Best guide and build for Amir from Chaos Zero Nightmare (CZN). Amir is a 4✦ character from the Vanguard class and Order attribute, who belongs to the Terrascion [Special Investigations Department] faction.
To learn more about Amir check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Update tracker
Last review update
Season 2
Last build update
Season 2
Last profile update*
15/Mar/2026
*Profile update means updates done to reviews/builds/gear within a season - showing the last date we changed anything on this page.
Kit
Review
Epiphanies
Gear
Deck & Teams
To learn more about Amir check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Cards
Starting Cards:
1
Rapier
Attack
100% Defense-based Damage.
1
Steel Barrier
Skill
100%Shield.
Show Effects
1
Hovering Metal
Skill
3Damage Reduction. 2Metalize.
Show Effects
Epiphany Cards:
1
Metal Pierce
Attack
90% Defense-based Damage x 2. If in Metallization state, -1Metallization, 2Vulnerable.
Show Effects
1
Metal Extraction
Skill
2Metallization. 2Resolve for 1 turn.
Show Effects
2
Full Metal Hurricane
Attack
200% Defense-based Damage to all enemies. For 1 turn, all enemies are targeted by Metallization effect, +20% Damage.
Show Effects
1
Iron Skin
Skill
[Exhaust][Finale]
Decreases Damage Taken by 20% for 1 turn. Decrease up to 4 Metallization. Additionally decrease Damage Taken by 20% for each.
Show Effects
Ego Skill:
4
Steel Resolve
Ego Skill
Gain Shield120% per Metalize. Remove Metalize. At the start of the next turn, gain Metalize3.
Show Effects
Epiphany Variants:
Epiphany cards are special evolutions for the cards you can obtain while playing the roguelike mode. Only some cards in the character's deck can get Epiphany effects. Since there's quite a lot of them, we don't display them by default - press the button below to show them.
1
Hovering Metal I
Skill
3Damage Reduction. 4Metalize
Show Effects
1
Hovering Metal II
Skill
2Damage Reduction. 2Metallization. 2Counterattack
Show Effects
2
Hovering Metal III
Skill
[Celestial]
3Damage Reduction. 3Metalize
Show Effects
1
Hovering Metal IV
Skill
[Exhaust]
3Damage Reduction. 5Metalize
Show Effects
1
Hovering Metal V
Upgrade
2Metallization. At the start of the turn, 1Metallization.
Show Effects
1
Metal Pierce I
Attack
110% Defense-Based Damage × 2. If in a Metallization state, decrease Metallization by 1, add 1 Hit, inflict 2Vulnerable.
Show Effects
1
Metal Pierce II
Attack
200% Defense-Based Damage. Decrease Metallization by up to 2. +150% Damage Amount for each.
110% Defense-Based Damage × 2. 1Vulnerable. When Recovering, decrease Cost by 1 for 1 turn.
Show Effects
1
Metal Pierce V
Attack
110% Defense-Based Damage × 2. If in a Metallization state, decrease Metallization by 1, and inflict 2Vulnerable, 2Weaken.
Show Effects
1
Metal Extraction I
Skill
2Metallization. Increase Shield Gain Amount of Skill Cards by 30% for 1 turn.
Show Effects
1
Metal Extraction II
Skill
3Metallization. 3Resolve for 1 turn.
Show Effects
1
Metal Extraction III
Skill
2Metallization. For 1 turn, when using Skill Cards, 1Metallization (Max 2 times).
Show Effects
2
Metal Extraction IV
Skill
[Celestial]
2Metallization. 3Resolve for 1 turn.
Show Effects
1
Metal Extraction V
Skill
3Metallization. For 1 turn, +30%Metallization Damage.
Show Effects
2
Full Metal Hurricane I
Attack
200% Defense-based Damage to all enemies. For 1 turn, all enemies are targeted by Metallization effect, +60% Damage.
Show Effects
2
Full Metal Hurricane II
Attack
200% Defense-based Damage to all enemies. For 1 turn, each strike from Metallization effect hits 1 additional time, +50% Damage.
Show Effects
2
Full Metal Hurricane III
Upgrade
200% Defense-based Damage to all enemies. At the end of turn, decrease maximum Metallization by up to 2. 120% Defense-based Damage to all enemies for each.
