Amara The Siren levels and abilities in Borderlands 3 Borderlands 3 guide, walkthrough
Last update: 24 September 2019
Amara is one of the characters you get to control in Borderlands 3. This section of the guide contains basic information about this character. You will learn what abilities Amara has at her disposal. In addition, we have prepared a recommended build for Amara in which we put together the best combination of active and passive skills.
- Amara - general information
- Amara - recommended build
- Amara - the Mystical Assault skill tree
- Amara - the Fist of the Elements tree
- Amara-Brawl skill tree
Amara - general information
- Amara is a siren, and that means she has some kind of magical abilities thanks to which she can effectively attack and weaken opponents.
- Specialization of this hero - Siren. Upon starting the game, you can select one of three starting Action Skills. The starting abilities for this class include scaring enemies with astral projections, summoning a giant fist that can imprison the enemy as well as jumping into the air and hitting the ground with tremendous force. In short, two active skills are about dealing direct damage, and the third is about catching someone with the intention of subjecting them to the next attacks.
- Starting action Action Skills are not the only ones available to Amara - you can unlock more. They are located in the lower parts of Amara's development trees. Unfortunately, this is due to the need to advance to a sufficiently high level of experience and the issuance of a certain number of points of development. Even if you unlock new actions, only one of them can be ready for activation at any given time.
- Amara has one slot to Augment and the ability to inflict more elemental damage. The second position is especially interesting. You can influence what types of damage from the elements will be dealt to opponents through the Action Skill. This is very useful if, for example, you lack weapons in dealing damage from specific items. Unfortunately, the passive abilities of the Element are in different places on different development trees. The recommended build for Amara below will allow you to have them in readiness and constantly change them if necessary.
Amara - recommended build
Our recommended build involves the creation of a character who fights at a short distance and further weakens opponents with injuries from the elements. On the need to implement this plan in life you will need skills with trees Fist of the Elements and Brawl.
In the case of the Fist of the Elements tree your main goal will be to unlock Fist Over Matter, requiring you to invest at least 20 development points. It has two remarkable features that make it powerful. It is worth noting that within the Fist of the Elements tree, there are also other Action Skills available. You will be able to switch between then starting from Phasegrasp, which is available from the beginning of the game.
In the case of the Brawl tree, you will primarily depend on unlocking a variety of useful passive abilities. The ultimate goal is the Blitz skill to buy for 25 development points. It will probably take a long time before you unlock it. However, it is worth pursuing because it guarantees a strong melee attack.
Parallel development of Fist Of The Elements tree will allow you to access two Action Skills Element - Soulfire and Blight Tiger. Each of these abilities becomes available already after spending 5 development points within a given tree. The advantage of having both skills is that you will be able to freely switch between them depending on what damage from the elements you want to deal - burn or corrosive.
Because of the fighting at a shorter distance with this build, shotguns work especially well. This will allow you to make the best use of the bonuses guaranteed by the unlocked passive ability.
ABILITY / SKILL NAME [TREE] | SKILL TYPE | COMMENT |
Phasegrasp and others [Fist of the Elements] | Action Skill | You cannot, unfortunately, immediately choose the best, in our opinion, shares Fist Over Matter. You should start with Phasegrasp, which is available from the start. As you invest development points switch to the next Action Skills. |
Fist Over Matter [Fist of the Elements] | Action Skill | This must be an Action Skill to be placed in the active slot. Try to attack groups of enemies so that extra fists can do as much damage as possible. |
Allure [Fist of the Elements] | Action Skill Augment | Improvement that works great with Fist Over Matter action because in the moment of activation of the other the opponents are drawn towards you. You will be able to deal them damage this way. |
Soulfire [Fist of the Elements] or to Blight Tiger [Fight] | Action Skill Element | Change these skills depending on the situation on the battlefield and, for example, the appearance of enemies more resistant to certain elements. |
Anima [Fist of the Elements] | Passive Ability | You can get valuable damage bonuses from status effects. |
Tempest [Fist of the Elements] | Passive Ability | This is another of passive abilities, allowing increase elemental damage. |
