Strength Amp

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(Redirected from Team Strength Amp)

Icon Skill 224.png Strength Amp is a variant of Icon Buff 1020002.png Strength Up buffs that uses a tiering system.

Mechanics

Effects

Amp buffs 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.

Self Strength Amps will have a yellow border around the buff icon, rather than a blue border.

Team Strength Amps will have an orange border.

Applying and Leveling Amps

The Amp leveling process is as follows:

  • In the absence of Self Amps (whether a Team Amp is present does not matter), a Self Amp level 1 will initially be granted.
  • If a Self Amp is already active on the adventurer:
    • If the Self Amp is level 1, the Self Amp will be upgraded to Self Amp level 2.
    • If the Self Amp is level 2, the Self Amp will be upgraded to a Team Amp.
      • If no Team Amp is active on any adventurer on the team, a Team Amp level 1 will be granted.
      • If a Team Amp is active on any adventurer on the team, the Team Amp will either be upgraded (up to the maximum level) or have its duration extended (if the active Team Amp is already at the maximum). Further details can be found in the Team Amp Interactions section below.
  • This process is repeated with the granting of subsequent Amps.

Process Example

  • Getting Team Amp level 3 requires the following process:
  1. Self Amp level 1
  2. Self Amp level 2
  3. Team Amp level 1
  4. Team Amp level 1 + Self Amp level 1
  5. Team Amp level 1 + Self Amp level 2
  6. Team Amp level 2
  7. Team Amp level 2 + Self Amp level 1
  8. Team Amp level 2 + Self Amp level 2
  9. Team Amp level 3

Team Amp Interactions

First, it is important to understand Personal Amp Max and Enabled Amp Max.

  • Personal Amp Max is the maximum level of Team Amp that a particular adventurer can provide by themselves.
    • For example: 110385 01 r05.png Humanoid Mercury's Icon Skill 231.png Aquatic RuinLv. 2: Deals 6 hits of 322% water damage to enemies directly ahead, and grants the user a Strength Amp (Team Amp MAX Lv. = 2). If the user has already shapeshifted at least once, a more powerful version of this skill will be used.

      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]
      has a Personal Amp Max of level 2.
  • Enabled Amp Max is the maximum level of Team Amp that can exist on a given team. This is the highest Personal Amp Max available on the team.
    • For example: Let's say 110385 01 r05.png Humanoid Mercury and a 56-mana-nodes (56MC) 100002 13 r05.png Gala Elisanne are on the same team. Mercury's Personal Amp Max is level 2 (via Icon Skill 231.png Aquatic RuinLv. 2: Deals 6 hits of 322% water damage to enemies directly ahead, and grants the user a Strength Amp (Team Amp MAX Lv. = 2). If the user has already shapeshifted at least once, a more powerful version of this skill will be used.

      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]
      ), while Elisanne's Personal Amp Max is level 3 (via Icon Skill 011.png Celestial AscentLv. 3: Deals 3 hits of 1375% water damage to enemies directly ahead, increases the user's energy level by three stages, increases the entire team's flame resistance by 30% for 30 seconds, grants all teammates a one-use shield that nullifies damage less than 30% of the user's maximum HP, and grants the user a strength amp (Team Amp MAX Lv. = 3). Neither this shield nor the increase in flame resistance stacks, and after this amp is granted, this skill will not grant it again for 30 seconds.

      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]
      ). Since Elisanne's Personal Amp Max is the highest in the team, the Enabled Amp Max is level 3.

The interactions of new Team Amps with existing ones can be summarized as follows:

  • If a Team Amp is active on any adventurer on the team and its level is not yet at the Enabled Amp Max, that Team Amp will be upgraded by a level and its duration will be refreshed.
    • Example: The team is 110385 01 r05.png Humanoid Mercury and 56MC 100002 13 r05.png Gala Elisanne. There is an active Team Strength Amp level 2 on the entire team, and an active Self Strength Amp level 2 on just Mercury. Mercury then uses Icon Skill 231.png Aquatic RuinLv. 2: Deals 6 hits of 322% water damage to enemies directly ahead, and grants the user a Strength Amp (Team Amp MAX Lv. = 2). If the user has already shapeshifted at least once, a more powerful version of this skill will be used.

