Damage Amp, short for Damage Amplification, is a multiplier in Aniimo that lifts the final number on every hit. It does not raise your attack stat or your skill Might directly. Instead, it collects a pool of percentage bonuses and applies them as one step late in the damage calculation, which is why a few points of it can swing a fight.
Quick answer: Damage Amp applies as a single multiplier equal to 1, plus every Damage Amp source added together, minus the target’s damage reduction. The result from this slot never falls below x0.2.

How the Damage Amp multiplier is built
Every Damage Amp source you carry stacks additively into one shared pool before it multiplies your damage. Held items, team buffs and the talents that grant Damage Amp all drop into the same bucket. If you hold three sources worth 10 percent each, the pool is 30 percent, not three separate multipliers.
The target’s damage reduction is subtracted from that same pool. So the slot resolves as 1 + (sum of Damage Amp) − (target's damage reduction). A target with heavy reduction can push the multiplier below 1, but it is capped on the low end: the Damage Amp slot can never multiply your hit by less than x0.2, meaning this single step removes at most 80 percent of the damage.
Because the bonuses add before they multiply, the value of each new point depends on how much you already hold. Stacking Damage Amp has diminishing feel the higher your pool climbs, so it pairs best with multipliers that live in other slots.
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Three kinds of effects feed the Damage Amp pool: equipped held items, buffs that an ally applies to the whole team, and passive traits or talents that grant a damage percentage. Any Damage Amp from these stacks together into the single slot described above.
| Source | Typical value | Notes |
|---|---|---|
| Held items | 5–10% | Varies by the item equipped |
| Damage Amp talent | 5% | Common Aniimo Talent |
| Team buff (Glimmer Shot) | 15% | Whole team, lasts 20s |
Held items are the steady contributor, adding somewhere between 5 and 10 percent depending on the piece. Traits sit alongside them as passive abilities unique to each Aniimo, usually shared across an evolution line, and the ones that grant a damage bonus feed the same pool rather than carving out a separate one.
An ally’s skill can grant a team buff. Prismana Glacy fires a Light Orb with Glimmer Shot, dealing 20 Power at 10 EP; when it connects, all allies deal 15% more damage for 20 seconds. This is an easy way to build up a carry’s Damage Amp just before unleashing a burst.

Time a team buff like Glimmer Shot so its 20-second window overlaps your carry’s heaviest casts. A buff that expires a moment before the big hit adds nothing to it.
Damage Amp vs Final Damage Amp
Final Damage Amp is a different stat and sits in its own slot. It does not join the shared Damage Amp pool. Instead it resolves as 1 + Final Damage Amp and multiplies on top of everything else, including the Damage Amp step. Because very few effects fill that slot, a bonus there is rarely diluted by other sources.
Solar Grace and Lunar Power are the traits that raise it. Both increase final damage by 30% while you are not attacking with an advantageous element, which turns neutral and resisted matchups into a far smaller loss than they would otherwise be. Solar Grace also builds Solar Halo every four basic attacks to enhance the next skill, while Lunar Power hands out Silver Moon Mark stacks whenever you cast a skill or Ultimate, with each basic attack hit spending a stack for extra damage and a small heal.
The practical takeaway is that Damage Amp and Final Damage Amp never compete for the same pool. Loading up one does not weaken the other, so a kit that can tap both slots scales its damage more cleanly than one that piles everything into Damage Amp alone.