Show Effects
2
Full Metal Hurricane IV
Attack
80% × 4 Defense-based Damage to all enemies. For 1 turn, Metallization to all enemies, +20% Damage.
Show Effects
2
Full Metal Hurricane V
Attack
100% Defense-based Damage to all enemies × 3. Decrease Metallization up to 2. Add 1 hit for each.
Show Effects
Potential
1
Epiphany Bonus
Potential 1
When entering Chaos, obtain 1 random Rare Card with an activated Epiphany.
2
Basic Card Upgrade
Potential 2
Increase Damage, Shield, and Healing Amounts of Basic Cards by 2/20%.
3
Common Card Upgrade
Potential 3
Increase Damage, Shield, and Healing Amounts of Common Cards by 2/20%.
3-1
Basic Card Proficiency
Potential 3-1
When using the Steel Barrier card, gain 1Metalize.
4
Unique Card Upgrade
Potential 4
Increase Damage, Shield, and Healing Amounts of Unique Cards by 2/20%.
5
Critical Chance Proficiency
Potential 5
+2/10% Critical Chance.
5-1
Basic Card Proficiency
Potential 5-1
+5% Damage for Amir's Rapier. If Amir's Defense is greater than 250, an additional +5% to that value.
5-2
Divine Epiphany Adaptation
Potential 5-2
Increases the chance for a Divine Epiphany to appear by 25%.
6
Health Proficiency
Potential 6
Increase Health by 1.6/8%
7
Unique Stat Upgrade
Potential 7
+10% Metalization Damage. When Amir's Defense is greater than 300, +10% to that value.
Manifest Ego (dupes)
E1
Sleeping Memory
Manifest Ego 1
The Iron Skin card has Finale removed, its damage reduction increased by 20%, and it now consumes up to a maximum of 3Metalize.
E2
Awakening Memory
Manifest Ego 2
At the start of battle, gain 2Metalize.
E3
Vivid Memory
Manifest Ego 3
Increase the level of [Basic Card Upgrade], [Unique Card Upgrade], and [Common Card Upgrade] in Potentials by 3.
E4
Inner Memory
Manifest Ego 4
The shield generation effect of Steel Resolve changes to 150% per 1Metalize consumed, and the Metalize gained at the start of the next turn is increased by 2.
E5
Complete Memory
Manifest Ego 5
Increase the level of [Basic Card Upgrade], [Unique Card Upgrade], and [Common Card Upgrade] in Potentials by 3.
E6
Liberated Memory
Manifest Ego 6
At the start of the turn, gain 1Metalize.
Stats (level 60)
HP
392
DEF
172
ATK
382
Gallery
Review
Introduction
Performance Profile
ST Damage [2/5]
AoE Damage [5/5]
AP Efficiency [2/5]
Utility [3/5]
Amir is a Vanguard that belongs to the Order attribute who mixes a bit of Shielding, Damage and Support all at once within her cards, forming a jack of all trades kit with multiple unique mechanics, but which rely on allies to function well.
Amir deals damage through Metallization, which is a stackable buff that causes Amir to attack after a shield card is used, dealing Defense-Based damage and reducing the buff stack by 1. Amir usually doesn't have enough shielding to trigger her Metallization enough on her own, so teammates or Neutral Cards are normally needed for support. Outside of damage, Amir has a bit of shielding as a Vanguard, but mostly specializes in potent Damage Reduction buffs that, when timed right, can mitigate a tremendous amount of damage. Amir also has access to some solid AoE damage and can inflict the Vulnerable debuff to boot.
Amir is looking to be paired with Combatants who can offer consistent shielding to trigger her Metallization buff. Amir also strongly benefits from Combatants who offer AP management as one of her best cards, Full Metal Hurricane is quite costly and is often one of the key cards copied in end-game Save Data.
Pros & Cons
Pros
Can apply Resolve to boost shielding.
Strong access to the Vulnerable debuff.
Access to some of the highest Damage Reduction effects in the game.
Some AoE Potential.
Cons
Shielding and Damage aren't usually enough to be either a dedicated shielder or solo DPS.
Metallization damage requires shielding to trigger, which Amir can struggle to provide.
Usually has to be run alongside another Shielder or with many neutral shielding cards.
Ratings
The ratings below are based on the Season Save Data, Chaos Manifestation, and Great Rift modes. Each of the modes values different mechanics, so some characters may shine in one of them, while being underwhelming in the other.
