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Empuzzled.com• Jan 11, 2023

Amethyst: The "Stop Hitting Yourself" Ninja

Overview

Amethyst is a legendary Dark hero from the Ninja Tower event, first leaping from the shadows back in early 2023. As a member of the Ninja family, she operates on the unique "Charge" mana system, giving her the flexibility to be a rapid-fire nuisance or a tactical nuke. While her stats have gathered a bit of dust compared to the 2026 titans walking around, her kit remains a specialized tool for shutting down healers.

ninja_amethyst

Hero Art & Visuals

Amethyst sports a classic "kunoichi" aesthetic with a purple-on-purple color scheme that screams "I am a Dark hero." She wields dual chain-sickles (kusarigama), which look incredibly impractical for anything other than looking cool and snagging sweaters. The art captures her in motion, fitting for her dodge-happy Ninja family background. It's a clean, sharp design that hasn't aged a day, unlike her defense stat.

General Info

Hero data missing

Hero Stats

Let's address the elephant in the dojo: Amethyst's stats are significantly outdated. In the current meta (early 2026), modern heavy hitters boast Attack stats north of 1300 and HP pools exceeding 2400. Amethyst sits at a humble ~870 Attack and ~1500 HP.

  • Attack: Average by modern standards, relying on high multipliers and emblems to compete.
  • Defense/HP: Low. She is extremely fragile ("squishy") compared to contemporary heroes. A stray breeze or a modern sniper breath will knock her out.
  • Verdict: She is a "Glass Cannon" who is now mostly "Glass." Limit Breaking is absolutely mandatory to keep her alive long enough to cast.

Special Skill: Assassins in the Night

Amethyst's skill is all about flexibility and disrupting the enemy's sustainability.

  • x1 Charge (5 tiles): This is her bread and butter. For just 5 tiles (4 with a high-level mana troop!), she deals 200% damage to ALL enemies and summons a fiend for everyone. This is incredibly cheap for a full AOE hit and a status effect.
  • x2 Charge (10 tiles): A solid middle ground. The damage bumps to 275% and the fiend gets nastier, requiring 50% of the target's max health to remove.
  • x3 Charge (15 tiles): The "I forgot to fire her earlier" mode. 355% damage to all is massive, but in today's fast meta, waiting 15 tiles is a luxury you rarely have.

The Fiend Mechanic: The Ninja Assassin Fiend is the real star. It absorbs healing equal to a percentage of the target's max health.

  • Why it's good: Against modern heroes with 2500+ HP, a 32% absorption (x1 Charge) means the fiend absorbs ~800 HP. That effectively negates an entire heal from many healers.
  • Damage: The fiend also pecks away at them each turn. It's not huge damage, but it adds up and prevents "Healthy" bonuses.

By the Numbers

  • Mana Speed: Charge.
    • x1 Charge: 5 tiles. With a lvl 11+ Mana Troop (or lvl 5 Magic/Styx), she charges in 4 tiles. This is absurdly fast.
    • x2 Charge: 10 tiles (9 with troops).
    • x3 Charge: 15 tiles.
  • Damage Output (Estimated vs 1000 Def):
    • Note: Given her lower base attack, she hits softer than modern heroes.
    • x1: ~350-400 damage per enemy + Fiend DoT.
    • x2: ~550-600 damage per enemy.
  • Fiend Health Burden:
    • On a modern 2500 HP tank, the x1 Fiend absorbs 800 Healing.
    • The x2 Fiend absorbs 1250 Healing.

Family Bonus, Passives, Aether Power & Unique Abilities

Family Bonus

The Ninja family bonus gives a chance to Dodge attacks and Counterattack.

  • Analysis: This is a lifesaver for Amethyst. Since she is fragile, a 5-10% dodge chance can be the difference between firing her skill or dying. It's RNG-dependent, but when it triggers, it feels like cheating.

Passives

  • Analysis: Unlike the Season 5 or Monster Island heroes, Ninjas generally lack strong passive skills beyond the family bonus. This is a drawback in the modern era where heroes come with 3-4 paragraphs of passive effects.

Aether Power

  • Fiend Resist: At the start of battle, this hero is immune to new Fiends for 6 turns.
  • Analysis: This is... okay. It helps in "Bloody Battle" or against specific fiend summoners (like Waterpipe), but it doesn't solve her main problem: dying to direct damage.

Legacy & Modern Relevance

  • Historical Context: When released in 2023, Amethyst was a monster. The ability to hit everyone and block healing on 5 tiles was revolutionary. She was a staple in rush attacks and specialized raid teams.
  • Power Creep: The stat gap is real. She has roughly 65% of the effective health of a late-2025 hero. However, her mechanic (x1 Charge Speed + Healing Absorption) has aged gracefully. Utility often outlasts stats.
  • Modern Viability:
    • Top 100 Play: Risky. She will likely die before firing unless protected by taunt.
    • War Depth: Viable. Excellent for cleaning up teams or countering heavy healer defenses.
    • Bloody Battle: God Tier. Since enemies cannot heal, they cannot remove the fiends. The fiends will deal damage forever until the enemy dies.