Illuminated Fist [Fist of the Elements] | Passive Ability | You can gain most after unlocking Blitz [Brawl]. |
Wildfire [Fist of the Elements] | Passive Ability | This is an important bonus to status effects-based attacks, as they can carry over to other enemies. |
Dread [Fist of the Elements] | Passive Ability | Remember to use firearms after some opponent is caught in fist Action Skill. |
Deep Well [Fist of the Elements] | Passive Ability | The advantage of this passive ability is that it only requires you to spend 1 point. Due to the fact that the build is about dealing elemental damage, you can regularly use the clip size bonus. |
Catharsis [Fist of the Elements] | Passive Ability | This is another interesting ability to spread damage from elements. |
Sustainment [Fist of the Elements] | Passive Ability | The ability will help you keep Amara alive. |
Root to Rise [Brawl] | Passive Ability | Bonus to the maximum number of health points is very useful to you because the fight at a short distance and relying on the melee attacks is the biggest risk. |
Personal Space [Brawl] | Passive Ability | This is an ideal skill to connect with guns and other weapons for short-range combat. |
Samsara [The Fight] | Passive Ability | This is one of the best skills based on stacks. Weapon damage and regeneration bonuses are always useful, especially if they accumulate. |
Helping Hand(s) [Brawl] | Passive Ability | This is another very useful defensive skill. Damage reduction will be especially visible when buying more skill levels (preferably all 5). |
Find Your Center [Brawl] | Passive Ability | This is an extremely important skill for dealing the most damage with melee attacks. |
One With Nature [Brawl] | Passive Ability | It's not a particularly important ability, but you'll need to put the required amount of development points into the tree. |
Jab-Cross [Brawl] | Passive Ability | This is a good augment that rewards melee attacks with weapon damage and Action Skill damage rewards. |
Blitz [Brawl] | Passive Ability | Read the description of the action skill in the development tree-you have to press the melee button to find some (distant) opponent you want to attack after running Dash towards him. You can use Blitz more often, if attack with the help this skill extends until instant death adversary. |
Amara - the Mystical Assault skill tree
Action Skills
Initially you can only set the action Phasecast on top of the skill tree. As you invest development points in this tree, you will open access to other active Action Skills. These are not brand new shares, but modified versions of this initial one. You can make the replacement of the starting skill Action skill to another.
Requirements | Skill Name | Action Skill Effects and Comment |
0 points | Phasecast | Amara sends forward her astral projection, which deals damage to all enemies in its path. By default, the regeneration time of Action Is almost 30 seconds. In addition, until any of the abilities are unlocked, the attack element does no damage to the element. |
10 points | Deliverance | Amara sends forward her astral projection, which deals damage to all enemies in its path. Whenever astral projection hits an enemy, it fires guided elemental missiles. This is the best action from the start if you want to deal elemental damage. |
15 points | Reverberation | Amara sends forward her astral projection, which deals damage to all enemies in its path. Astral projection deals more damage as it hits the next enemies. This is especially useful during large battles. |
20 points | Tandava | Amara sends forward her astral projection, which explodes at the moment of contact. It is also a good action to attack large groups of opponents. It is worth noting that you can update more slowly - you need to wait 35 seconds. |
To improve abilities (Action Skill Augments) and skills of the elements (Action Skill Element)
The improvements are not related to any particular action Skill. They are located in the rightmost column of the tree. They must first be unlocked after receiving a certain amount of development points. At the moment, you can place only 1 augment in the active slot.
Mystical Assault tree does not offer any Elemental skills.
Requirements | Augment Name | Augment/Element and comment |
5 points | Soul Sap | 30% of Action Skill damage is returned as health points to Amara or another player on the team. |
10 points | Stillness of Mind | Enemies attacked with the Action Skill are immobilized (Phaselock). They remain this way until the skill wears off or they get hit. Improves action Skill cooldown. When using Phasegrasp, the immobilization includes enemies standing near the area attack. |
Passive Abilities
The following table describes all of Amara's passive abilities within the Mystic Assault tree. The points requirement in the first column indicates how many development points you need to invest in this tree to make a skill available for purchase. Passive skills have 1 to 5 levels and buying each level increases their effectiveness.
