Amira is a hard hitting attacker who can provide great charge bar support to the party with Bal-SagothAll allies gain 30% DA UpDouble attack rate is boosted Strength: 30%Duration: 3 turns, 15% TA UpTriple attack rate is boosted Strength: 15%Duration: 3 turns, and 25% Charge Bar Gain UpCharge bar gain is boosted Strength: 25%Duration: 3 turns. At level 55: Buff increased to 30% Charge Bar Gain UpCharge bar gain is boosted Strength: 30%Duration: 3 turns..
She starts out quite weak, but after obtaining her 5★ upgrades, she becomes much stronger all around. Her passive at level 90 allows her to fit in non-fist atma comps; it provides guaranteed DA and atk up/def up, allowing her to keep up with the rest of the team while providing valuable and consistent DATA/bar buffs.
How to Play
Tips
Typically you want to place Amira in the last spot of your party since she needs to get to 100% charge bar to use Half-God Half-DemonActivate Half-God Half-Demon mode. (Gain Dark element qualities and reduce Light damage taken by 25%. Normal attacks and charge attacks deal bonus Dark damage.) (Uses 100% of charge bar) to transform and then catch up to the rest of the party to take part in the chain burst.
Make sure to use Power WithinAbsorb 10% of a foe's mode bar and 10% of all allies' charge bars. Gain Charged +Instantly boosts Charge Bar by Max: 15% from foe Max: 10% from each allyUnaffected by charge bar gain effectsbased on the amount absorbed. At level 75: Charged +Instantly boosts Charge Bar by Max: 20% from foe Max: 10% from each allyUnaffected by charge bar gain effects boost from foe increased to 20%. At level 100: Foe's mode bar absorption reduced to 5%. Allies' charge bars absorption reduced to 5%. Charged +Instantly boosts Charge Bar by Max: 40% from foe Max: 20% from each allyUnaffected by charge bar gain effects boost further increased. Also gain 50% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time) Strength: 50%Duration: Indefinite. when the enemy has some mode bar to absorb, or it will be much less effective.
The crew skill that grants 30% charge bar at battle start is massively helpful to Amira, as it allows her to transform on Turn 2.
Thanks to Amira's increased charge bar gain, she gains 12% (13% with 1★ in charge bar boost EMP) charge bar from each ally who charge attacks before her, this means she only needs to be at 64% (61% with 1★ in charge bar boost EMP) to take part in a full chain burst if she is in the last position in the party instead of the standard 70%.
Synergy
Amira synergizes with characters that require a lot of charge bar, as Bal-SagothAll allies gain 30% DA UpDouble attack rate is boosted Strength: 30%Duration: 3 turns, 15% TA UpTriple attack rate is boosted Strength: 15%Duration: 3 turns, and 25% Charge Bar Gain UpCharge bar gain is boosted Strength: 25%Duration: 3 turns. At level 55: Buff increased to 30% Charge Bar Gain UpCharge bar gain is boosted Strength: 30%Duration: 3 turns. substantially increases charge bar gain for the party.
Amira also synergizes with MC classes that use either Double Trouble IIIGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs Duration: 1 turn . Spear: All parties gain 10% DA UpDouble attack rate is boosted Strength: 10%Duration: 3 turnsWithout other buffs and 5~10% TA UpTriple attack rate is boosted Strength: 5~10%Duration: 3 turnsMaximum effect at 3 buffs.. Axe: Inflict DA DownDouble attack rate is lowered Duration: 180 seconds and TA DownTriple attack rate is lowered Duration: 180 seconds on a foe. with a spear or Four-Sky Blade Lumen/Four-Sky Blade Sterling as these multiattack boosts stack with Bal-SagothAll allies gain 30% DA UpDouble attack rate is boosted Strength: 30%Duration: 3 turns, 15% TA UpTriple attack rate is boosted Strength: 15%Duration: 3 turns, and 25% Charge Bar Gain UpCharge bar gain is boosted Strength: 25%Duration: 3 turns. At level 55: Buff increased to 30% Charge Bar Gain UpCharge bar gain is boosted Strength: 30%Duration: 3 turns. and provide even more charge bar generation.
Prioritise Critical first, followed by Light ATK; DA is no longer worth investing in if you can manage her 3rd ability well enough. Invest in CA node as Amira is ougi-centric. CA cap node is also great if you can cap consistently. After this take Charge Bar and ATK (Overdrive). Her Extended Mastery Support Skill is also a strong option.