Chaos Zero Nightmare (CZN)AmirBuild and Guide

Character
Introduction

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 1

Last build update

Season 1

Last profile update*

01.12.2025

*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

Gear

Deck & Teams

Profile

Cards
Starting Cards:
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1

Rapier

Attack
Attack

100% Defense-based Damage.​
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1

Steel Barrier

Skill
Skill

100% Shield.

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1

Hovering Metal

Skill
Skill

3 Damage Reduction.
2 Metalize.​

Show Effects

Epiphany Cards:
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1

Metal Pierce

Attack
Attack

90% Defense-based Damage x 2.
If in Metallization state, -1 Metallization, 2 Vulnerable.

Show Effects

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1

Metal Extraction

Skill
Skill

2 Metallization.
2 Resolve for 1 turn.​

Show Effects

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2

Full Metal Hurricane

Attack
Attack

200% Defense-based Damage to all enemies.
For 1 turn, all enemies are targeted by Metallization effect, +20% Damage.​

Show Effects

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1

Iron Skin

Skill
Skill

[Exhaust][Finale]

Decreases Damage Taken by 20% for 1 turn.
Decrease up to 4 Metallization.
Additionally decrease Damage Taken by 20% for each.

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Ego Skill:
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4

Steel Resolve

Ego Skill

Gain Shield 120% per Metalize.
Remove Metalize. At the start of the next turn, gain Metalize 3.​

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. There are also Divine variants of Epiphany cards, but we're still working on gathering them.

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1

Hovering Metal I

Skill
Skill

3 Damage Reduction.
4 Metalize

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1

Hovering Metal II

Skill
Skill

2 Damage Reduction.
2 Metallization.
2 Counterattack

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2

Hovering Metal III

Skill
Skill

[Celestial]

3 Damage Reduction.
3 Metalize

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1

Hovering Metal IV

Skill
Skill

[Exhaust]

3 Damage Reduction.
5 Metalize

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1

Hovering Metal V

Upgrade
Upgrade

2 Metallization.
At the start of the turn, 1 Metallization.​

Show Effects

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1

Metal Pierce I

Attack
Attack

110% Defense-Based Damage × 2.
If in a Metallization state, decrease Metallization by 1, add 1 Hit, inflict 2 Vulnerable.

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1

Metal Pierce II

Attack
Attack

200% Defense-Based Damage.
Decrease Metallization by up to 2. +150% Damage Amount for each.

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1

Metal Pierce III

Attack
Attack

90% × 2 Defense-based Damage.
1 Vulnerable.
2 Metallization.​

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2

Metal Pierce IV

Attack
Attack

110% Defense-Based Damage × 2.
1 Vulnerable.
When Recovering, decrease Cost by 1 for 1 turn.

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1

Metal Pierce V

Attack
Attack

110% Defense-Based Damage × 2.
If in a Metallization state, decrease Metallization by 1, and inflict 2 Vulnerable, 2 Weaken.

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1

Metal Extraction I

Skill
Skill

2 Metallization.
Increase Shield Gain Amount of Skill Cards by 30% for 1 turn.​

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1

Metal Extraction II

Skill
Skill

3 Metallization.
3 Resolve for 1 turn.​

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1

Metal Extraction III

Skill
Skill

2 Metallization.
For 1 turn, when using Skill Cards, 1 Metallization (Max 2 times).​

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2

Metal Extraction IV

Skill
Skill

[Celestial]

2 Metallization.
3 Resolve for 1 turn.​

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1

Metal Extraction V

Skill
Skill

3 Metallization.
For 1 turn, +30% Metallization Damage.

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2

Full Metal Hurricane I

Attack
Attack

200% Defense-based Damage to all enemies.
For 1 turn, all enemies are targeted by Metallization effect, +60% Damage.​

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2

Full Metal Hurricane II

Attack
Attack

200% Defense-based Damage to all enemies.
For 1 turn, each strike from Metallization effect hits 1 additional time, +50% Damage.​

Show Effects

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2

Full Metal Hurricane III

Upgrade
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

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2

Full Metal Hurricane IV

Attack
Attack

80% × 4 Defense-based Damage to all enemies.
For 1 turn, Metallization to all enemies, +20% Damage.