Requirements | Skill Name | Passive Skill Effect and Comment |
0 points | Do Harm | Killing an enemy, guarantees a Rush stack and it can accumulate. After activating the Action Skill, it deals more damage depending on the number of Rush charges accumulated. All of them are spent at once. |
0 points | Fast Hand(s) | A bonus is awarded to the reload speed of the weapon, the speed of changing weapons to another and the speed of switching between firing modes. |
0 points | Violent Tapestry | Imposing an elemental effect on an opponent guarantees a Rush stack and it can accumulate. Once activated, the Action Skill increases the chance of an elemental effect depending on the number of Rush charges accumulated. All of them are spent at once. |
5 points | Alactricity | Amara gets a reload speed bonus for each Rush stack. |
5 points | Transcend | Activating Action Skills grants bonuses to accuracy and critical strike. |
5 points | Restless | Action Skill cooldown is reduced. Waiting time of more than 5% for each level purchased. |
10 points | Ascendant | Improved (Augments) - Soul Sap, Allure, Glamour, Revelation and Stillness of Mind. Each improvement is more powerful. Even if you only have one favorite upgrade, you may want to consider buying it because this skill is only worth 1 development point. |
15 points | From Rest | Amara gets a bonus to attack speed and charging time. |
15 points | Laid Bare | Enemies take more damage when hit with Amara's Action Skill. |
15 points | Wrath | Amara gains increased gun damage. The effect is increased after you activate the Action Skill. |
20 points | Remnant | Killing an enemy with a firearm or Action Skill generates a homing missile that searches for a new enemy and deals damage to elements. |
20 points | Awakening | Rush stacks are characterized by increased efficiency-about 10% per level. |
25 points | Avatar | Amara can activate Action Skills even during their cooldown. The game allows you to do this only once per a cooldown. The maximum number of stacks increases. In addition, killing an opponent with Action Skill returns half of the collected piles (by default, all of them are consumed). |
Amara - the Fist of the Elements tree
Action Skills
Initially, you can only set the Phasegrasp action on top of the skill trees. As you invest development points in this tree, you will open access to other active Action Skills. These are not brand new shares, but modified versions of this initial one. You can make the replacement of the starting skill Action skill to another.
Requirements | Skill Name | Action Skill Effects and Comment |
0 points | Phasegrasp | Amara summons a large astral fist that comes out of the ground and ties attacked the target for a few seconds. Some opponents can't be caught by the fist, but that doesn't make it a useless skill because they'll take damage in return. |
10 points | The Eternal Fist | Amara summons a large astral fist that comes out of the ground and ties attacked the target for a few seconds. If caught the fist, the enemy is killed, the fist can find and catch another enemy. |
20 points | Fist Over Matter | Amara summons a large astral fist that comes out of the ground and ties attacked the target for a few seconds. After the opponent, other big fists appear and deals damage to opponents (without grabbing them). |
15 points | Ties that Bind | Amara summons a large astral fist that comes out of the ground and ties attacked the target for a few seconds. Enemies in the immediate vicinity of an intercepted enemy will be linked to it, and any damage done to related targets will be shared among all. |
To improve abilities (Action Skill Augments) and skills of the elements (Action Skill Element)
The improvement is not related to any particular action Skill. It is located in the rightmost column of the tree. It must first be unlocked after receiving a certain amount of development points. At the moment, you can place only 1 augment in the active slot.
Also in the most advanced on the right column is the skill Action Skill Element. As with augments, it requires to be unlocked for development points.
Requirements | Augment Name | Augment/Element and comment |
5 points | Soulfire (Action Skill Element) | Action Amara's skill deals fire damage (Incendiary). |
10 points | Allure (Action Skill Augment) | Acton Skill creates a Singularity, which attract enemies. |
Passive Abilities
The following table describes all of Amara's passive abilities from the Fist of the Elements tree. The points requirement in the first column indicates how many development points you need to invest in this tree to make a skill available for purchase. Passive skills have 1 to 5 levels and buying each level increases their effectiveness.