T2
Chaos Mode
T1
Season Save Data
?
Great Rift
Key Mechanics
Metallization: Metallization is Amir’s unique stackable resource, which can be tracked either through the buff tracker or her resource bar under the Team’s HP bar. Metallization is a buff that causes Amir to launch an extra attack, dealing 80% of Defense-Based DMG each time a shielding card is used at the cost of reducing the Metallization stack size by 1. It is also used as fuel for a number of her other cards.
Defense Scaling: Like other Vanguards, all of Amir’s damage-dealing abilities scale off of her DEF stat primarily. This allows her to improve her damage and shielding capabilities all at once, on top of improving the team's general tankiness.
Potential
Amir’s Potentials are more important than most characters and they either grant her new mechanics or enhance the values of core parts of her kit.
3-1: Grants Steel Barrier the ability to generate a stack of Metallization on use, boosting its value tremendously.
5-1: Improves Rapier’s damage multiplier by +5% with an additional +5% bonus available after Amir’s defense is higher than 250.
7: Increases Metallization's damage multiplier by+10%, with a further +10% granted if her defense is higher than 400
Dupes Review
E0
Base
Base performance of the character.
E1
100.00%
Ego 1
Amir’s first Ego node to be unlocked improves her Iron Skin skill card, removing the [Finale] tag and increasing the damage reduction provided by +20%, whilst also reducing the maximum amount of Metallization removed to 3. Functionally the damage reduction is the same whilst conserving more Metallization stacks, whilst also now being able to be played during the turn. A really good first Ego to be unlocked that grants Iron Skin some further flexibility when you’re wanting to use it, opposed to having to end your turn after deciding to play it.
E2
101.00%
Ego 2
Her second Ego node grants Amir 2 stacks of Metallization at the start of the battle. This is a nice bonus to have as it now lets Amir start dealing damage off the bat without a source of Metallization generation, mostly bolstering Amir in early Chaos.
E3
102.09%
Ego 3
This node increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. An okay node for Amir, mostly providing some extra damage across the board and boosting her shielding early in Chaos, as Amir doesn’t feature any shielding from her cards outside of her Basic card Steel Barrier, so it doesn’t bolster much survivability outside of early Chaos prior to card removal.
E4
102.09%
Ego 4
Amir’s fourth Ego boosts her Ego Skill, increasing the amount of shield gained for each stack of Metallization by 30% and also increases the amount of Metallization granted at the start of the next turn by 2. This is a great defensive boost to an already great defensive tool, whilst also helping Amir regain even more momentum via the extra Metallization stacks.
E5
103.18%
Ego 5
This node again increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. Similar to her third Ego, mostly provides some decent damage across the board.
E6
107.03%
Ego 6
Amir’s final Ego grants Amir 1 stack of Metallization at the start of each turn. This is an extremely good final node for Amir helps with keeping up Metallization stacks and ensuring Amir can maintain her damage output whenever shields are generated. Mostly shines in Chaos content but can still be extremely useful in Save Data content as well.
Cards & Ego Skill
4
Steel Resolve
Ego Skill
Gain Shield120% per Metalize. Remove Metalize. At the start of the next turn, gain Metalize3.
Show Effects
Steel Resolve
Costs 4 EP and removes all Metallization on use, granting 120% shield for each stack sacrificed, then at the start of the next turn, grants 3 Metallization. A potent defensive cooldown and one of Amir’s only ways to shield as a Vanguard. Definitely worth using, but must be balanced with Amir’s other Metallization-consuming abilities and timed correctly.
1
Rapier
Attack
100% Defense-based Damage.
Rapier
Amir’s Basic Attacks scale off of Defense and deal decent damage, thanks to the fact that they scale with Potentials but aren’t an integral part of her Metallization playstyle.
1
Steel Barrier
Skill
100%Shield.
Show Effects
Steel Barrier
Amir’s basic shield is one of the few ways she has of applying shield to herself despite being a Vanguard, something that’s essential for triggering Metallization. Amir’s Potentials also cause Steel Barrier to generate 1 Metallization on use.
1
Hovering Metal
Skill
3Damage Reduction. 2Metalize.
Show Effects
Hovering Metal
One of Amir’s best ways to access Metallization. Costs 1 AP on use, grants 2 Metallization and most importantly, also offers 3 Damage Reduction stacks for a nice mix of set-up and protection.
