4★ Amir — Introduction
INTRODUCTION
CARDS & EPIPHANIES
EQUIPMENT (TBA)
MEMORY FRAGMENTS & STAT PRIORITIES (TBA)
PARTNERS (TBA)
BUILDS & TEAMS (TBA)
Character Introduction
Amir (4★ Order · Vanguard) is a hybrid frontline combatant in Chaos Zero Nightmare whose kit centers on Metallization (Metalize) stacks, defense scaling, and shield-linked damage. As a Vanguard, her core mechanics revolve around generating Metalize — a stackable resource that causes her to perform extra attacks whenever she gains a shield through card effects. Cards like Hovering Metal and Metal Extraction build Metalize while providing damage reduction and additional Resolve, while offensive skills like Metal Pierce and Full Metal Hurricane spend Metalize for damage and Vulnerable application. Her basic skills, including Steel Barrier, provide defensive utility and fuel her Metallization loops, blending shielding with offensive potential.
Amir’s Ego Skill, Steel Resolve, converts accumulated Metalize into a substantial shield burst and then replenishes Metalize at the start of the next turn, reinforcing her durability and enabling follow-up plays. She thrives in compositions that repeatedly generate shields — either from allies or her own skills — to trigger Metalization extra attacks and amplify damage output. This mix of defense and offense allows Amir to function as both a sub-DPS and a utility Vanguard, granting sustained damage, debuff application, and survivability in longer engagements.
Potential Priorities
Node 02 — Increase Damage, Shield, and Healing Amounts of Basic Cards by 2(20)%
Node 03 — Increase Damage, Shield, and Healing Amounts of Common Cards by 2(20)%
Node 03-1 — When using the Steel Barrier card, gain 1 Metallization.
Node 04 — Increase Damage, Shield, and Healing Amounts of Unique Cards by 2(20)%
Node 05 — +2(10)% Critical Chance
Node 05-1 — +5% Damage for Amir's Rapier. If Amir's Defense is greater than 250, an additional +5% to that value.
Node 06 — Increase Heath by +1.6(8)%.
Node 07 — +10% Metallization Damage. When Amir’s Defense is greater than 300, +10% to that value.
Manifest Ego
ME1 — The Iron Skin card has Finale removed, its damage reduction increased by 20%, and it now consumes up to a maximum of 3 Metallization.
ME2 — At the start of battle, gain 2 Metallization.
ME3 — Increase the level of [Basic Card Upgrade], [Unique Card Upgrade], and [Common Card Upgrade] in Potentials by 3.
ME4 — The shield generation effect of Steel Resolve changes to 150% per Metallization consumed, and the Metallization gained at the start of the next turn is increased by 2.
ME5 — Increase the level of [Basic Card Upgrade], [Unique Card Upgrade], and [Common Card Upgrade] in Potentials by 3.
ME6 — At the start of the turn, gain 1 Metallization.