

Introduction
Amir (Enkidu) is a Legendary Wind esper in Dislyte. Amir (Enkidu)'s role is Fighter. Organization: Esper Union.
On the Dislyte tier list Amir (Enkidu) is C tier, 121st of the 137 espers ranked.
Other Wind espers in Dislyte: Ahmed (Geb), Ain (Ptah), Alolin (Pazuzu), Arcana (Hermes), Archibald (Mictlantecutli), Ashley (Heimdall) and 45 more.
What Amir (Enkidu) does
Builds Zest every round and from his basic attack, then casts
Justice Served automatically at 10 stacks, cleansing himself and hitting every enemy for 10% of his HP. Whenever an enemy gains a Shield, he pursues with Righteous Resolve to strip it and cut that enemy's Max HP by 5%.
He heals 10% of Max HP when hit and takes 50% of the ability damage aimed at an allied
Fatimah.
Profile
Blessed with the divine power of Enkidu, Amir is on the frontline against crime.
Amir (Enkidu)'s birthday is 09-10, and Amir (Enkidu) stands 175cm tall. Amir (Enkidu) likes collecting action figures and playing online games.
Stats
- HP3rd of 19723,056
- ATK158th of 197900
- DEF110th of 197986
- SPD121st of 197102
- C. RATE10%
- C. DMG150%
- ACC0%
- RESIST8th of 19735%
At level 60, 6 stars and fully ascended, before relics, Divine Weapon and Resonance. Each bar is measured against the highest value in the Dislyte roster, and the place is out of every esper with that stat.
- HP18,13823,056
- ATK850900
- DEF810986
- SPD102102
- C. RATE10%10%
- C. DMG150%150%
- ACC0%0%
- RESIST20%35%
Before relics, Divine Weapon and Resonance.
Pursuer: Espers who attack primarily through Pursuit Attacks, Assists, or counterattacks.
Skills
Damage calculator
Dauntless Charge
Skill 1Active
Attacks 1 enemy 3 times. Damage per hit: 2.5% of Amir's HP. Gains 2 stacks of Zest. Passive: When allied Fatimah takes ability damage, shares 50% of her damage taken.
Level 1 and each level-up
Level 1: Attacks 1 enemy 3 times. Damage per hit: 1% of Amir's HP. Gains 2 stacks of Zest. Passive: When allied Fatimah takes ability damage, shares 50% of her damage taken.
- Level 2: Max HP-damage conversion ratio increased to 1.4%
- Level 3: Max HP-damage conversion ratio increased to 1.6%
- Level 4: Max HP-damage conversion ratio increased to 2%
- Level 5: Max HP-damage conversion ratio increased to 2.5%
Zest (Undispellable) Healing received +20%. Chance of taking critical hits -10%. Stackable.

Protector's Will
Skill 2Passive
Gains 2 stacks of Zest at the start of a round. Taking hits recovers HP. Healing: 18% Max HP. When enemies gain Shield, performs a Pursuit Attack with Righteous Resolve on a random target, and gains Zest stacks. Upon gaining 10 stacks of Zest, dispels all his debuffs, casts Justice Served, and consumes all stacks of Zest. Righteous Resolve: Dispels Shield from 1 enemy. Their Max HP -5%. Attacks the enemy. Damage: 10% of Amir's HP. Gains 1 stack of Zest
Level 1 and each level-up
Level 1: Gains 2 stacks of Zest at the start of a round. Taking hits recovers HP. Healing: 10% Max HP. When enemies gain Shield, performs a Pursuit Attack with Righteous Resolve on a random target, and gains Zest stacks. Upon gaining 10 stacks of Zest, dispels all his debuffs, casts Justice Served, and consumes all stacks of Zest. Righteous Resolve: Dispels Shield from 1 enemy. Their Max HP -5%. Attacks the enemy. Damage: 10% of Amir's HP. Gains 1 stack of Zest
- Level 2: Increases recovery rate to 12% when taking damage
- Level 3: Increases recovery rate to 14% when taking damage
- Level 4: Increases recovery rate to 16% when taking damage
- Level 5: Increases recovery rate to 18% when taking damage
With Resonance 2
Gains 7 stacks of Zest at the start of a round. Taking hits recovers HP. Healing: 18% Max HP. When enemies gain Shield, performs a Pursuit Attack with Righteous Resolve on a random target, and gains Zest stacks. Upon gaining 10 stacks of Zest, dispels all his debuffs, casts Justice Served, and consumes all stacks of Zest. Righteous Resolve: Dispels Shield from 1 enemy. Their Max HP -5%. Attacks the enemy. Damage: 10% of Amir's HP. Gains 1 stack of Zest
Zest (Undispellable) Healing received +20%. Chance of taking critical hits -10%. Stackable.
