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 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
Rapier
Steel Barrier
Show Effects
Hovering Metal
Show Effects
Metal Pierce
Show Effects
Metal Extraction
Show Effects
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
Show Effects
Hovering Metal III
[Celestial]
Show Effects
Hovering Metal IV
[Exhaust]
Show Effects
Hovering Metal V
Show Effects
Metal Pierce I
Show Effects
Metal Pierce II
Show Effects
Metal Pierce III
Show Effects
Metal Pierce IV
Show Effects
Metal Pierce V
Show Effects
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
Full Metal Hurricane I
Show Effects
Full Metal Hurricane II
Show Effects
Full Metal Hurricane III
Show Effects
Full Metal Hurricane IV
Show Effects
Full Metal Hurricane V
Show Effects
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
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 [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.
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 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.
Dimensional Twilight
Chaos Mode
Steel Resolve
Ego Skill
Show Effects
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.
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
Show Effects
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
Show Effects
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
Show Effects
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.
Metal Extraction
Show Effects
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
Show Effects
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.
Iron Skin
[Exhaust][Finale]
Show Effects
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.
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.
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.
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.
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.
Best Cards
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
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]: +12% Defense.
[2-PC]: +25% Critical Damage.
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%
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.
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
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!
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.
Copyright © 2025 Prydwen.gg
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 [2-PC]
Healer's Journey [2-PC]