1
Metal Pierce
Attack
90% Defense-based Damage x 2. If in Metallization state, -1Metallization, 2Vulnerable.
Show Effects
Metal Pierce
One of Amir’s Metallization spenders and payoff cards. Deals Defense-Based damage twice to a single target, then, if Metallization is active, it will consume one stack to apply two stacks of Vulnerable to them. Deals solid damage itself, but more importantly is a great damage amplification tool for the team.
1
Metal Extraction
Skill
2Metallization. 2Resolve for 1 turn.
Show Effects
Metal Extraction
Amir’s other core Metallization generator, which similarly generates two stacks on use but also grants two stacks of Resolve for 1 turn. Not as powerful as Hovering Metal at a baseline, but it is a valid choice if you need more Metallization stacks with the added bonus of improved shielding for the turn.
2
Full Metal Hurricane
Attack
200% Defense-based Damage to all enemies. For 1 turn, all enemies are targeted by Metallization effect, +20% Damage.
Show Effects
Full Metal Hurricane
Amir’s strongest Attack Card that costs a high 2 AP to use, but deals Defense-based damage to all enemies and buffs Metallization with an additive +20% increase for the turn. Its high cost makes it hard to use alongside triggering multiple Metallization in a turn, but when aligned just right, it can form the basis of a solid damage combo. Doesn’t offer any defensive benefits baseline, though.
1
Iron Skin
Skill
[Exhaust][Finale]
Decreases Damage Taken by 20% for 1 turn. Decrease up to 4 Metallization. Additionally decrease Damage Taken by 20% for each.
Show Effects
Iron Skin
Amir’s strongest defensive buff, which reduces damage taken by -20% for 1 turn on use. Then it consumes up to 4 Metallization stacks to increase the Damage Reduction by a further -20% per stack consumed (e.g., 20% Base + 20% x 3 stacks = 80%). An incredibly potent defensive card, but only while Metallization is available to consume. Also has the [Exhaust] tag, meaning it can only be used once and the [Finale] tag that forces you to end your turn after it’s played.
Best Epiphanies
Best Epiphanies
Note
We have given a star rating for each Epiphany, showing how strong and useful it is - with 1 being the lowest rating and 5 the highest.
Card 1
Neutral Epiphany
★★★
1
Hovering Metal I
Skill
3Damage Reduction. 4Metalize
Show Effects
★★★★★
1
Hovering Metal II
Skill
2Damage Reduction. 2Metallization. 2Counterattack
Show Effects
★
2
Hovering Metal III
Skill
[Celestial]
3Damage Reduction. 3Metalize
Show Effects
★★★
1
Hovering Metal IV
Skill
[Exhaust]
3Damage Reduction. 5Metalize
Show Effects
★★★
1
Hovering Metal V
Upgrade
2Metallization. At the start of the turn, 1Metallization.
Show Effects
★★★★★
Epiphanies:
Neutral[★★★] - Target Neutral Epiphany: Draw 1. This can be a great option if you need the 1 extra Metallization over Hovering Metal V really badly and can sacrifice the 1 AP every turn for it.
Hovering Metal I
[★★★★★] - The Metallization is raised from 2 to 4. This can be the premiere option when optimizing for Metallization gain, but its 1-cost and need to be drawn can make it less preferred than the consistency of the Upgrade version (Hovering Metal V) in many builds. Still, it is the higher cap in potential in enough builds, it is worth keeping an eye out for.
Hovering Metal II
[★] - Now gives 2 Counterattacks. Amir is not typically used as a Counterattack unit, and this is basically her only source of it, so this is not recommended.
Hovering Metal III
[★★★] - Now gives 3 Metallization and is 2-cost + [Celestial]. This can solve AP concerns, but only if you are playing a 2-cost or higher card with it in hand. For many Hurricane builds, this isn’t an issue, but if you are using Cost Reduction Divines or characters like Narja or Chizuru, then it can be hard to justify.
Hovering Metal IV
[★★★] - Gains the [Exhaust] tag but makes 5 Metallization to compensate. However, the 1 extra Metallization for one turn (over Hovering Metal I) is likely not worth the trade-off of being able to make 4 Metallization all turns, outside of OTK-specific builds.
