Table of Contents
Early Game Tier T1
Mid Game Tier T1+
Late Game Tier T1
|4★ (Fully Uncapped: 5★)|
|Obtain - Premium Draw|
As one of the first characters coming from Rage of Bahamut, Amira was amongst the first characters to feature a transformation skill, making her a powerful attacker with both Dark and Light damage. Add in the fact that she also provides a precious DA/TA and charge bar generation team buff makes her a versatile character who can carve a place for herself in most Light compositions.
Brings a team DA/TA buff with charge bar generation up
With her first skill, Amira is able to support her whole team with a decent DA/TA buff on an adequate uptime, which is already a rarity among light characters. Light characters tend to heavily rely on Charge Attack effects or Charge bar, which makes Amira the perfect companion for them.
Excellent sustained damage
As a result of her third skill, Amira gains additional offensive stats, making her not only punch extremely hard, but also guaranteed DA while transformed, perfectly suited for long battles. She is even able to ignore Atma proficiency and fit into teams without the right weapon mastery thanks to her transformation.
High Charge Attack damage
Between her ability to increase her own C.A damage, her additional dark damage when transformed and her EMP nodes, Amira’s C.A damage is unusually high which can allow for some unexpected burst potential.
Dark echoes get reduced by off-element penalty
Due to her dark echoes being an old mechanic introduced before off-element penalty exists, her additional dark damage ends up being drastically reduced in raids where such a penalty applies, even if Amira is utilized properly in a dark fight.
Amira is one of the few characters distinguishing herself as both an attacker and a team buffer, as attackers tend to be selfish by nature. Not only is Amira a self-sufficient attacker with great self-buffs all around, the utility she provides is also paramount compared to other light characters, making her an extremely strong option for nearly any team.
Amira’s first skill is Bal-Sagoth, which is her main utility: for 3 turns, she will buff the whole team with a 30% DA / 15% TA / 30% Charge bar speed up. While the multi-attack buff isn’t that strong, it ends up being noticeable especially being on a pretty low cooldown. It’s also very press-and-play friendly, which most players will appreciate.
Her second skill, Power Within, steals charge bar from everyone on the field, allies and foes alike. Once completely upgraded, Amira will steal up to 40% charge bar from her target, as well as up to 5% charge bar from each of her allies. For every % of charge bar successfully stolen from an ally, Amira will gain 4% for herself. This pays for itself and then some, assuring her to be nearly always fully charged whenever pressing the skill. Amira will also gain a 50% charge attack damage buff for the next instance, because why not!
Amira’s third skill is a transformation that will often rely on the use of her second skill to activate quickly. If Amira has 100% charge bar, she will be able to go into Half-God Half-Demon mode, under which she will gain dark echoes, 30% ATK up (special mod), 30% DEF up, 10% TA up, immunity to debuffs and a one time retaliation (counter upon getting damaged) every turn. This manifestation also grants bonus dark damage on her charge attack (350,000 damage maximum), although due to how damage calculation is handled, don’t expect the amount of dark damage to be very significant. That transformation alone makes Amira a fearsome attacker, with guaranteed multi-attacks and high raw attack, as well as additional bonus damage. All of which lasting a whole 10 turns upon activation.
But there’s more, Amira’s ougi when transformed will also cut all of her cooldowns by one turn! Which means that Bal-Sagoth’s effective cooldown is closer to 4-5 turns, Power Within would be closer to 5 turns, and Half-God Half-Demon closer to 7-8 turns. Thanks to that her team utility ends up with an even greater uptime, making it very easy to keep her transformation active permanently.
And the cherry on top, Amira’s passives make her generate charge bar 20% faster, which is kinda overkill now that Power Within grants her so much charge bar easily. Her EMP passive will also provide a chance for Amira to stack up to 30% ATK up (special mod) for even sillier damage in long fights.
Amira simply shines at any stage of the game :
Early-game through her ability to boost her own charge attack damage while being able to build up a full burst faster in order to nuke enemies.
Mid-game where she becomes a precious DA/TA buffer while keeping some very good damage herself, especially in a magna grid lacking any form of Trium or good DA/TA Main hand.
End-game due to her charge bar generation up which synergize a lot with Light playstyle, and thanks to her not needing any Atma synergy to function as an attacker.
For any player who would like to commit seriously to light, Amira should be a primary pick as she is just one of those characters that can be slot in on any team without giving a second thought.
Characters and Grid Options
Characters lacking innate DA/TA
Characters such as Juliet and Clarisse will appreciate the DA/TA brought by Amira, as they are characters with innate increased damage, but with no natural DA/TA to exploit it.
Characters with charge bar mechanics
Ferry will have a good synergy with Amira, as Bal Sagoth effects will help the ghostly erune reach 100% charge bar in order to unleash her team guaranteed TA skill.
Io will be extremely happy to pair with her, as the magician’s Vortex stacks system eats notable amounts of charge bar that Amira is best at providing.
Characters with powerful Charge Attack effects
Tweyen 5* comes immediately to mind as this character craves for both DA/TA buffs and charge bar generation in order to increase her own damage potential. Most importantly, Amira will be able to provide the best uptime as possible on the Eternal’s team Crit buff.
Other characters with powerful charge attack effects such as Seruel, Sarunan, Lucio, Summer De La Fille, Albert… Whether it is team or self buffs, they will appreciate Amira’s buff so long as they benefit from repetitively using their charge attack as much as possible.
Charge attack centric teams
While not exactly common, Amira also has a niche in teams attempting to maximize C.A damage. Teams setups with Amira, Fif 5*, and a last character among Tweyen 5*, Sandalphon, Rosamia, Robomi, Juliet... who all overcap with their C.A. These characters synergize well with Amira (who has herself above average C.A damage) in order to nuke the boss as much as possible through charge attacks. The use of a Huanglong Spear that grants 20% C.A damage, 20% C.A cap and more charge bar generation makes this weapon an ideal Main Hand in this setup
|C.A DMG cap ★★★||Critical Hit ★★★||Support Skill ★★★|
|Light ATK ★★☆||C.A DMG ★☆☆||Charge bar ★☆☆|
|ATK ★☆☆||ATK ★☆☆|
Amira’s support skill grants her a 10% chance to gain 10% stackable ATK up everytime she attacks the enemy, for a maximum of 30% ATK up. The modifier being special will multiplicatively increase Amira’s damage, extremely useful in long battles. Otherwise, a focus on C.A boosting EMP is advised, and after that general offensive nodes.
Ring Bonus Suggestions
|1st Roll||2nd Roll|
|C.A DMG cap||Triple Attack|
C.A damage cap and Triple attack are really must-haves for Amira’s ring bonus, as nearly all other stats are covered by her transformation’s buffs. Stamina and Critical Hit are decent placeholders, but not nearly as good.
Extended Mastery Info
Chance to boost ATK with every one-foe attack (Stackable)