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2

Full Metal Hurricane V

Attack
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 1 Metalize.
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.
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 3 Metalize.
E2

Awakening Memory

Manifest Ego 2

At the start of battle, gain 2 Metalize.
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 1 Metalize 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 1 Metalize.
Stats (level 60)
HP
461
DEF
172
ATK
383
Voice Actors
JPN
-
KR
-
Gallery

Review

Introduction
Performance Profile

ST Damage [3/5]

   

AoE Damage [3/5]

   

AP Efficiency [2/5]

  

Utility [3/5]

   

Amir 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 Metalization, which is a stackable buff that, after a shield card is used, causes Amir to attack and reduce the buff stack by 1. Amir usually doesn't have enough shielding to trigger her Metalization enough on her own, so teammates or neutral cards are normally needed for support.

Amir’s role is, all in all, to amplify your team's strengths. You can build her around a defensive build, an offensive build, a counterattack build, a buffer/debuffer build, depending on what team you will pair her with, and she will “follow up” on what that team does best and add to it. She will rarely take the spotlight, but her contributions can take your team’s performance up a notch and make a difference in tougher fights.

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 Basin of Hyperspace Dimensional Twilight game mode 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.

T2

Dimensional Twilight

T2

Chaos Mode

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. Metalization Extra-Attacks can crit 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 both DEF and ATK (DEF is more important). This allows her to improve her damage and shielding capabilities all at once, on top of improving the team's general tankiness.
Cards & Ego Skill
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4

Steel Resolve

Ego Skill

Gain Shield 120% per Metalize.
Remove Metalize. At the start of the next turn, gain Metalize 3.​

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Steel Resolve

Costs 4EP 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.

Card Image
1

Rapier

Attack
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.

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1

Steel Barrier

Skill
Skill

100% Shield.

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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.

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1

Hovering Metal

Skill
Skill

3 Damage Reduction.
2 Metalize.​

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.

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1

Metal Pierce

Attack
Attack

90% Defense-based Damage x 2.
If in Metallization state, -1 Metallization, 2 Vulnerable.

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, 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.

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1

Metal Extraction

Skill
Skill

2 Metallization.
2 Resolve 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.

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2

Full Metal Hurricane

Attack
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

With a 2AP cost per use, this card deals Defense-based damage to all enemies and buffs Metalization with an additive +20% increase for the turn. There are two main ways (although not limited to those two) to approach this card: use it as a starter in a Celestial build, and see both shields and damage escalate in a domino-effect. The ideal partner for this is Khalipe, but other Vanguards like Magna and Maribell can make good use of it as well. The key is having someone who does both shielding and adds something more to the mix. The other way to approach this, in case the stars haven’t aligned and you don’t have a good hand, is to use this card to chip away enemy HP or, more importantly, Tenacity bars. High AP cost cards are naturally good for this, but you can bring the Tenacity chipping game to the next step by using equipment that buffs that.

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1

Iron Skin

Skill
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. You can, however, replicate this card in order to completely negate a boss attack more than once in tougher battles.

Potentials

Amir’s Potentials aren’t very relevant, with most nodes serving merely as stepping stones towards Node 7. You can ignore most nodes and unlock them only to reach Node 7.

  • 3-1: Grants Steel Barrier the ability to generate a stack of Metallicize 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 300. Amir’s best potential.
Playstyle & Gameplay
Standard Playstyle

Amir can be daunting to make the most of her kit at first since there are many possibilities to follow, and they all require specific builds and teams to be effective. Here are some suggestions on how to approach her gameplay:

Celestial Build:

The most AP-heavy build, but also the one with the highest turnouts. Amir is one of the few characters in-game to have several characters with the [Celestial] tag. The way it works is that you use a 2AP cost or more card, and then all [Celestial] cards in your hand will trigger for no cost.

  • “Full-metal Hurricane” is the best starter for this build.
  • Khalipe is the best teammate for this build, due to having several [Celestial] cards that trigger shields and do damage at the same time.
  • Characters like Haru or Yuki with a heavy-cost build can also be good teammates. Amir will increase the survivability of the team considerably.
  • Magna and Maribell also work here on a more AP-heavy build, with Magna getting a highlight due to her mechanics working passively once set up.
  • This is the build that requires the most investment in Amir herself in order to deal high amounts of damage both through her cards and Metalization.

