To learn more about Amir check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Last review update
Season 2
Last build update
Season 2
Last profile update*
15.03.2026
*Profile update means updates done to reviews/builds/gear within a season - showing the last date we changed anything on this page.
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
Review
Epiphanies
Gear
Deck & Teams
Profile
Rapier
Steel Barrier
Show Effects
Hovering Metal
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Metal Pierce
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Metal Extraction
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Full Metal Hurricane
Show Effects
Iron Skin
[Exhaust][Finale]
Show Effects
Steel Resolve
Ego 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. There are also Divine variants of Epiphany cards, but we're still working on gathering them.
Hovering Metal I
Show Effects
Hovering Metal II
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Hovering Metal III
[Celestial]
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Hovering Metal IV
[Exhaust]
Show Effects
Hovering Metal V
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Metal Pierce I
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Metal Pierce II
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Metal Pierce III
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Metal Pierce IV
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Metal Pierce V
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Metal Extraction I
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Metal Extraction II
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Metal Extraction III
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Metal Extraction IV
[Celestial]
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Metal Extraction V
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Full Metal Hurricane I
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Full Metal Hurricane II
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Full Metal Hurricane III
Show Effects
Full Metal Hurricane IV
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Full Metal Hurricane V
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Epiphany Bonus
Potential 1
Basic Card Upgrade
Potential 2
Common Card Upgrade
Potential 3
Basic Card Proficiency
Potential 3-1
Unique Card Upgrade
Potential 4
Critical Chance Proficiency
Potential 5
Basic Card Proficiency
Potential 5-1
Divine Epiphany Adaptation
Potential 5-2
Health Proficiency
Potential 6
Unique Stat Upgrade
Potential 7
Sleeping Memory
Manifest Ego 1
Awakening Memory
Manifest Ego 2
Vivid Memory
Manifest Ego 3
Inner Memory
Manifest Ego 4
Complete Memory
Manifest Ego 5
Liberated Memory
Manifest Ego 6
Review
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.
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.
The ratings below are based on the Season Save Data modes and the Chaos Manifestation mode. Each of the modes values different mechanics, so some characters may shine in one of the, while being underwhelming in the other.
Chaos Mode
Season Save Data
Great Rift
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.
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
Base
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.
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.
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.
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.
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.
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.
Steel Resolve
Ego Skill
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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.
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.
Steel Barrier
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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.
Hovering Metal
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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.
Metal Pierce
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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.
Metal Extraction
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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.
Full Metal Hurricane
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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.
Iron Skin
[Exhaust][Finale]
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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
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.
Hovering Metal I
Show Effects
Hovering Metal II
Show Effects
Hovering Metal III
[Celestial]
Show Effects
Hovering Metal IV
[Exhaust]
Show Effects
Hovering Metal V
Show Effects
Epiphanies:
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.
Metal Pierce I
Show Effects
Metal Pierce II
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Metal Pierce III
Show Effects
Metal Pierce IV
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Metal Pierce V
Show Effects
Epiphanies:
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.
Metal Extraction I
Show Effects
Metal Extraction II
Show Effects
Metal Extraction III
Show Effects
Metal Extraction IV
[Celestial]
Show Effects
Metal Extraction V
Show Effects
Epiphanies:
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.
Full Metal Hurricane I
Show Effects
Full Metal Hurricane II
Show Effects
Full Metal Hurricane III
Show Effects
Full Metal Hurricane IV
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Full Metal Hurricane V
Show Effects
Epiphanies:
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
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.
[2-PC]: +25% Critical Damage.
[2-PC]: +12% Defense.
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.
[4-PC]: When Attack Cards are used, increase Damage Amount of Order Cards by 10% for 1 turn (Max 2 times).
[2-PC]: +25% Critical Damage.
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.
[4-PC]: +20% Critical Chance of cards that cost 2 or more.
[2-PC]: +25% Critical Damage.
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.
[4-PC]: +35% Critical Damage of 1-cost cards.
[2-PC]: +25% Critical Damage.
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.
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.
CRIT Rate% = CRIT DMG% > DEF > DEF% >>> ATK > ATK%
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.
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 characters'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.
The assigned combatant's Defense is increased by 12/24%.
When the assigned combatant targets a Vulnerable enemy, +10/20% Defense-based Damage of Attack cards.
For 1 turn, gain 2 Morale.
For 1 turn, gain 1 Fortitude.
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The assigned combatant's Defense is increased by 12/24%.
When the assigned combatant targets a Vulnerable enemy, +10/20% Defense-based Damage of Attack cards.
For 1 turn, gain 2 Morale.
For 1 turn, gain 1 Fortitude.
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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.
Deck & Teams
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Base performance of the character.