Hero Wars Wiki
Hero Wars Wiki
Advertisement
Hero Wars Wiki

Jealousy, deceit, lust for power... Drawn into this endless game, Amira has grown devilishly tired of watching humans expose their weaknesses. Slaves to their desires are seeking out the slave to her lamp in the heart of the desert, unaware of the challenge putting their lives at stake. Will the new contestants be strong in spirit, or will they succumb to the captivating magic of mirages? Do they know that Amira's lamp is a mere trinket for the genie, used by her to trick naive fools?

Skills

Browser Amira skill 1

White: Careless Wish

Amira surrounds each enemy with a whirlwind of cursed gold. Any damage dealt by the enemy weakens the power of the storm around them. After 7 seconds, the whirlwind deals damage based on its remaining power.

  • Hurricane strength: 519,916 (400% Magic attack + 150 * Level)
  • Max damage: 314,229 (220% Magic attack + 300 * Level)
Browser Amira skill 2

Green: Desperate Fury

Amira grants a wish to enemies with the Agility main stat, boosting their critical hit chance for 7 seconds if it was above zero at the time of activation. Unfortunately, all their critical hits end up missing the target during that time.

  • Increases critical hit chance by: 34,076 (25% Magic attack + 20 * Level + 200)
  • Chance to grant a wish is lowered if the target's level is above 130
  • Cooldown: 14 seconds
  • Initial cooldown: 8 seconds
Browser Amira skill 3

Blue: Art of Deceit

Amira grants a wish to enemies with the Intelligence main stat, boosting the healing they receive by 20% for 7 seconds. Unfortunately, Amira also damages them, and their Magic Attack decreases as they receive boosted healing. After the wish expires, the Magic Attack decrease remains active for 7 more seconds.

  • Damage: 163,625 (120% Magic attack + 100 * Level + 2,500)
  • Max Magic Attack decrease: 119,394 (90% Magic attack + 50 * Level + 1,300)
  • Cooldown: 20 seconds
  • Initial cooldown: 17 seconds
Browser Amira skill 4

Violet: Illusory Alliance

Amira grants a wish to enemies with the Strength main stat, conjuring a superior ally for them and forcing them to transfer all buffs to that ally. Unfortunately, the superior ally is in fact an Illusion that doesn't move, attack, or take damage.

  • Illusion's lifespan: 10.5 (0.05 * Level + 6)
  • Cooldown: 16 seconds
  • Initial cooldown: 11 seconds

Amira has been careless in her wishes and was imprisoned inside a lamp through treachery. The Heroes of the Dominion have rescued her, and so she has joined the ranks of the defenders out of gratitude. Think before you wish for something — otherwise you might end up facing unexpected consequences.

Skills

Mobile Amira skill 1

White: Careless Wish

Amira buries her foes under mounds of cursed gold. After 10 seconds the curse is released from the gold and deals damage based on its health. Each time an opponent deals damage, they also deal the same damage to their mound of gold. Each allied Mystery Hero other than Amira raises the gold’s Health by 10%.

  • Gold’s Health: 315,164 (400% Magic attack + 400 * Level)
  • Damage at Gold’s Max Health: 369,955 (500% Magic attack + 300 * Level)
Mobile Amira skill 2

Green: Fair Deal

Amira makes a “fair deal” with those enemies that have Agility as their main stat. Their critical hits become critical fumbles for 9 seconds and their critical hit chance increases. Critical fumbles deal half as much damage as a regular attack.

  • Critical hit chance bonus: 15,758 (20% Magic attack + 20 * Level)
  • Cooldown: 12 seconds
  • Initial cooldown: 2 seconds
Mobile Amira skill 3

Blue: Genie’s Patronage

Amira activates the Patronage for 8 seconds, protecting her allies. While the Patronage is active, her allies don’t take magic damage lower than 52,754 (70% Magic attack + 50 * Level + 1,000) from enemies that have Intelligence as their main stat. Patronage is always active for Mystery Heroes.

  • Magic damage lower than 52,754 (70% Magic attack + 50 * Level + 1,000) isn’t dealt to allies under the Patronage
  • Cooldown: 12 seconds
Mobile Amira skill 4

Violet: Endurance Test

Amira tests the enemies that have Strength as their main stat by depleting 5% of their Max Energy. If their Max Health is below 654,328 (800% Magic attack + 1,000 * Level + 40,000) she instead depletes 50% of their Max Energy.

  • Depletes 50% Energy if Max Health is below 654,328 (800% Magic attack + 1,000 * Level + 40,000)
  • Cooldown: 13 seconds

Introduction[]

Amira was released during the "Wintery wonders" event on Mobile which started on 22 December 2021).'

