Amira/Strategy
| Game | Strategy | Lore | Voice |
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Ratings
| Amira | |||||
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Overview
Amira is a hard hitting attacker who can provide great charge bar support to the party with
Strength: 30%Duration: 3 turns,
Strength: 15%Duration: 3 turns, and
Strength: 25%Duration: 3 turns.
At level 55:
Buff increased to
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 15% of a foe's mode bar and 10% of all allies' charge bars.
At level 75:
Foe mode bar absorption increased to 20%.
At level 100:
Foe mode bar absorption increased to 40%.
Allies' charge bars absorption reduced to 5% (Amira gains 20% charge bar for each ally absorbed).
Also gain50% 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
Strength: 30%Duration: 3 turns,
Strength: 15%Duration: 3 turns, and
Strength: 25%Duration: 3 turns.
At level 55:
Buff increased to
Strength: 30%Duration: 3 turns. substantially increases charge bar gain for the party.
Amira also synergizes with MC classes that use either
Strength: 100%Duration: 1 turn .
Spear: All parties gain
Strength: 10%Duration: 3 turnsWithout other buffs and
Strength: 5~10%Duration: 3 turnsMaximum effect at 3 buffs..
Axe: Inflict
and
on one enemy. with a spear or
Strength: 30%Duration: 3 turns,
Strength: 15%Duration: 3 turns, and
Strength: 25%Duration: 3 turns.
At level 55:
Buff increased to
Strength: 30%Duration: 3 turns. and provide even more charge bar generation.
Extended Mastery Perks
| Amira | Stars: 11 | EMP: 66 | ||||||||||||||||||||||||||||||||
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ATK
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DEF
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Debuff Resistance
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Overdrive Attack
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Overdrive Curbed
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| ☆☆☆ | ☆☆☆ | ☆☆☆ | ☆☆☆ | ☆☆☆ | ||||||||||||||||||||||||||||||
ATK
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DEF
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HP
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Light ATK Up
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Charge Attack Damage
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| ☆☆☆ | ☆☆☆ | ☆☆☆ | ★★☆ | ★★★ | ||||||||||||||||||||||||||||||
Double Attack Rate
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Critical Hit
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Charge Attack Damage Cap
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Boost to Charge Bar
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Chance to boost ATK with every one-foe attack (Stackable) | ||||||||||||||||||||||||||||||
| ☆☆☆ | ★★★ | ★★★ | ☆☆☆ | ☆☆☆ | ||||||||||||||||||||||||||||||
| Last update: 2018-12-21 | ||||||||||||||||||||||||||||||||||
Gamewith's recommended EMP build for Amira.