Costume & Costume Bonus

As of early 2026, Amethyst does not have a costume. We are reviewing the base version. If a costume is released, it will likely be essential just for the stat boost to bring her up to modern standards.

Emblem Path Analysis

Amethyst is a Sorcerer. Given her fragility and her role as a damage dealer, you have a choice to make.

The Glass Cannon (Attack Path)

  • Path: Attack > Defense > Health
  • Pros: Maximizes her DoT from fiends (which scales with Attack) and her direct damage.
  • Cons: She dies if a titan looks at her funny.

The Survivalist (Defense Path)

  • Path: Defense > Health > Attack
  • Pros: Keeps her alive long enough to maybe fire twice. Her utility comes from the fiend effect, not just the direct damage impact.
  • Cons: Lower fiend damage ticks.

Final Recommendation

For most players, the Survivalist (Defense/HP) path is recommended. Why? Her base stats are so low by modern standards that adding Attack is pointless if she's dead. You bring her for the Fiend effect (blocking healing), not to one-shot the enemy. Keep her alive so she can cast those fiends.

Strengths

  • Speed: Firing a "Hit All" skill in 4-5 tiles is still incredible utility.
  • Healer Shutdown: The fiends absorb a massive amount of healing relative to the target's max HP.
  • Flexible: Can hold charge for a bigger hit if the board allows.
  • Bloody Battle Kingpin: Fiends are permanent in this mode (unless minions displace them).

Weaknesses

  • Paper Thin: Her stats are from 2023; she melts under modern fire.
  • Minion Dependence: Fiends can be pushed off if the enemy summons enough minions (e.g., Waterpipe, Hulda).
  • Low Direct Damage: Against modern defense stats (1300+), her 200% hit will feel like a tickle.

Best Game Modes

  • Bloody Battle Tournaments: Her absolute best niche. Permanent damage.
  • War Attack: Great for shutting down healer-heavy teams or "Clean Up" hits where enemies are already damaged.
  • Farming: x1 Charge hits everyone, making wave clearing very fast.

Advanced Strategy & Team Compositions

Troop Synergy

You must use a mana troop (Level 11+) or a Styx/Magic troop (Level 5+) to get her x1 charge down to 4 tiles. This is the "Magic Breakpoint." If you can match 4 purple tiles and fire, you can often disrupt the enemy before they even move.

Sample Team Ideas

  1. The "Purple Haze" Rush:
    • Team: Sergei (EDD) + Amethyst + C.Panther/Dark Hitters
    • Concept: Fire Sergei's x1 charge (Elemental Defense Down) followed immediately by Amethyst's x1 charge. This softens the entire enemy team and blocks their recovery in 4-6 tiles.
  2. The Anti-Heal:
    • Team: Amethyst + Sobek/Jwala (Anti-Healing)
    • Concept: Layering Amethyst's fiends with other anti-healing mechanics ensures the enemy stays low on health.

Counters & Anti-Synergies

  • Counters: Waterpipe/Hulda/M&M: Minion summoners can push her fiends off the board, rendering her main utility useless. Esme/Arco/Cleopatra: Specific "Fiend Removal" healers counter her hard.
  • Anti-Synergy: Do not pair her with heroes that block summoning (though rare for allies) or heavily rely on minions if your board is full (max 3 minions/fiends per hero).

Advice for New Players

If you pulled Amethyst, congratulations! She is a fantastic early-to-mid-game hero. Focus on her x1 Charge. Do not try to hold for x3 unless you are absolutely safe. Emblem her for defense to keep her alive.

Advice for Veterans

Amethyst is a niche tool in your roster. She isn't a primary defense hero anymore. Use her in War attacks against teams relying on a single healer. If you have newer Ninjas or Construct heroes, she might sit on the bench, but don't feed her away—she is indispensable for Bloody Battle tournaments. Do not prioritize Alpha Aethers (LB2) for her unless you use her daily; she gains the stats, but her Aether Power (Fiend Resist) is underwhelming.

Community Corner: Hot Takes & History

Back in the day, the community was divided.

  • Lion Roar called her "scary" and noted that "fiends are quite hard to get rid of."
  • Gregor gave her a perfect 5.0/5.0 rating on release, praising her x2 charge as a sweet spot.
  • A common sentiment on the forums was the comparison to Fortuna, with many preferring Amethyst's raw damage output and fiend utility over Fortuna's dispel.
  • Funny Note: Players often complained that "Ninjas on defense are a gamble," and that remains true. The AI might fire x1 when you need x3, or hold for x3 while dying.

Final Thoughts

Amethyst is like a classic sports car: stylish, fast, and fun to drive, but lacks the safety features (stats) of modern vehicles. She won't survive a head-on collision with a 2026 tank, but if she gets the first hit in, she can disable the enemy's repair crew (healers) permanently.

Final Verdict: Viable Niche Attacker. Keep her for Bloody Battle and specific War counters.

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