
Best Build Guide
Last updated: 15/March/2026
Check all the starting cards & the EGO Card available for Amir

Rapier
Attack

Steel Barrier
Skill
Show Effects

Hovering Metal
Skill
Show Effects

Steel Resolve
Ego Skill
Show Effects
Check all the epiphany cards available for Amir

Metal Pierce
Attack
Show Effects

Metal Extraction
Skill
Show Effects

Full Metal Hurricane
Attack
Show Effects

Iron Skin
Skill
Show Effects
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.

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.
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.
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.
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.




Hovering Metal I
Skill
Show Effects

Metal Pierce III
Attack
Show Effects

Metal Extraction III
Skill
Show Effects

Full Metal Hurricane II
Attack
Show Effects

Full Metal Hurricane II
Attack
Show Effects
This build utilizes shield cards on allies like Narja to do a multitude of attacks via Metallization consumption. You must first use your Hurricanes with the buff feature that makes metallization proc an additional time, but then, after that, you can spam any skill that gives a shield to activate your Metallization effects.
Deck Code: v6l7Uhlz5ZtH6ZaFd9zfkWmb78QmD5NVmoJXAkXv2Gb2g9yMrkjKc-4H3_CxGFdXeN8UwwPLNI_ASrkjFuF-g5KYUT87ZDFey_U




Hovering Metal I
Skill
Show Effects

Metal Pierce III
Attack
Show Effects

Metal Extraction III
Skill
Show Effects

Full Metal Hurricane I
Attack
Show Effects

Full Metal Hurricane II
Attack
Show Effects

Full Metal Hurricane II
Attack
Show Effects






CRIT Rate > CRIT DMG
Order DMG%
DEF%
CRIT Rate% = CRIT DMG% > DEF > DEF% >>> ATK > ATK%
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










City of Mist is a high recommendation because of extremely high odds of getting Contaminated Helmet, one of the best equipment for increasing DEF-Based DPS damage. However, Swamp of Judgment is still preferred when optimized perfectly (when getting Senectus/Cthulu Armor).
Weapons have very little effect on damage with City of Mist options for Amir.













































Introduces Desire Cards. Desire Cards are cards that primarily exist to give a strong passive buff from meeting certain Desire Thresholds (3/5/7) which can only be done by having multiple ally decks also made in Season-4.
For Desire Threshold, it’s common to run 1 Claim / 1 Survival / 1 Inquiry for use in a variety of builds; however, it's also common to just do 3 ‘X’ to meet effect easier or do 2 'X' / 1 Inquiry (to keep Sample Collection as Card Effect). This is extremely dependent on ally desire cards and individual team building goal.
’X’ refers to a ‘Placeholder for Specific Desire Threshold Goal’, i.e. if you are building your team for 7 Claim then you might do 2 Claim / 1 Inquiry.
Introduces Persona Cards and Engravings. Persona Cards are powerful cards that introduce new playstyles or ways of buffing/debuffing. Engravings are effects that can be applied to both the Persona Cards and Equipment, functioning near identically to Refinements of Season-2 but with new effects.
There is no recommended Card Engraving, often times it will be specific to the team or skipped entirely (focusing just on Equipment Engravings).
The most common Equipment Engraving to optimize for is [When 15 or more cards are in Graveyard, +15% Critical Damage to Attack Cards of this unit], but this effect does not stack, so other equipment Engravings that increase damage can also be used.
Introduces Refinements, effects on Equipment that allow one to get additional Equipment effects for no Faint-Cost (post-S2), and God’s Hammer, a powerful effect that gives a random copy of any other Equipment effect on-top of current Equipment but costs 10 Faint Memory and is only gained from the Boss.
+30% Defense-Based Damage Amount
Because God’s Hammer is completely RNG at the end of the run, we do not have a specific recommendation since the player has very little control over the decision but for ATK-based Attackers usually ATK% gear is considered best and DEF-based Attackers DEF% gear is considered best.
Introduces Forbidden Cards, powerful cards that create new synergies and can only be acquired once per run (can be duped at one event or via save data editing).
Forbidden: Gesture of Freedom. Permanent Cost-Reduction to 1-card, can be manipulated.
Forbidden: Portrait of Fury. ++Draw, +Damage
Forbidden: Ecstasy of Violence. +Damage

Hovering Metal
Skill
Show Effects

Hovering Metal I
Skill
Show Effects

Hovering Metal II
Skill
Show Effects

Hovering Metal III
Skill
Show Effects

Hovering Metal IV
Skill
Show Effects

Hovering Metal V
Upgrade
Show Effects

Metal Pierce
Attack
Show Effects

Metal Pierce I
Attack
Show Effects

Metal Pierce II
Attack
Show Effects

Metal Pierce III
Attack
Show Effects

Metal Pierce IV
Attack
Show Effects

Metal Pierce V
Attack
Show Effects
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.
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.
Divine: 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.

Metal Extraction
Skill
Show Effects

Metal Extraction I
Skill
Show Effects

Metal Extraction II
Skill
Show Effects

Metal Extraction III
Skill
Show Effects

Metal Extraction IV
Skill
Show Effects

Metal Extraction V
Skill
Show Effects
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.
Neutral: Target Neutral Epiphany: N/A. Vanguards have really poor neutral epiphany access making it not a recommended option to look out for.
Divine: 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.

Full Metal Hurricane
Attack
Show Effects

Full Metal Hurricane I
Attack
Show Effects

Full Metal Hurricane II
Attack
Show Effects

Full Metal Hurricane III
Upgrade
Show Effects

Full Metal Hurricane IV
Attack
Show Effects

Full Metal Hurricane V
Attack
Show Effects
Full Metal Hurricane I: Now +60% damage amount to Metallization (from +20%). For AOE builds, it is often taken when AOE is required for the content as 1 option, alongside 3 copies of Full Metal Hurricane II.
Full Metal Hurricane II: Now +50% damage amount to Metallization and replaces the AOE effect with a +1 hit effect. This is the premiere option for Amir as it can allow you to multiply every Metallization proc by +1 for each Hurricane II cast that turn, but it requires specific allies and a lot of AP to make work.
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 premiere choice for builds not played with shield based allies, 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.
Neutral: Neutral Epiphanies are not recommended on this card, as it has stronger Epiphany options that are fundamental to most builds.
Divine: 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.
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.
Neutral: Target Neutral Epiphany: N/A. Vanguards have really poor neutral epiphany access making it not a recommended option to look out for.
Divine: 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.