      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]
      .
    • The Team Strength Amp is upgraded to level 3 (the Enabled Amp Max due to Gala Elisanne), and its duration is refreshed.
  • If a Team Amp is active on any adventurer on the team and its level is already at the Enabled Amp Max, the Team Amp will not increase in level, but its duration will be either refreshed or only partially extended:
    • If the Enabled Amp Max is equal to the adventurer's Personal Amp Max, the duration of the Team Amp will be refreshed.
      • Example: The team is 110385 01 r05.png Humanoid Mercury and 56MC 100002 13 r05.png Gala Elisanne. There is an active Team Strength Amp level 3 on the entire team, and Self Strength Amp level 2 on just Elisanne. Elisanne then uses Icon Skill 011.png Celestial AscentLv. 3: Deals 3 hits of 1375% water damage to enemies directly ahead, increases the user's energy level by three stages, increases the entire team's flame resistance by 30% for 30 seconds, grants all teammates a one-use shield that nullifies damage less than 30% of the user's maximum HP, and grants the user a strength amp (Team Amp MAX Lv. = 3). Neither this shield nor the increase in flame resistance stacks, and after this amp is granted, this skill will not grant it again for 30 seconds.

        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]
        .
      • The Enabled Amp Max is level 3, and Elisanne's Personal Amp Max is also level 3 - so the Team Strength Amp does not increase in level, but its duration is refreshed.
    • If the Enabled Amp Max is greater than the adventurer's Personal Amp Max, the duration of the Team Amp will only be extended by 15 seconds.
      • Example: The team is 110385 01 r05.png Humanoid Mercury and 56MC 100002 13 r05.png Gala Elisanne. There is an active Team Strength Amp level 3 on the entire team, and Self Strength Amp level 2 on just Mercury. Mercury then uses Icon Skill 231.png Aquatic RuinLv. 2: Deals 6 hits of 322% water damage to enemies directly ahead, and grants the user a Strength Amp (Team Amp MAX Lv. = 2). If the user has already shapeshifted at least once, a more powerful version of this skill will be used.

        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]
        .
      • The Enabled Amp Max is level 3, but Mercury's Personal Amp Max is only level 2 - so the Team Strength Amp is only extended by 15 seconds.

Notes

  • When the Amp's duration has run out, the entire effect will be removed (as opposed to other level-tiered effects, that would only lose 1 level upon depletion).
  • Amp effects are immune to Icon Buff 2010011.png Curse of Nihility.
  • Amp effects are NOT affected by Icon Ability 1010006.png Buff Time Up.
  • Amp effects will NOT trigger effects that activate upon receiving buffs - for example doublebuffs, or 110342 03 r05.png Valentine's Chelsea's Icon Ability 1010099.png Mad RomanticLv. 1: Grants the user a romance gauge that can hold up to five charges and offers the following effects:

    1. Powers up the user's standard attacks and the Infinite Love skill when the romance gauge has five charges.
    2. Grants the romance gauge one full charge when the Infinite Love skill is used.
    3. Fills the romance gauge by 12.5% when the user is buffed with a skill. After activating, this effect will not activate again for five seconds.
    4. Alters Skill damage, Defense, Max HP and Susceptibility to afflictions based on the number of charges the romance gauge has.
    .
  • Amp effects will NOT count for skills and abilities that are boosted by the number of buffs, such as 110018 01 r04.png Karina's Icon Skill 011.png Raging TideLv. 4: Deals 2 hits of 818% water damage to enemies directly ahead, and inflicts frostbite for 21 seconds - dealing 41% water damage every 2.9 seconds - with 120% chance. The more buffs the user has, the higher the skill boost received and the higher the damage (+5% Skill Damage per buff). [3033 SP].
  • For purposes of the Damage Formula, Amp effects are classified in the buff bracket.

Self Strength Amp Appliers

Skills that apply Strength Amp

Name Adventurers with Skill Weapons with Skill Dragons with Skill
Icon Skill 159.png A Midsummer Night's BlastLv. 2: Deals 1 hit of 1767% shadow damage to enemies in a line, and grants the user a Strength Amp (Team Amp MAX Lv. = 3). [9855 SP] - -
Icon Skill 224.png Adoring BlowLv. 3: Grants the user a Strength Amp (Team Amp MAX Lv. = 2). [3392 SP] - -
Icon Skill 231.png Aquatic RuinLv. 2: Deals 6 hits of 322% water damage to enemies directly ahead, and grants the user a Strength Amp (Team Amp MAX Lv. = 2). If the user has already shapeshifted at least once, a more powerful version of this skill will be used.

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]
- -
Icon Skill 032.png Brilliant BoosterLv. 3: Adds 80% to the modifier applied to the user's critical damage for 10 seconds, and grants the user a strength amp (Team Amp MAX Lv. = 3). After this amp is granted, this skill will not grant it again for 30 seconds. [3899 SP] - -
Icon Skill 250.png Burning BondsLv. 2: Grants the user a Strength Amp (Team Amp MAX Lv. = 3), deals 1 hit of 2065% flame damage to enemies in a line, and applies "Scorchbloom" to them for 30 seconds.

