deals damage based on the number of Moonlit Rage stacks consumed. - 0 to 3 stacks: 1 hit of 1098% wind damage - 4 to 6 stacks: 1 hit of 1618% wind damage - 7 to 9 stacks: 1 hit of 2244% wind damage - 10 stacks: 1 hit of 3600% wind damage If this skill has become Lunatic Desolation and not yet been used when the user's remaining shapeshift time runs out, it will be used automatically. [30 SP] |
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![]() Uranus's Claw grants the entire team a team strength amp (MAX Lv. = 1), deals 2 hits of 1152% wind damage to enemies directly ahead, and extends the remaining time of any of the following afflictions inflicted on enemies hit by this attack by 15 seconds: poison, burn, paralysis, frostbite, stormlash, flashburn, shadowblight, and scorchrend. The remaining time of these afflictions cannot be extended beyond their original duration, and, after activating, this extension will not activate again for the same target for 15 seconds. [7490 SP] |
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![]() In addition, activates the following cumulative effects based on the number of charges the shopkeeper gauge has. One or more: This skill's recovery potency is increased to 21%. Two or more: Removes all afflictions from the entire team. Three: Grants the entire team a team strength amp (MAX Lv. = 1). If this skill is used as a shared skill, restores HP to all teammates with 10% Recovery Potency and continues healing for 40 seconds with 25% Recovery Potency every 2.9 seconds. [5916 SP] |
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Abilities that apply Team Strength Amp
Name | Might Value | Adventurers with Ability | Wyrmprints with Ability | Dragons with Ability | Weapons with Ability |
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Team Strength Amp Chain Effects
Skills with effects that activate if the user possesses a Team Strength Amp
Name | Adventurers with Skill | Weapons with Skill | Dragons with Skill |
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![]() Team Amp Lv. = 1: deals an extra 3 hits of 316% wind damage. Team Amp Lv. = 2+: deals an extra 6 hits of 316% wind damage. [6000 SP] |
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![]() This variant deals 4 hits of 600% water damage to enemies directly ahead, inflicts frostbite for 21 seconds - dealing 41% water damage every 2.9 seconds - with 100% chance, and raises the dragon gauge by 50 DP if the attack connects. If this skill is used as a Shared Skill, it will always use the enhanced variant. [2800 SP] |
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Abilities with effects that activate upon receiving a Team Strength Amp
Name | Might Value | Adventurers with Ability | Wyrmprints with Ability | Dragons with Ability | Weapons with Ability |
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