Hovering Metal V
[★★★★★] - The go-to Epiphany in builds that need an exact amount of Metallization, as this can allow them to meet it with its consistent +1 generation, such as some Hurricane V builds that need to get 8 Metallization specifically.
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: -1 Cost Reduction, Draw 1.
Card 2
Neutral Epiphany
★★
1
Metal Pierce I
Attack
110% Defense-Based Damage × 2. If in a Metallization state, decrease Metallization by 1, add 1 Hit, inflict 2Vulnerable.
Show Effects
★★★
1
Metal Pierce II
Attack
200% Defense-Based Damage. Decrease Metallization by up to 2. +150% Damage Amount for each.
110% Defense-Based Damage × 2. 1Vulnerable. When Recovering, decrease Cost by 1 for 1 turn.
Show Effects
★★
1
Metal Pierce V
Attack
110% Defense-Based Damage × 2. If in a Metallization state, decrease Metallization by 1, and inflict 2Vulnerable, 2Weaken.
Show Effects
★
Epiphanies:
Neutral[★★] - Target Neutral Epiphany: Draw 1, 1 AP. Neutral Draw 1 can assuage the major draw or AP concerns that might be present while playing Amir without needing a Divine. However, it costs you a Metallization instead of making it, which can be a damage loss in most builds.
Metal Pierce I
[★★★] - Now gains 1-hit when Metallization is consumed. This can be great in some builds that have Metallization to spare and want the extra damage, such as with a Hurricane IV build. However, these builds are typically outclassed in potential by builds that instead utilize a lot of Metallization.
Metal Pierce II
[★] - Now is 1-hit and gains additional damage for each Metallization consumed, up to 2. The damage potential on this is capped rather low, with only 2 Metallization consumed max, using the Metallization for damage via Hurricane II set-ups having much higher damage potential instead.
Metal Pierce III
[★★★★★] - No longer consumes Metallization, instead giving +2 Metallization and applying 1 Vulnerability for free. This Epiphany essentially gives only upsides, with it being one of the best Metallization sources on top of giving its buffs without having a condition. The go-to option in nearly every build.
Metal Pierce IV
[★★] - The Epiphany is 2-cost and no longer consumes Metallization, but its cost is reduced on recover. This can be a nice additional damage option that is easy to make 0-cost, but compared to Metal Pierce III, it can cause a gap in needed Metallization in many builds.
Metal Pierce V
[★] - Same as base card, but it applies 2 Weakened as well. The effect of Weakened is purely defensive, with it only lasting for 2-hits from the enemy and only on the enemy/target it is applied to. As Amir is typically used more offensively, this is not a recommendation for most builds.
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: -1 Cost Reduction.
Card 3
Neutral Epiphany
★★★
1
Metal Extraction I
Skill
2Metallization. Increase Shield Gain Amount of Skill Cards by 30% for 1 turn.
Show Effects
★★
1
Metal Extraction II
Skill
3Metallization. 3Resolve for 1 turn.
Show Effects
★★
1
Metal Extraction III
Skill
2Metallization. For 1 turn, when using Skill Cards, 1Metallization (Max 2 times).
Show Effects
★★★★★
2
Metal Extraction IV
Skill
[Celestial]
2Metallization. 3Resolve for 1 turn.
Show Effects
★★
1
Metal Extraction V
Skill
3Metallization. For 1 turn, +30%Metallization Damage.
Show Effects
★★★
Epiphanies:
Neutral[★★★] - Target Neutral Epiphany: Draw 1, 1 AP. Neutral Draw 1 can assuage the major draw or AP concerns that might be present while playing Amir without needing a Divine. However, it can be weaker than other options in optimized setups.
Metal Extraction I
[★★] - Increases shield skill gain by 30%. This can be a great option for buffing ally shield cards. Unfortunately, Amir herself offers very little shielding and it can be hard to justify using her with another shielder for pure shield-strength over just more damage.
Metal Extraction II
[★★] - Now gives 3 Metallization and 3 Resolve (instead of 2 and 2). This can be a great option for buffing ally shield cards. Unfortunately, Amir herself offers very little shielding and it can be hard to justify using her with another shielder for pure shield-strength over just more damage.
Metal Extraction III
[★★★★★] - The highest amount of Metallization, which is generally the most important and central point of most Amir builds. This is the premier choice in nearly any Amir build, as generating more Metallization will trump any additional effects the others can offer.