Shield Absorbs damage.

Justice Served
Skill 3Active, Cooldown 4 turns
Gains 1 stack of Divine Help. If Amir's HP is above 50%, the target's Max HP -10%. Attacks all enemies. Damage: 16% of Amir's HP. If Amir has Divine Help, performs a Pursuit Attack with Righteous Resolve on a random target, once per Divine Help stack. Divine Help: max 4 stacks.
Level 1 and each level-up
Level 1: Gains 1 stack of Divine Help. If Amir's HP is above 50%, the target's Max HP -10%. Attacks all enemies. Damage: 10% of Amir's HP. If Amir has Divine Help, performs a Pursuit Attack with Righteous Resolve on a random target, once per Divine Help stack. Divine Help: max 4 stacks.
- Level 2: Max HP-damage conversion ratio increased to 12%
- Level 3: Max HP-damage conversion ratio increased to 14%
- Level 4: Max HP-damage conversion ratio increased to 16%
- Level 5: Cooldown reduced by 1 turn
After Ascension 3: Justice Served
Gains 1 stack of Divine Help. If Amir's HP is above 50%, the target's Max HP -10%. Inflicts Diseased on all enemies for 2 turns. Attacks all enemies. Damage: 16% of Amir's HP. If Amir has Divine Help, performs a Pursuit Attack with Righteous Resolve on a random target, once per Divine Help stack. Divine Help: max 4 stacks.
With Resonance 1
Gains 1 stack of Divine Help. If Amir's HP is above 50%, the target's Max HP -10%. Attacks all enemies. Damage: 16% of Amir's HP. If Amir has Divine Help, performs a Pursuit Attack with Righteous Resolve on a random target, once per Divine Help stack. Divine Help: max 4 stacks. Final Damage +10%.
With Resonance 4
Gains 2 stacks of Divine Help. If Amir's HP is above 50%, the target's Max HP -10%. Attacks all enemies. Damage: 16% of Amir's HP. If Amir has Divine Help, performs a Pursuit Attack with Righteous Resolve on a random target, once per Divine Help stack. Divine Help: max 4 stacks. Final Damage +10%.
With Resonance 6
Gains 2 stacks of Divine Help. If Amir's HP is above 50%, the target's Max HP -10%. Attacks all enemies. Damage: 16% of Amir's HP. Gains 2 stacks of Zest. If Amir has Divine Help, performs a Pursuit Attack with Righteous Resolve on a random target, once per Divine Help stack. Divine Help: max 4 stacks. Final Damage +10%.
Divine Help (Undispellable) After casting Righteous Resolve, deals Splash Damage to 2 random enemies other than the target. Splash Damage: 10% of Amir's HP.
Captain Ability
- Up to level 60
- Increases ally HP in Triple Threat by 40%
- After Level Breakthrough
- Increases ally HP in Triple Threat by 50%
Ascension
Upgrade planner- Phase 1DEF +70; HP +340, ATK +25
- Phase 2HP +950; ATK +25, DEF +25
- Phase 3Upgrades Skill 3
- Phase 4DEF +10%
- Phase 5RESIST +15%
- Phase 6HP +20%
Resonance
61.Justice Served - Overload
Justice Served: Final Damage +10%.
