
NemesisAmpExpanded
Expands Nemesis Amp with six new alternate skills, major skill reworks, a Crimson skin, persistent Controlled Charge, Gathering Storm improvements, custom VFX, balance changes, and fixes.Nemesis Amp Expanded
An expansion and polish mod for Nemesis Amp from NeonRain's Amp mod.
Nemesis Amp already had one of my favorite foundations for a survivor, so this mod builds further on his existing mechanics rather than replacing them.
The main focus is Controlled Charge, Gathering Storm, and giving Nemesis Amp more ways to convert setup into explosive momentum.
Version 1.1 expands Nemesis Amp with six new alternate skills across all four skill slots, major reworks to existing skills, new Controlled Charge and Gathering Storm interactions, additional visual polish, and further balance and compatibility improvements.
Requirements
Amp by NeonRain
Better Amp by Bloonjitsu7
R2API Prefab
This mod is not standalone. Nemesis Amp from the original Amp mod is required.
New Alternate Secondary — Conductive Stake
Throw a piercing electrical stake that interacts heavily with Controlled Charge.
Initial Throw
Deals 300% damage
Pierces enemies
Applies Controlled Charge to enemies hit
Can embed itself into terrain
Anchored Stake
When the projectile hits terrain, it anchors for 4 seconds and creates an electrical field.
The field:
Deals 50% damage
Pulses 3 times per second
Applies one guaranteed Controlled Charge per pulse
Continues functioning independently after deployment
Multiple stakes can exist at once with additional Secondary stocks, including Backup Magazine.
Teleport
After spending all available Secondary stocks, the skill changes into a contextual teleport while a usable stake is nearby.
Teleporting to a stake causes an explosion:
450% damage if the stake has already anchored
900% damage if the stake is still airborne
Teleporting to an airborne stake destroys it.
Teleporting to an anchored stake leaves it active, allowing its electrical field to continue dealing damage.
The teleport shares the Secondary's normal cooldown rather than functioning as a separate skill cooldown.
New Alternate Special — Overdrive
Consume all nearby Controlled Charge and convert it into a temporary period of extreme Gathering Storm potential.
On activation:
Absorbs all Controlled Charge from nearby enemies
Gain 15% Attack Speed
Gain 10% Movement Speed
Gathering Storm cannot decay for the duration
Gathering Storm's maximum can exceed its normal 100% limit
For every 3 Controlled Charge absorbed:
Gain an additional 2.5% Attack Speed
Gain an additional 1% Movement Speed
Increase the maximum Gathering Storm value by 10%
Overdrive's duration also increases based on the amount of Controlled Charge absorbed.
There is no artificial cap on how much Controlled Charge can contribute.
Example
Absorbing 30 Controlled Charge gives:
+40% Attack Speed
+20% Movement Speed
A Gathering Storm maximum of 200%
Gathering Storm can then continue building normally above 100%.
At the end of Overdrive:
Gathering Storm returns to its normal maximum
Any excess stacks are reduced back to 100%
Normal Gathering Storm decay resumes
Overdrive begins its 8 second cooldown
Using Overdrive itself also counts as a Gathering Storm skill action.
New Alternate Primary — Lorentz Cleave
A close-range three-hit melee combo that scales directly with Gathering Storm.
Combo
Lorentz Cleave cycles through three attacks:
First strike: 300% damage
Second strike: 300% damage
Third strike: 500% damage
Each melee hit applies 1 Controlled Charge to enemies struck.
The third strike also briefly stuns enemies.
Gathering Storm Scaling
Each strike gains +10% base damage per Gathering Storm stack.
At 100% Gathering Storm, the third strike additionally calls down lightning for 500% base damage.
The lightning strike:
Scales with Gathering Storm
Applies 3 Controlled Charge
Uses the same attack activation as the melee finisher
At exactly 100% Gathering Storm, the full third attack reaches:
1000% sword damage
1000% lightning damage
for 2000% total base damage before crits and other effects.
New Alternate Secondary — Arc Burst
Release a wide close-range electrical burst.
Arc Burst:
Deals 700% damage
Fires in a 110° cone
Applies 1 Controlled Charge per enemy hit
Has 2 stocks
Has a 6 second recharge
Controlled Charge applied by Arc Burst can also benefit from Static Field's amplification.
Arc Burst is designed as the immediate close-range Secondary option compared to Conductive Stake's setup and mobility.
New Alternate Utility — Countercurrent
Enter a short defensive stance and punish incoming attacks.
Parry
Countercurrent creates a 0.75 second parry window.
During the stance:
Nemesis Amp is forced to stand still
Incoming valid enemy attacks can be parried
Successful parries completely negate the triggering hit
A successful parry releases a large electrical explosion around Nemesis Amp:
Deals 1000% damage
Applies 2 Controlled Charge
Stuns enemies for 2 seconds
Grants a short period of invulnerability
Failed Parry
If no attack is parried during the window, Nemesis Amp instead releases a smaller electrical blast:
Deals 500% damage
Applies 1 Controlled Charge
Successful-Parry Follow-Up
Successfully parrying temporarily replaces Nemesis Amp's Primary with a one-use retaliation attack.
Activating the follow-up:
Surges Nemesis Amp forward
Creates 6 lightning strikes along the path
Each strike deals high damage
Each strike applies 1 Controlled Charge
The entire sequence counts as a single Gathering Storm skill action
After use, Nemesis Amp's normal selected Primary immediately returns.