For browser Amira was introduced to the game during the special event The Mystery of Golden Sands which started on 7 April 2022.

Lore[]

Thousands of years ago in the Dominion, Amira was once an ordinary girl that found a genie lamp and was tempted to make a wish, that she would have unimaginable power. Amira's wish actually came true, but to her horror, Amira became a genie, and was trapped inside the lamp for thousands of years. Many people over the years have tried to make wishes, usually for power or wealth, and Amira, full of spite and bored of living in the lamp, granted them but exploited their weaknesses and used loopholes to make the people suffer from what they wished for. For example, if a person wished for a large sum of gold, Amira would physically drown them in gold, or if they wished to cheat death, Amira would turn said person into a lich to make them suffer permanently. As a genie, Amira had the power to conjure mirages, and used it to get people living in the eastern part of the Dominion to fight over who gets her. Many years later, the Guardians of the Dominion heard news of all the trouble Amira had caused in Adjalar, and a team of Guardians-Yasmine, Elmir, and Ziri (who were all natives to Adjalar) went to investigate. The trio were horrified to see many denizens of Adjalar and Daredevil, one of the Guardians, killing each other over "wishes" and "treasure." They realized that someone had been bewitching these people this whole time, and after resolving the conflicts, Amira finally showed herself to the trio. Amira, who had seen people's greed and bad qualities for centuries, thought that the Guardians were just typical selfish people that wanted to exploit her, so Amira accused them of such. She then lured Elmir into a bone dragon's mouth by conjuring a mirage of his father's lost blades, and Elmir, who had sworn an oath to retrieve them, fell for the trick and ran straight into the dragon's mouth. Luckily, Ziri and Yasmine saved Elmir from the dragon. After the trio fought more madmen that Amira had geased into fighting over her, Yasmine asked Amira what she could do to help. Amira seemed rather impressed by Yasmine's pure intentions at first, but later brainwashed Yasmine into thinking that her friends were actually jealous of her and holding her back. Yasmine tried to snap out of it, but in vain because Amira then told Yasmine that her friends actually denounced her and wanted to be her enemies. When Elmir and Ziri showed up, a bewitched (or convinced) Yasmine tried to fight them. Luckily, the two were able to bring their friend back to her senses, and forgave Yasmine for trying to kill them earlier, telling her that they would always be there for her and appreciated everything she did. Amira was very surprised to see Elmir and Ziri being willing to forgive their friend after everything, and after Ziri explained that forgiveness, trust, and understanding were what true friendships were built on, Amira started to rethink her views on things. Amira faded away for a while to ponder, while Ziri started to say that maybe Amira was in fact beginning to understand things and maybe would in fact reform herself. The trio were interrupted by the evil highwayman, Shiba Lahm, who lied to the trio saying that he wanted to hunt down Amira, and that she must pay for her wicked acts. Elmir then asked Shiba how he would know Amira's name in the first place, and Ziri suddenly remembered that Shiba was the one that had killed her family when she was a little girl all these years ago, and realized that Shiba was spying on them the whole time just so he could get his hands on Amira's lamp to wish for wealth. Luckily, they were able to fight off Shiba's minions, although Shiba was able to get away unharmed. After Shiba's first defeat, Amira reappears in front of the trio, testing them yet again by asking Ziri whether she wants to avenge her family or not. She is for the first time hesitant to summon Shiba as she honestly tells them that they felt like a sincere group of friends, and that she actually started to believe in change for the first time, even warning Ziri to think twice about the wish. Elmir points out that killing Shiba won't bring back Ziri's family, and asks Amira to not grant the wish, but it was too late since she already summoned the evil thief. Ziri angrily attacks Shiba, but suddenly stops before finishing the kill, she exclaims that she refuses to take revenge as a final choice as it will only unleash more evil. She still decides that he must be tried according to Adjarlan law, asking Amira to bring him to the city guards so they could deal with him, and Amira happily obliges. Amira, who for the thousands of years she spent in the lamp, had never seen or experienced kindness, admits that what she used to do was fun, but she would from now on want to walk a path of dignity and honor. Elmir then makes a wish, that Amira will no longer be a slave to her lamp and join the Guardians to make the Dominion a better place. Amira reveals that while she was cursed to be immortal, she wasn't actually a slave to the lamp this whole time, but still gladly accepted the invitation to join the Guardians and finally redeemed herself.


Gallery

Wallpaper

Special Events

Advertisement