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]
- -
Icon Skill 011.png Celestial AscentLv. 3: Deals 3 hits of 1375% water damage to enemies directly ahead, increases the user's energy level by three stages, increases the entire team's flame resistance by 30% for 30 seconds, grants all teammates a one-use shield that nullifies damage less than 30% of the user's maximum HP, and grants the user a strength amp (Team Amp MAX Lv. = 3). Neither this shield nor the increase in flame resistance stacks, and after this amp is granted, this skill will not grant it again for 30 seconds.

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]
- -
Icon Skill 255.png Dance of the Cornered MouseLv. 2: Grants the user a "Sizzling Sunflower" which stacks up to 3 times. 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] - -
Icon Skill 062.png Exalted GloryLv. 3: Deals 3 hits of 134% and 10 hits of 400% light damage to enemies directly ahead, inflicts paralysis for 13 seconds - dealing 80.3% damage every 3.9 seconds - with 100% base chance, increases the entire team's strength by 15% and defense by 20% for 15 seconds, grants all teammates a one-use shield that nullifies damage less than 30% of the user's maximum HP, and grants the user a Strength Amp (Team Amp MAX Lv. = 3)
This does not stack with any other shields. 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]
- -
Icon Skill 224.png Grand SlamLv. 2: Grants the user a Strength Amp (Team Amp MAX Lv. = 2), and immediately readies the Swing for the Fences skill for use. The next time the Swing for the Fences skill is used, it will deal critical damage. This critical hit will reset the user's inspiration level if the user is inspired. [7583 SP] - -
Icon Skill 058.png Moment of PassionLv. 3: Grants all teammates a buff that restores their HP by 5% of damage inflicted for 30 seconds, and grants the user a strength amp (Team Amp MAX Lv. = 2). After this amp is granted, this skill will not grant it again for 30 seconds. 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. [63104 SP] - -
Icon Skill 269.png Munch on a ManachewLv. 2: Fills the user's Manachew gauge by 50%. If this skill is used after the Manachew gauge is completely filled, but before it is depleted, a variant called Poisonblast will be used instead.

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% damage every 2.9 seconds - with 110% chance, and grants the user a strength amp (Team Amp MAX Lv. = 2). [6200 SP]
- -
Icon Skill 029.png Ritual of Soul CleansingLv. 3: Gradually recovers the entire team's HP with 35% Recovery Potency every 2.9 seconds for 20 seconds and grants the user a strength amp (Team Amp MAX Lv. = 2). After this amp is granted, this skill will not grant it again for 30 seconds. [13188 SP] - -
Icon Skill 224.png Scarlet GiftLv. 2: Grants the user a Strength Amp (Team Amp MAX Lv. = 2), and increases the entire team's max HP by 3% for the remainder of the quest. [7100 SP] - -
Icon Skill 004.png Unfettered LoyaltyLv. 2: Deals 3 hits of 437% and 1 hit of 817% light damage to enemies directly ahead, lowers their light resistance by 5% for 10 seconds, and grants the user a strength amp (Team Amp MAX Lv. = 2). The resistance reduction does not stack. [6880 SP] - -
Icon Skill 035.png Wind TacticsLv. 3: Activates "Gale-Clad Sword." The next three force strikes will deal 2 hits of 207.5% and 1 hit of 230% wind damage and can damage far-away enemies. Also increases the entire team's defense by 20% for 15 seconds, and grants the user a Strength Amp (Team Amp MAX Lv. = 3). After this amp is granted, this skill will not grant it again for 30 seconds.
Bonus OD Bar damage is decreased to 3.3x for all hits of Gale-Clad Sword, from 8x. SP Gain is decreased to 330 from 345. Gauge Gain is increased to 1000 from 150. [5800 SP]
- -
Icon Skill 008.png Wyrmgrace WaveLv. 2: Deals 1 hit of 2100% water damage to enemies directly ahead. Bleeding foes take 1 hit of 2520% water damage instead. The second time this skill is used, a variant called Wyrmgrace Wave II will be used instead. The skill will then alternate between these two versions with every use.