2.Protector's Will - Morph
Change - Protector's Will: Gain an additional 5 stacks of Zest at the start of a round.
3.Blessing
Base ATK, Base DEF, and Base HP +15%.
4.Justice Served - Morph 1
Change - Justice Served: Gain an additional 1 stack of Divine Help after casting this ability.
5.Aura
Base ATK, Base DEF, and Base HP +20%.
6.Justice Served - Morph 2
New Effect - Justice Served: Gains 2 stacks of Zest after casting this ability. Divine Help: After casting Righteous Resolve, inflicts Diseased on the target for 2 turns (won't miss).
Divine Weapon

Sun Amidst the Dark
Neglected by his parents during a lonely childhood, No amount of wealth could alleviate his inner loneliness. Until the day a golden hero appeared and saved him from the darkness. Just like the shining sun, this led him down a new path.
- Level 30
- ATK +255, HP +9,875
- Ranks 1 to 6
- When HP is above 50%, damage taken -10/20/30/30/30/30%
- Ranks 4 to 6
- Base ATK, Base DEF, and Base HP +10/20/30%
Amir (Enkidu)'s dossier
An eccentric member of the Union Scavengers.
There's a new member in the Esper Union Scavengers, the group that strikes fear into the hearts of Esper criminals. This new member, the youthful Amir, has got a different style, and the divine power of Enkidu. An avid fan of Destiny's Kiss, Amir's workstation is piled high with merch. His love for otaku culture and his lively, often-bewildering personality make one... doubt his trustworthiness. But you can't judge a book by its cover, and Amir is passionate about his job. Thanks to his childhood obsession with the hero Sunblaze, Amir has always been determined to become a Scavenger who roots out Esper criminals.
Suffered a lonely childhood.
While Amir comes from a wealthy family, his life has been anything but happy. His parents were always too busy with work to give him any care or attention. Always aiming to please his parents during the brief moments they could share together, Amir quickly learned to hide his feelings. Wherever he went, he would keep the atmosphere lively. But Amir's antics failed to alleviate his loneliness, and over time, he became addicted to anime and video games, and picked up an obsession with idols. Once again, his wealthy background brought him only trouble. While Amir was on his way to Hazlitt to see some underground idols perform, he was kidnapped by Esper criminals who had planned the attack in advance.
Sunblaze sparked his dream of becoming a hero.
As Amir fell into utter desperation, a mysterious Esper appeared from the shadows and subdued the kidnappers in just a few smooth moves. After escorting Amir to safety, she disappeared into the night, just as quickly as she'd come. Only after the ordeal was over did Amir learn that his Esper savior was the urban legend of Gyrate, the hero known as "Sunblaze". During the kidnapping, Sunblaze's incredible power left an indelible impression on Amir, as he realized the importance of rooting out Esper criminals. And just like that, a seed was planted in Amir's heart: a dream to become a hero like Sunblaze and protect others.
A superhero to be.
Amir enrolled in the Esper Academy, determined to make his dream real. There, he was present for the Burning of the Union, and after suffering extreme fear during the incident, he gained the divine power of Enkidu. That fear did not sway Amir, but only strengthened his conviction that the world needed heroes like Sunblaze who could wield power to protect others. After graduating, Amir wasted no time in joining the Scavengers, fortifying the first line of defense against Esper criminality. While Amir still has a long way to go to become a "superhero", he believes that as long as he continues moving forward on this path, he'll be able to help others, one day.
Upgrade costs
Open in the plannerAscension
- Phase 1
Basic Wind Wave ×15
Gold ×3,000 - Phase 2
Basic Wind Wave ×20
Gold ×6,000 - Phase 3
Basic Wind Wave ×25
Advanced Wind Wave ×15
Gold ×9,000 - Phase 4
Advanced Wind Wave ×20
Elite Wind Wave ×10
Gold ×12,000 - Phase 5
Advanced Wind Wave ×30
Elite Wind Wave ×15
Gold ×15,000 - Phase 6
Advanced Wind Wave ×40
Elite Wind Wave ×30
Gold ×18,000
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