Metal Extraction IV
[★★] - Has [Celestial], is 2-cost, and now gives 3 Metallization and 3 Resolve (instead of 2 and 2). This can be a great option for buffing ally shield cards. Unfortunately, Amir herself offers very little shielding and it can be hard to justify using her with another shielder for pure shield-strength over just more damage.
Metal Extraction V
[★★★] - Changes to 3 Metallization alongside an additional buff of 30%, additive to all Metallization hits that turn. The additional damage to Metallization isn’t anything crazy, but it can still be a preferred option in some Metallization builds.
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: -1 Cost Reduction, Draw 1.
Card 4
Neutral Epiphany
★
2
Full Metal Hurricane I
Attack
200% Defense-based Damage to all enemies. For 1 turn, all enemies are targeted by Metallization effect, +60% Damage.
Show Effects
★★
2
Full Metal Hurricane II
Attack
200% Defense-based Damage to all enemies. For 1 turn, each strike from Metallization effect hits 1 additional time, +50% Damage.
Show Effects
★★★★
2
Full Metal Hurricane III
Upgrade
200% Defense-based Damage to all enemies. At the end of turn, decrease maximum Metallization by up to 2. 120% Defense-based Damage to all enemies for each.
Show Effects
★★
2
Full Metal Hurricane IV
Attack
80% × 4 Defense-based Damage to all enemies. For 1 turn, Metallization to all enemies, +20% Damage.
Show Effects
★★★★
2
Full Metal Hurricane V
Attack
100% Defense-based Damage to all enemies × 3. Decrease Metallization up to 2. Add 1 hit for each.
Show Effects
★★★★
Epiphanies:
Neutral[★] - Neutral Epiphanies are not recommended on this card, as it has stronger Epiphany options that are fundamental to most builds.
Full Metal Hurricane I
[★★] - Now +60% damage amount to Metallization (from +20%). For AOE builds, it is generally recommended to build more towards Hurricane IV or V, as they have more hits on Hurricane itself (while Metallization scales worse in AOE, in most cases, comparatively).
Full Metal Hurricane II
[★★★★] - Now +50% damage amount to Metallization and replaces the AOE effect with a +1 Hit Effect. This is the premier option for single-target Amir as it can allow you to multiply every Metallization proc by +1 for each Hurricane II cast that turn.
Full Metal Hurricane III
[★★] - The card changes to an Upgrade that will do AOE Def-based damage up to 3x if there is at least 2 Metallization. This can be nice passive damage, but Amir is not typically used for passive damage and other options, such as Veronica or Beryl, are vastly superior at it.
Full Metal Hurricane IV
[★★★★] - Lower base ratio but hits 4x. This is a comparable option for AOE damage builds to Hurricane V, but it is still worse. It can be an easier-to-build alternative, though, so it is still worth looking out for.
Full Metal Hurricane V
[★★★★] - Hits up to 5x but consumes 1 Metallization for every hit past 2. The premier choice for an AOE-based build, but it can be very expensive and finicky to build around, requiring a bit of math to be sure you’re making enough Metallization to get full value off of it.
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: -1 Cost Reduction.
Gear
Memory Fragments
The Memory Fragments & Equipment suggestions below are based on calculations we did. If you want to check the damage formula and how scaling the damage works in CZN, check this guide.
Recommended Loadout
1
Flex
The best generic set combination for Amir in Save Data game modes assuming you have access to a good amount of Card Damage buffing like Morale via your team. Unlike other set combinations is generically usable across all game modes and all of Amir's builds thanks to its bonuses applying to both card damage and non-card damage (important for Amir's Metalization builds) while also being permanantly active. While usually the best, when using some specific builds or in Chaos game modes there are a few other niche sets worth considering which can pull ahead when the conditions are right..
For more damage use 2P Cursed Corpse (if you can keep Agony on targets at all times) or 2P Black Wing (only a minor damage increase but more consistent). Alternatively for stronger Chaos starts try 2P Seth's Scarab, or if you want more survivability use 2P Healer's Journey. If none of that appeals, you can use any 2 strong sub/main stat pieces instead of a final 2P set bonus as well.
2
Gets outscaled by 2/2/2 in any scenario where Amir already has access to a large amount of card damage or when Agony is consistently present on your target. Also not a great option for Metalization builds as Metalization damage is no considered "card damage" and wont be boosted by 4P Bullet. The time where you' may want to consider using this set configuration is for Chaos where huge amounts of buffs aren't present or in team set ups that don't feature a large amount of card damage.
