Amir Overview & Build Tips
Amir is an Order-attribute 4★ Vanguard combatant from the Terrascion faction, whose kit revolves around Metalization and Defense-based damage rather than raw Attack output. She gains Metalize stacks through her shielding skills (e.g., Steel Barrier) and deals extra hits or Vulnerable debuffs via cards like Metal Pierce when Metalize is active.
Her Manifest Ego upgrades, such as “Sleeping Memory” and “Liberated Memory,” further bolster her Metalize mechanics and defensive strength. In sum, Amir shines in team comps where she benefits from allies generating shields or enabling Metalize triggers — making her a strong choice for captains who favor strategic, defense-synergy gameplay over brute force.
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Basic Cards
Combatants Cards
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Unique Cards
Combatants Cards
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Full Metal Hurricane
Attack
AP 2
200% Defense-based Damage to all enemies
For 1 turn, all enemies are targeted by Metalize effect, +20% Damage
For 1 turn, all enemies are targeted by Metalize effect, +20% Damage
Hovering Metal
Skill
AP 1
3 Damage Reduction
2 Metalize
2 Metalize
Iron Skin
Skill
AP 1
[ Exhaust ]
For 1 turn, -40% Damage taken
Metalize -3 Maximum
-20% Damage taken for that amount
For 1 turn, -40% Damage taken
Metalize -3 Maximum
-20% Damage taken for that amount
Metal Extraction
Skill
AP 1
2 Metalize
2 Resolve for 1 turn
2 Resolve for 1 turn
Metal Pierce
Attack
AP 1
90% x 2 Defense-based Damage
If in Metalize state,
-1 Metalize, 2 Vulnerable
If in Metalize state,
-1 Metalize, 2 Vulnerable
Epiphany Cards
Full Metal Hurricane
( click to expand )
Combatants Cards
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Full Metal Hurricane — E1
Attack
AP 2
200% Defense-based Damage to all enemies
For 1 turn, all enemies are targeted by Metalize effect, +60% Damage
For 1 turn, all enemies are targeted by Metalize effect, +60% Damage
Full Metal Hurricane — E2
Attack
AP 2
200% Defense-based Damage to all enemies
For 1 turn, each strike from Metalize effect hits 1 additional time, +50% Damage
For 1 turn, each strike from Metalize effect hits 1 additional time, +50% Damage
Full Metal Hurricane — E3
Upgrade
AP 2
200% Defense-based Damage to all enemies
At the end of the turn, decrease maximum Metalize by up to 2
Defense-based Damage equal to 120% to all enemies
At the end of the turn, decrease maximum Metalize by up to 2
Defense-based Damage equal to 120% to all enemies
Full Metal Hurricane — E4
Attack
AP 2
80% x 4 Defense-based Damage to all enemies
For 1 turn, Metalize to all enemies, +20% Damage
For 1 turn, Metalize to all enemies, +20% Damage
Full Metal Hurricane — E5
Attack
AP 2
100% x 3 Defense-based Damage to all enemies
Decrease Metalize up to 2 +1 hit for that amount
Decrease Metalize up to 2 +1 hit for that amount
Hovering Metal
( click to expand )
Combatants Cards
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Hovering Metal — E1
Skill
AP 1
3 Damage Reduction
4 Metalize
4 Metalize
Hovering Metal — E2
Skill
AP 1
2 Damage Reduction
2 Metalize
2 Counterattack
2 Metalize
2 Counterattack
Hovering Metal — E3
Skill
AP 2
[ Heaven ]
3 Damage Reduction
3 Metalize
3 Damage Reduction
3 Metalize
Hovering Metal — E4
Skill
AP 1
[ Exhaust ]
3 Damage Reduction
5 Metalize
3 Damage Reduction
5 Metalize
Hovering Metal — E5
Upgrade
AP 1
2 Metalize
At the start of the turn, 1 Metalize
At the start of the turn, 1 Metalize
Metal Extraction
( click to expand )
Combatants Cards
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Metal Extraction — E1
Skill
AP 1
2 Metalize
+30% Shield of Skill Card for 1 turn
+30% Shield of Skill Card for 1 turn
Metal Extraction — E2
Skill
AP 1
3 Metalize
3 Resolve for 1 turn
3 Resolve for 1 turn
Metal Extraction — E3
Skill
AP 1
2 Metalize
For 1 turn, when using Skill Cards, 1 Metalize (Max 2 times)
For 1 turn, when using Skill Cards, 1 Metalize (Max 2 times)
Metal Extraction — E4
Skill
AP 2
[ Heaven ]
2 Metalize
3 Resolve for 1 turn
2 Metalize
3 Resolve for 1 turn
Metal Extraction — E5
Skill
AP 1
3 Metalize
For 1 turn, +30% Metalize Damage
For 1 turn, +30% Metalize Damage
Metal Pierce
( click to expand )
Combatants Cards
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Metal Pierce — E1
Attack
AP 1
110% x 2 Defense-based Damage
If in Metalize state,
-1 Metalize, +1 strike, 2 Vulnerable
If in Metalize state,
-1 Metalize, +1 strike, 2 Vulnerable
Metal Pierce — E2
Attack
AP 1
200% Defense-based Damage
-2 Metalize,
Maximum +150% Damage equal to that amount
-2 Metalize,
Maximum +150% Damage equal to that amount
Metal Pierce — E3
Attack
AP 1
90% x 2 Defense-based Damage
1 Vulnerable,
2 Metalize
1 Vulnerable,
2 Metalize
Metal Pierce — E4
Attack
AP 2
110% x 2 Defense-based Damage
1 Vulnerable
On Recover, cost of card -1 for 1 turn
1 Vulnerable
On Recover, cost of card -1 for 1 turn
Metal Pierce — E5
Attack
AP 1
110% x 2 Defense-based Damage
If in Metalize state,
-1 Metalize, 2 Vulnerable, 2 Weaken
If in Metalize state,
-1 Metalize, 2 Vulnerable, 2 Weaken
Ego Skill
Combatants Cards
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Potential Priorities
List of Builds (Teams, Memory Fragments, Partners)
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