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]
- -

Abilities that apply Strength Amp

Name Might Value Adventurers with Ability Wyrmprints with Ability Dragons with Ability Weapons with Ability
Icon Ability 1010001.png Crimson Oath 120 - - -
Icon Ability 1010007.png Battle-Tested Nurse 120 - - -
Icon Ability 1010007.png Pursuer of Knowledge 120 - - -
Icon Ability 1010013.png Accelerator Unit I 80 - - -
Icon Ability 1010013.png Accelerator Unit II 100 - - -
Icon Ability 1010015.png Magical Modification III 120 - - -
Icon Ability 1010058.png Critical Frenzy III 120 - - -
Icon Ability 1010131.png Mighty Crescendo 120 - - -
Icon Ability 1010146.png Rebellious Commander 120 - - -
Icon Ability 1020002.png Guardsman of the Verdure I 80 - - -
Icon Ability 1020002.png Guardsman of the Verdure II 100 - - -
Icon Ability 1020011.png Power Hitter I 80 - - -
Icon Ability 1020011.png Power Hitter II 100 - - -
Icon Ability 1070015.png Liberated Assassin 120 - - -

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
Icon Ability 1010094.png Strength Amp = Scorchrend Edge & Sting I 80 - - -
Icon Ability 1010094.png Strength Amp = Scorchrend Edge & Sting II 100 - - -
Icon Ability 1020014.png Strength Amp = Attack Rate +5% 80 - - -
Icon Ability 1020014.png Strength Amp = Attack Rate +8% 100 - - -

Team Strength Amp Appliers

Skills that apply Team Strength Amp

Name Adventurers with Skill Weapons with Skill Dragons with Skill
Icon Skill 021.png Barreling BoarsLv. 2: Deals 1 hit of 1800% damage to enemies directly ahead, inflicts bleeding for 30 seconds - dealing 146% damage every 4.9 seconds - with 100% chance, and grants the entire team a Team Strength Amp (MAX Lv. = 2). [30 SP] - -
Icon Skill 268.png Lunatic DeliveranceLv. 2: Grants the user the "Blood Moon" effect, grants the entire team a team strength amp (MAX Lv. = 3), and activates "Skill Shift." This skill will become Lunatic Desolation and be immediately readied for use.

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]
- -

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
Icon Skill 020.png Blast of EmotionLv. 2: Deals 11 hits of 345% wind damage to enemies directly ahead, draws them together, and, if the user has a Team Strength Amp, also restores HP to the user and nearby allies with 60% Recovery Potency. [7500 SP] - -
Icon Skill 267.png Haunter of the FestivalLv. 2: Deals 1 hit of 1753% damage to the target and nearby enemies, lowers their wind resistance by 3% for 20 seconds (does not stack), and deals bonus damage based on the total combined level of the user's current team amps.

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]
- -
Icon Skill 229.png Raging OceanLv. 3: Deals 3 hits of 540% water damage to enemies directly ahead, inflicts frostbite for 21 seconds - dealing 41% damage every 2.9 seconds - with 100% chance, and raises the dragon gauge by 40 DP if the attack connects. If the user has a Team Strength Amp, a more powerful version of this skill will be used.

This variant deals 4 hits of 600% water damage to enemies directly ahead, inflicts frostbite for 21 seconds - dealing 41% 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]
- -

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
Icon Ability 1010127.png (Water) Wyrm of War I 200 - - -
Icon Ability 1010127.png (Water) Wyrm of War II 200 - - -
Icon Ability 1020004.png Team Strength Amp = Skill Haste I 80 - - -
Icon Ability 1020004.png Team Strength Amp = Skill Haste II 100 - - -
Icon Ability 1020022.png Bubble Shield I 80 - - -
Icon Ability 1020022.png Bubble Shield II 100 - - -
Icon Ability 1020041.png Team Strength Amp = Reflexive Evasion I 80 - - -
Icon Ability 1020041.png Team Strength Amp = Reflexive Evasion II 100 - - -

Chain Co-Abilities with effects that activate upon receiving a Team Strength Amp

Name Adventurers with Chain Co-Ability
Icon Ability 1020002.png (Flame) Team Strength Amp = Strength +3%
Icon Ability 1020002.png (Flame) Team Strength Amp = Strength +4%
Icon Ability 1020002.png (Flame) Team Strength Amp = Strength +5%
Icon Ability 1020002.png (Flame) Team Strength Amp = Strength +6%
Icon Ability 1020002.png (Flame) Team Strength Amp = Strength +8%
Icon Ability 1030002.png (Water) Team Strength Amp = Burn Res +100%
Icon Ability 1030002.png (Water) Team Strength Amp = Burn Res +20%
Icon Ability 1030002.png (Water) Team Strength Amp = Burn Res +40%
Icon Ability 1030002.png (Water) Team Strength Amp = Burn Res +60%
Icon Ability 1030002.png (Water) Team Strength Amp = Burn Res +80%
Icon Ability 1080002.png (Wind) Team Strength Amp = Water Res +1%
Icon Ability 1080002.png (Wind) Team Strength Amp = Water Res +2%
Icon Ability 1080002.png (Wind) Team Strength Amp = Water Res +3%
Icon Ability 1080002.png (Wind) Team Strength Amp = Water Res +4%
Icon Ability 1080002.png (Wind) Team Strength Amp = Water Res +6%