Specialist Loadout
Some Amir decks make use of 2 Cost cards to deal the majority of their damage. In these decks 4P Line of Justice can be a valid alternative to 2/2/2 and even outperform it assuming the bulk of your damage is coming from those 2 cost cards and they aren't being discounted.
Similar to 4P Line of Justice 4P Conqueror's is also another specilist option for Amir in decks where the majority of her damage comes from 1 cost cards. Just like Line of Justice, Conqueror's can also outperform 2/2/2 making it a valid option assuming most of your damage is from those 1 cost cards.
Main and sub-stats
In a lot of cases, flat sub-stats are better than percentage ones when it comes to HP, ATK and DEF. The reason behind this is that in CZN the characters stats are pretty low and you get more value from flat bonus rather than percentage one based on calcs.
Not all Amir builds focus on using Metalization to deal damage, but those that do will want to reach at least 301 Defense to max out the effect of her Potential 7 to boost Metalization's base damage. If you're not using Metalization on your Amir, this can be ignored, but it's still worth considering for when you're playing her in Chaos.
Partners
Our best Partner recommendation try to balance both the raw damage boost they provide based on our calculations with the additional utility provided by the skill - combined with how it interacts with the character's kit. We have rated each Partner based on how much additional damage and the utility they provide. Read the comments under each Partner to better understand our reasoning.
No calculations in Chaos Zero Nightmare are completely accurate for all scenarios, including the ones below. What team, decks, epiphanies, gear, equipment, and enemies you're facing all impact them. Because of this, take the results as guidelines and combine them with the explanations to make your decisions. Calculations use endgame save data set-ups, including 5 turns of combat using the whole deck with all Ego skills unless otherwise stated.
1
5 Turns 107.92%
2
5 Turns 100.00%
Equipment
In the Zero System, it's incredibly easy to access all items acquirable via the shop thanks to the five free refreshes you get each shop node - that's why the recommendations below are limited to them only. ATTENTION! Area-specific items can sometimes be more powerful than shop items, but are far less consistent to get or require running a specific world or giving up certain event options. Use the shop list as a starting point for building up your deck saves.
The equipment recommendations are based on items obtainable in Season 2’s Chaos - Burning Life. If you’re running content outside of Season 2, it’s possible some options may not be available for acquisition, or that other options not obtainable in Burning Life may be better.
We're currently working on updating all builds for Season 3.
Weapon
Dagger That Tricked the Shadow
Sword Reflected in the Lake
Obsidian Sword
Armor
DPS
Announcement of Catastrophe
Shell of Aberration
Fairy King's Crown
Mask of Flames
Support
Star-Lit Cloak
Vine Camouflage
Trinket
DPS
Amorphous Cube
Rage Potion
Quantum Collector
Support
Sphere of Randomness
Leaf of the World Tree
Comments - Weapons
Dagger That Tricked the Shadow
- 12% Crit DMG is always a competitive option if you can find it in your runs and nothing better turns up or is required for your build.
Sword Reflected in the Lake
- A generic weapon that provides a large 25% (Multiplicative) damage boost but only while you hold 6 cards or more. This is a strong legendary equipment providing you can satisfy its conditions while using the majority of your highest damaging abilities, but this is much easier said than done making it only situationally good in certain decks.
Obsidian Sword
- Very easy to find and grants 12% (Multiplicative) damage to everything. It's never the best, but if you have nothing else you should definitely grab it.
Comments - Armor
Announcement of Catastrophe
+
Shell of Aberration
- Both Armours provide 12% combat defense a rare and powerful stat for any defense scaler making it a top choice which can even beat out other damage focused armours and be worth taking over other mythics.
Fairy King's Crown
- The Crit Rate this armour provides is almost always in demand and a competitive option making it a piece worth seeking out unless you're able to obtain better more specialized options.
Mask of Flames
- Provides a 35% (Multiplicative) damage boost against enemies which are vulnerable. Powerful on characters that value multiplicative damage boosts (less so on those that don't) but only so long as you can consistently keep Vulnerable applied.
Star-Lit Cloak
- A generic defensive option usable by all combatants making it a fine supportive addition if no other options are found. However not generally as enticing as direct damage or more immediate utility options for most builds.
