Last updated: 24/May/2026

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.
Last review update
Season 2
Last build update
Season 2
Last profile update*
15/Mar/2026
*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

Rapier
Attack

Steel Barrier
Skill
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Hovering Metal
Skill
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Metal Pierce
Attack
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Metal Extraction
Skill
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Full Metal Hurricane
Attack
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Iron Skin
Skill
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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.
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
Divine Epiphany Adaptation
Potential 5-2
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
Amir is a Vanguard that belongs to the Order attribute who 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 causes Amir to attack after a shield card is used, dealing Defense-Based damage and reducing 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. Amir also has access to some solid AoE damage and can inflict the Vulnerable debuff to boot.
Amir is looking to be paired with Combatants who can offer consistent shielding to trigger her Metallization buff. Amir also strongly benefits from Combatants who offer AP management as one of her best cards, Full Metal Hurricane is quite costly and is often one of the key cards copied in end-game Save Data.
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 Season Save Data, Chaos Manifestation, and Great Rift modes. Each of the modes values different mechanics, so some characters may shine in one of them, while being underwhelming in the other.
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.
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 Metallization 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
Base
Ego 1
Ego 2
Ego 3
Ego 4
Ego 5
Ego 6

Steel Resolve
Ego Skill
Show Effects
Costs 4 EP 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
Attack
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
Skill
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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
Skill
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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
Attack
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One of Amir’s Metallization spenders and payoff cards. Deals Defense-Based damage twice to a single target, then, if Metallization is active, it 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
Skill
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
Attack
Show Effects
Amir’s strongest Attack Card that costs a high 2 AP 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.

Iron Skin
Skill
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.
Best Epiphanies
Note
We have given a star rating for each Epiphany, showing how strong and useful it is - with 1 being the lowest rating and 5 the highest.

Hovering Metal I
Skill
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Hovering Metal II
Skill
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Hovering Metal III
Skill
Show Effects

Hovering Metal IV
Skill
Show Effects

Hovering Metal V
Upgrade
Show Effects
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: -1 Cost Reduction, Draw 1.

Metal Pierce I
Attack
Show Effects

Metal Pierce II
Attack
Show Effects

Metal Pierce III
Attack
Show Effects

Metal Pierce IV
Attack
Show Effects

Metal Pierce V
Attack
Show Effects
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: -1 Cost Reduction.

Metal Extraction I
Skill
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Metal Extraction II
Skill
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Metal Extraction III
Skill
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Metal Extraction IV
Skill
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Metal Extraction V
Skill
Show Effects
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: -1 Cost Reduction, Draw 1.

Full Metal Hurricane I
Attack
Show Effects

Full Metal Hurricane II
Attack
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Full Metal Hurricane III
Upgrade
Show Effects

Full Metal Hurricane IV
Attack
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Full Metal Hurricane V
Attack
Show Effects
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: -1 Cost Reduction.
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.
The best generic set combination for Amir in Save Data game modes assuming you have access to a good amount of Card Damage buffing like Morale via your team. Unlike other set combinations is generically usable across all game modes and all of Amir's builds thanks to its bonuses applying to both card damage and non-card damage (important for Amir's Metalization builds) while also being permanantly active. While usually the best, when using some specific builds or in Chaos game modes there are a few other niche sets worth considering which can pull ahead when the conditions are right..
For more damage use 2P Cursed Corpse (if you can keep Agony on targets at all times) or 2P Black Wing (only a minor damage increase but more consistent). Alternatively for stronger Chaos starts try 2P Seth's Scarab, or if you want more survivability use 2P Healer's Journey. If none of that appeals, you can use any 2 strong sub/main stat pieces instead of a final 2P set bonus as well.
Gets outscaled by 2/2/2 in any scenario where Amir already has access to a large amount of card damage or when Agony is consistently present on your target. Also not a great option for Metalization builds as Metalization damage is no considered "card damage" and wont be boosted by 4P Bullet. The time where you' may want to consider using this set configuration is for Chaos where huge amounts of buffs aren't present or in team set ups that don't feature a large amount of card damage.
Some Amir decks make use of 2 Cost cards to deal the majority of their damage. In these decks 4P Line of Justice can be a valid alternative to 2/2/2 and even outperform it assuming the bulk of your damage is coming from those 2 cost cards and they aren't being discounted.
Similar to 4P Line of Justice 4P Conqueror's is also another specilist option for Amir in decks where the majority of her damage comes from 1 cost cards. Just like Line of Justice, Conqueror's can also outperform 2/2/2 making it a valid option assuming most of your damage is from those 1 cost cards.
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% >>> ATK > ATK%
Not all Amir builds focus on using Metalization to deal damage, but those that do will want to reach at least 301 Defense to max out the effect of her Potential 7 to boost Metalization's base damage. If you're not using Metalization on your Amir, this can be ignored, but it's still worth considering for when you're playing her in Chaos.
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 character'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.
No calculations in Chaos Zero Nightmare are completely accurate for all scenarios, including the ones below. What team, decks, epiphanies, gear, equipment, and enemies you're facing all impact them. Because of this, take the results as guidelines and combine them with the explanations to make your decisions. Calculations use endgame save data set-ups, including 5 turns of combat using the whole deck with all Ego skills unless otherwise stated.
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.
The equipment recommendations are based on items obtainable in Season 2’s Chaos - Burning Life. If you’re running content outside of Season 2, it’s possible some options may not be available for acquisition, or that other options not obtainable in Burning Life may be better.
We're currently working on updating all builds for Season 3.




























Deck & Teams
Check the best builds for Amir below.
Metal Amir
Metal Amir (AOE)




Hovering Metal I
Skill
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Metal Pierce III
Attack
Show Effects

Metal Extraction III
Skill
Show Effects

Full Metal Hurricane II
Attack
Show Effects

Full Metal Hurricane II
Attack
Show Effects
Base performance of the character.