Chaos Zero Nightmare (CZN)AmirBuild and Guide

Character

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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 0

Last build update

Season 0

Last profile update*

6.11.2025

*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

Epiphanies

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

Unique Cards:
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1

Metal Pierce

Attack
Attack

90% × 2 Defense-based Damage.
If in Metalization state, -1 Metalization, 2 Vulnerable.

Show Effects

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1

Metal Extraction

Skill
Skill

2 Metalization.
2 Resolve for 1 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 Metalization effect, +20% Damage.​

Show Effects

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1

Iron Skin

Skill
Skill

[Exhaust][Finale]

For 1 turn, -20% Damage taken.
Metalization -4.
Maximum -20% Damage taken for that amount.

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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 Cards:

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 Metalization.
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 Metalization.
At the start of the turn, 1 Metalization.​

Show Effects

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1

Metal Pierce I

Attack
Attack

110% × 2 Defense-based Damage.
If in Metalization state, -1 Metalization, +1 strike, 2 Vulnerable.

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1

Metal Pierce II

Attack
Attack

200% Defense-based Damage.
Metalization -2.
Maximum +150% Damage equal to that amount.

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1

Metal Pierce III

Attack
Attack

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

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2

Metal Pierce IV

Attack
Attack

110% × 2 Defense-based Damage.
1 Vulnerable.
On Recover, cost of card -1 for 1 turn.​

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1

Metal Pierce V

Attack
Attack

110% × 2 Defense-based Damage.
If in Metalization state, -1 Metalization, 2 Vulnerable, 2 Weaken

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1

Metal Extraction I

Skill
Skill

2 Metalization.
+30% Shield of Skill Card for 1 turn.​

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1

Metal Extraction II

Skill
Skill

3 Metalization.
3 Resolve for 1 turn.​

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1

Metal Extraction III

Skill
Skill

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

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2

Metal Extraction IV

Skill
Skill

[Celestial]

2 Metalization.
3 Resolve for 1 turn.​

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1

Metal Extraction V

Skill
Skill

3 Metalization.
For 1 turn, +30% Metalization 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 Metalization 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 Metalization effect hits 1 additional time, +50% Damage.​

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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 Metalization by up to 2. Defense-based Damage equal to 120% to all enemies.​

Show Effects

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2

Full Metal Hurricane IV

Attack
Attack

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

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2

Full Metal Hurricane V

Attack
Attack

100% × 3 Defense-based Damage to all enemies.
Decrease Metalization up to 2.
+1 hit for that amount.

Show Effects

Potential

The values are shown for level 1 for the nodes currently. Some of them can be leveled multiple times (up to 5/10) and we will add those values soon!

1

Epiphany Bonus

Potential 1

Upon entering Chaos, you obtain 1 random Rare card through Epiphany.
2

Upgrade Basic Cards

Potential 2

Basic Card damage, shield gain, and healing amount +2%.
3

Neutral Card Upgrade

Potential 3

Neutral Card damage, shield gain, and healing amount +2%.
3-1

Basic Card Proficiency

Potential 3-1

When using the Steel Barrier card, gain 1 Metalize.
4

Upgrade Unique Cards

Potential 4

Unique Card damage, shield gain, and healing amount +2%.
5

Critical Chance Proficiency

Potential 5

+2% 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

Stamina Increase by 1.6%
7

Upgrade Unique Stats

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 Potential by +3 for [Upgrade Basic Cards], [Upgrade Neutral Cards], and [Upgrade Unique Cards].
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 Potential by +3 for [Upgrade Basic Cards], [Upgrade Neutral Cards], and [Upgrade Unique Cards].
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 Metallization, 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 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.

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 rating below is based on the Basin of Hyperspace Dimensional Twilight game mode, NOT Chaos Manifestation or Zero System. Chaos Zero Nightmare is a game with absurd freedom and the ability to allow any character to shine. Given enough time, persistence, correct teams, and dedication to deck building, all characters can be exceptional in Chaos Manifestation or Zero System.

T2

Dimensional Twilight

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.
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.

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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.​

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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% × 2 Defense-based Damage.
If in Metalization state, -1 Metalization, 2 Vulnerable.

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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 Metalization.
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 Metalization effect, +20% Damage.​

Show Effects

Full Metal Hurricane

Amir’s strongest attack card that costs a high 2AP 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.

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Iron Skin

Skill
Skill

[Exhaust][Finale]

For 1 turn, -20% Damage taken.
Metalization -4.
Maximum -20% Damage taken for that amount.

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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.

Potentials

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 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 400
Playstyle & Gameplay
Standard Playstyle

Amir’s playstyle is simple but can be challenging to execute in practice. At a base, her plan is to generate Metallization efficiently, then focus on either consuming it via her spenders at opportune times or triggering it as much as possible via AP efficient shielding cards. What makes Amir challenging to play is her own lack of shields and, therefore, ways to trigger that Metallization. This, combined with the fact that much of her defensive capabilities are tied to temporary and usually one-use mitigation cooldowns, makes her far less easy to survive with as a solo sustain than other vanguards. A solution to this is to add more neutral shielding cards to Amir’s deck or to pair her with another shielder.

Dupes Review

Dupes review aren't available yet. We will add them soon!

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

Gear

Amir Gear guide isn't available yet. It will be added soon.

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
Dupe Priority

Highest Metalize Generator = Iron Skin

Depending on which EPI you land on, duping whatever provides you with the most Metalize is the priority. Without Metalize, Amir just doesn’t function properly, so your goal is to always have as many stacks as possible to use.

You can also dupe Iron Skin if you’re able to reliably keep Metalize stacks up, as it is a powerful damage mitigation tool.

Epiphany Alternatives
  • Metal Pierce III: Metal Pierce V spends a Metalize to add more Vulnerable and also add Weaken to targets. This helps set your DPS up for harder hits and also helps Amir fulfill her role as a damage mitigator.
  • Metal Extraction III: Metal Extraction II can be just as good when played with another shielder on the team. Without one, it’s hard for Amir to take good advantage of the Resolve buffs.
  • Full Metal Hurricane V: Full Metal Hurricane III is a good option if you can’t get V or if you want a more hands-off playstyle. This EPI will consume up to 2 Metalize stacks per turn to dish out big AoE damage. The highs are lower for this choice, but the payoff is still good if you can keep Metalize up.
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.

Double Shielder
Damage
Any DPS
Tripple Shielder