Vine Camouflage
- An easy to get and nice inclusion for teams that have use for a powerful (but conditional) survival mechanic. Usually not the most optimal choice within the armor slot for most characters but if you miss no all other options is very easy to pick up as a fall-back.
Comments - Trinkets
Amorphous Cube
- The go-to generic damage accessory for most characters that is trivially easy to use and always for the most part a solid addition for any character that can make use of additive damage. Wont beat out more specialized options but always a great fallback.
Rage Potion
- A rare to get Arena exclusive Accessory, but one which is a top option for characters that appreciate Multiplicative damage scaling over additive when played around correctly. Still a usable option for characters that prefer additive scaling, but usually there are better and easier to access alternatives.
Quantum Collector
- Grants 20% (multiplicative) damage to the wearer any time any combatant uses an upgrade card (no limit) but only for 1 turn. In specific teams targetting low turn count kills this can be the best accessory available, but in longer fights, or low upgrade teams it loses a lot of its appeal.
Sphere of Randomness
- An exceptionally powerful generic support trinket that grants both 1 draw and 1 AP at the start of battle turbo charging your early game. Is a Mythic item meaning it wont be suitable for every character, but on those who can afford to run it and don't need other accessories in this slot is well worth slotting in if it comes up in your runs.
Leaf of the World Tree
- After using 3 2AP or higher abilities are used by the wearer, the team gains a stack of stockpile. When used on characters capable of spamming high cost abilities each turn this accessory can be equivalent to close to permanent AP carry over between turns, but depending on the team this may not always be useful compared to other accessory options.
2Metallization. For 1 turn, when using Skill Cards, 1Metallization (Max 2 times).
Show Effects
2
Full Metal Hurricane V
Attack
100% Defense-based Damage to all enemies × 3. Decrease Metallization up to 2. Add 1 hit for each.
Reduce the cost of this card by 1.
Show Effects
x4
Deck Explanation
AOE Amir - By utilizing this Full Metal Hurricane Epiphany’s feature that gives additional hits on Metallicization use, you can have a total of 19-hits (20 with E6) in AOE from Hurricane on Amir every turn, provided you are able to make enough AP for it. The rotation essentially uses Amir’s skills, like Hovering Metal to first make Metallicization, then uses her Full Metal Hurricanes to consume it. Note: This build prefers not to be played with shield cards, as consuming them will lower the value of your Hurricanes.
Metal Amir - Contrary to Hurricane Amir, this build utilizes shield cards on allies like Narja to do a multitude of attacks via Metallicization consumption. You must first use your Hurricanes with the buff feature that makes metallicization proc an additional time, but then, after that, you can spam any skill that gives a shield to activate your Metallicization effects.
Card Removal Priority
Rapier
,
Steel Barrier
- Removed in basically any Amir deck.
Iron Skin
- This is generally removed in most Amir decks, as it consumes your Metallicization for defensive utility when Amir is most commonly used as an offensive powerhouse who needs those Metallicization stacks for offense instead.
Card Copying Priority
Full Metal Hurricane
- In both her most popular builds, Hurricane is the de facto dupe. It is worth noting that they dupe different Epiphanies, but they’re still duping Hurricane nonetheless.
Best Synergies
Narja
Her Defense-based additive damage buff is well utilized by Amir’s multi-hit playstyle. It’s important to note that both her Defense-based buffs (Bottomless Hunger and Domain of Voracity) do not stack with dupes (the buff stacks the turn-counter, not the ratio itself).
Amir tends to have very high AP costs with Hurricane being a base 2-cost, Narja can easily alleviate these worries via her strong AP battery Potential.
Cassius
Through neutral Morale Epiphanies on cards like Devil Dice or Dice Trick, Cass can give high additive buffing with little cost.
However, it’s worth noting that Cass can be difficult to play with her without Divine Epiphanies, as he generally wants cost-reduction on Devil Dice (with neutral Morale 2 Epiphany) so he can act as both draw and buffer together.
Veronica
Without Divine Epiphanies, it can be troublesome to draw all of your cards in an Amir team (like Amir+Narja) and Veronica’s high draw can easily mitigate most of these draw concerns.
Tiphera
Can make a large number of shield cards for activating Metallization.
Can fund a massive amount of AP to alleviate the Hurricane’s high AP costs.
Base performance of the character.