New Alternate Special — Charge Compression
Consume nearby Controlled Charge and compress it into one empowered skill activation.
On activation:
Absorbs all nearby Controlled Charge
Stores an empowerment for the next Primary, Secondary, or Utility
Stored power expires after 6 seconds
For every 3 Controlled Charge absorbed:
The next valid skill deals 20% increased damage
Examples:
15 Controlled Charge = +100% damage
30 Controlled Charge = +200% damage
45 Controlled Charge = +300% damage
The bonus applies to the entire skill activation rather than only the first damage instance.
This includes multi-hit and persistent attacks such as:
Flux Blades
Fulmination
Lorentz Cleave
Arc Burst
Static Field
Conductive Stake
If the empowered attack directly kills an enemy, all non-Special skill cooldowns are reset.
Primary, Secondary, and Utility are restored.
Special is intentionally excluded.
Fulmination Rework
Fulmination has been rebuilt into a discrete lightning burst rather than its previous behavior.
Each activation now releases:
3 lightning strikes at 60% damage each
At maximum Gathering Storm:
6 lightning strikes at 60% damage each
Each strike:
Applies 1 Controlled Charge
Can chain normally
Uses a 0.2 proc coefficient
The entire burst remains one skill activation for Gathering Storm purposes.
Static Field Rework
Static Field has been converted into a persistent offensive electrical zone.
Current behavior:
35 meter radius
6 second duration
Ticks every 0.5 seconds
12 total ticks
Deals 30% damage per tick
Applies 1 Controlled Charge per tick
Every second tick briefly stuns enemies
Static Field also amplifies Controlled Charge applied by other attacks while enemies are inside the field.
Its own Controlled Charge application is not recursively amplified.
Static Field now has a 9 second cooldown.
Gathering Storm Improvements
Gathering Storm received several fixes and extensions to support Overdrive.
Extended Gathering Storm
Gathering Storm can now correctly exceed 100% while Overdrive is active.
The HUD dynamically scales to the new maximum while still displaying Gathering Storm in proper 10% increments.
For example:
10 stacks = 100%
15 stacks = 150%
20 stacks = 200%
Empowered Primaries
Reaching 100% Gathering Storm still counts as being fully empowered even if the current Overdrive maximum is higher.
This means empowered Primary behavior remains active at:
100%
150%
200%
and beyond
rather than being lost immediately after exceeding the original cap.
Lorentz / Flux Blades Fix
The alternate Primary previously did not properly inherit Gathering Storm's damage scaling.
This mod fixes that.
Lorentz / Flux Blades now gain the same +10% base damage per Gathering Storm stack scaling used by Lightning Stream.
Its empowered six-blade version also remains active at 100% Gathering Storm and above, including during Overdrive.
Controlled Charge Changes
Controlled Charge has been reworked into a more persistent resource.
Stacks now maintain their own durations and are no longer unintentionally removed by effects such as Mithrix's buff-clearing mechanics.
Controlled Charge is also no longer consumed by Voltaic Onslaught.
This allows Nemesis Amp to build and maintain Charged enemies before deciding how to spend that setup.
Voltaic Onslaught Changes
Voltaic Onslaught remains the more direct offensive Special option.
Its Controlled Charge scaling has been reduced from the original extremely high value to compensate for Controlled Charge now persisting.
Current scaling:
200% base damage
+60% damage per Controlled Charge stack
Controlled Charge is not consumed
This makes Voltaic Onslaught the straightforward damage option, while Overdrive converts Controlled Charge into longer-term momentum.
Crimson Skin
Adds a third skin for Nemesis Amp: Crimson.
Crimson includes an extensive red visual conversion across Nemesis Amp's effects, including:
Body materials
Spawn effects
Lightning effects
Primary effects
Lorentz / Flux Blades
Lorentz Cleave
Secondary effects
Arc Burst
Static Field
Countercurrent
Voltaic Onslaught
Gathering Storm effects
Conductive Stake
Overdrive
Charge Compression
Max Gathering Storm lightning
The skin is intended to feel like a complete visual variant rather than a simple material swap.
Design Intent
Nemesis Amp Expanded is built around creating multiple ways to interact with his two defining mechanics:
Controlled Charge
Gathering Storm
The alternate skills are intended to support meaningfully different playstyles rather than simply replacing the original kit.
Primary
Lorentz Cleave provides aggressive close-range combat and a powerful Gathering Storm finisher.
Secondary
Conductive Stake emphasizes setup, positioning, area control, and mobility.
Arc Burst provides immediate close-range burst and fast Controlled Charge generation.
Utility
Countercurrent rewards timing and defensive play with a powerful retaliatory attack.
Special
Voltaic Onslaught remains the immediate Controlled Charge damage cashout.
Overdrive converts Controlled Charge into sustained speed and extended Gathering Storm potential.
Charge Compression converts Controlled Charge into one heavily empowered skill activation.
The goal is for each option to change how Nemesis Amp approaches setup and payoff rather than simply providing a stronger version of another skill.
Compatibility
This mod directly modifies several parts of Nemesis Amp's existing behavior and therefore may conflict with other mods that substantially rewrite Nemesis Amp's skills or Gathering Storm systems.
Mods that make unrelated changes to Amp should generally be less likely to conflict.
Multiplayer has not been extensively tested.
Credits
Huge credit to NeonRain / the Amp developers for creating Amp and Nemesis Amp in the first place.
This mod is an unofficial expansion and is not affiliated with the original Amp developers.