Counterattack:

The most passive build, but also requires a relatively high investment. Memory Fragments that buff Defense, Crit. Chance and Crit. DMG is essential to buff Metalization. Having Amir’s Potential 7 unlocked is also a must.

  • Magna is by far the best teammate here, but Maribell works too, and you can even make the three of them a team.
  • Focus on cards that give Metalization. Epiphanies that make acquiring it steadier or that buff counterattack are the best. (E.g., Hovering Metal V and II)
  • Focus on equipment and neutral cards that grant or buff counterattack.
  • The only build where her Manifest Ego has some impact, with E6 being a good help.

Buffer/Debuffer:

Amir’s cheapest build and also the most versatile for general use. Focus on Epiphanies and cards that increase Resolve to boost Defense (Shields), and Vulnerability to boost your DPS’s performance. Not as flashy as the other builds, but a good option if you don’t have other Vanguards.

Dupes Review
  • E1 [★★★★]. Excellent as Finale just ends your turn, and often you don’t want this to be forced to be your last card in a turn. Especially if you proc the action count of the enemy and then want to continue attacking.
  • E2 [★★★★]. Nice boost with Metalicize at the start.
  • E3 [★]. Mostly useless, as you won’t invest in this node anyway.
  • E4 [★★★★]. Very good for keeping her Metalicize rolling, but most importantly, now this becomes such a big shield that you are nearly immortal the turn you use it.
  • E5 [★]. Same as Dupe 3.
  • E6 [★★★★★]. This makes the Metalize acquisition and usage of Amir just feel so smooth. Combined with the 1st and 4th Dupe, Metalize no longer feels annoying to keep up.

Best Cards

Best Epiphanies
Note

For every Epiphany, we're colored their name based on how useful we think it is compared to the other variants. Here's the key to the colors:

  • Epiphany Name - the best variant,
  • Epiphany Name - a good variant,
  • Epiphany Name - a niche variant.

Amir best epiphanies aren't available yet. They will be added soon.

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

[2-PC]: +12% Defense.

[2-PC]: +25% Critical Damage.

Flex

This combination grants maximum damage potential, coupled with a good amount of survivability. You can equip Amir with [Gastronomicon] if you’re using the [Celestial] build to ensure steady Agony Infliction if anyone else isn’t doing that already in the team. Otherwise, for more general use, switch

Cursed Corpse

Cursed Corpse [2-PC]

for
Healer's Journey

Healer's Journey [2-PC]

to make your team tankier.

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.

Ideal
CRIT Rate >= CRIT DMG
Desire
Order DMG > HP%
Imagination
DEF%
Sub-stats
Substats:

Crit Rate% = Crit DMG% > DEF > DEF%

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 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.

The best partners information aren't available yet. They will be added soon.

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.

Deck & Teams

Recommended Build
Important!

CZN is a game of randomness; sometimes you’ll be offered generic or Divine epiphanies that are stronger than a character's standard five options. In these cases, breaking the listed build can result in an even more powerful save. Adjust as you see fit!

Card Removal Priority
  • Rapier
    - Amir wants to get to her Metalize stacks and payoffs as fast as possible. Rapier does nothing to help with that plan and is essentially a dead card when you draw it.
Card Dupe Priority
  • Hovering Metal
    - An option that you will almost always want a dupe from, regardless of build. It helps greatly with Amir’s Metallization generation.
  • Metal Extraction
    - Another great option for the same reasons above, with the addition of buffs.
  • Full Metal Hurricane
    - Pick this if you’re leaning towards a DPS build.
  • Iron Skin
    - Good pick for general builds or if you’re bringing Amir for a tough high-end encounter.
Best Synergies
Any Shielder
  • Amir likes to gain shields, but doesn’t have a lot of ways to gain it consistently in her own kit. Pairing her with another defense character that can reliably generate shields lets her get more out of her kit.
Best Teams
Important!

If you’re losing runs when playing a damage-focused composition either to sanity or dying, consider using a team with more defensive characters - so including both a shielder and healer. This is especially important in the Zero System mode.

Solo Vanguard (Buffer/Debuffer Build Recommended)
Celestial Abuse Team
Counterattack Team