Requirements | Skill Name | Passive Skill Effect and Comment |
0 points | Anima | The effects of the elements cause increased damage over time and last longer. They are stronger Action Skill. |
0 points | Steady Hand(s) | Amara gains bonus to weapon handling and accuracy. |
0 points | Infusion | Converts a portion of the damage dealt by a weapon to an elemental skill (Action Skill Element). |
5 points | Tempest | Amara deals more elemental damage. Shock injuries are also increased. |
5 points | Illuminated Fist | Amara deals more melee damage. Melee damage is converted to elemental skill (Action Skill Element). |
5 points | Wildfire | Every time Amara places a status on the enemy, she has a chance to spread it on the nearest enemy. |
10 points | Dread | Weapon damage increases for a few seconds after capturing an opponent by the fist. If someone from the team kills that enemy, the player's weapon will be reloaded immediately. |
15 points | Indiscriminate | Projectiles that have wounded enemies have a chance to ricochet and damage other nearby enemies. Chance and ricochet damage increases if the target is under the effect of Phasegrasp or Stillness of Mind. |
15 points | Deep Well | Ammo capacity of weapons dealing elemental damage is increased by 20% (only one level). |
15 points | Catharsis | Whenever Amara kills an enemy with the elements, he explodes at the moment of death. The explosion takes the elemental damage that killed the enemy of explosion. |
20 points | Sustainment | Amara can steal opponents life points for every after dealing elemental damage with a weapon. |
20 points | Conflux | Every time Amara deals elemental damage, she gets a chance to accidentally electrocute, ignite, or melt the affected enemy. |
25 points | Forceful Expression | Weapons deal additional (almost 20%) elemental damage depending on the ability of the elements (Action Skill Element). |
Amara-Brawl skill tree
Action Skills
Initially you can only set the action Phaseslam on top of the skill trees. As you invest development points in this tree, you will open access to other active Action Skills. These are not brand new shares, but modified versions of this initial one. You can make the replacement of the starting skill Action skill to another.
Requirements | Skill Name | Action Skill Effects and Comment |
0 points | Phaseslam | Amara leaps into the air and hits the ground with great force, dealing damage to all nearby enemies and knocking them down. The default skill needs 35 seconds to cooldown. |
10 points | Fracture | Amara summons fists that burst from the ground, dealing damage to enemies in front of Amara. The default skill needs 28 seconds to cooldown. |
15 points | Downfall | Amara emerges in air and shoots out round the elements (Elemental Beam). The heroine then falls with great force into the ground. The default skill needs up to 47 seconds to cooldown. |
To improve abilities (Action Skill Augments) and skills of the elements (Action Skill Element)
The improvements are not related to any particular action Skill. They are located in the rightmost column of the tree. They must first be unlocked after receiving a certain amount of development points. At the moment, you can place only 1 augment in the active slot.
Also in the most advanced on the right column is the skill Action Skill Element. As with improvements, it requires unlocking by investing development points.
Requirements | Augment Name | Augment/Element and comment |
5 points | To Destroy In The Hands Of The Blight, The Head Of The Tiger (Action Skill Element) | Action Skill deals corrosive damage. |
10 points | Revelation (Action Skill Augment) | Action Skill creates a Nova which at the time of injury, someone deals damage to all nearby enemies. |
20 points | Glamour (Action Skill Augment) | Enemies that take damage from the Action Skill become disoriented and attack their allies after a while. The cooldown gets longer, though. If the selected Action Skill is Phasegrasp, surrounding opponents will also be confused. |
Passive Abilities
The following table describes all of Amara's passive abilities from the Brawltree. The points requirement in the first column indicates how many development points you need to invest in this tree to make a skill available for purchase. Passive skills have 1 to 5 levels and buying each level increases their effectiveness.
Requirements | Skill Name | Passive Skill Effect and Comment |
0 points | Root to Rise | Amara's health bar increases by 8 percent for each skill level acquired. |
0 points | Personal Space | Weapon attacks deal damage - the closer to the target, the greater the bonus. This ability is perfectly combined with guns and other weapons for the fight at a short distance. |
0 points | Clarity | Amara constantly regenerates health. The lower her health is, the more powerful the regeneration becomes. Activation of an Action Skill doubles the regeneration rate of health points for a short time. |
5 points | Arms Deal | Amara deals increased Splash Damage. She receives reduced Splash Damage. |
5 points | Samsara | Every time Amara deals damage to an enemy with any Action Skill, she gets a Samsara stack. Each stack increases weapon damage and improves health regeneration. Stacks remain active for a short time. |
5 points | Helping Hand(s) | Amara after using a skill Action Skill gets, after a while, less damage. |
10 points | Mindfulness | Every time Amara takes damage, she gets a Mindfulness stack. Each subsequent stack provides a bonus to movement speed and regeneration of shields. Stacks remain active for a short time. |
10 points | Find Your Center | Amara deals increased melee damage. In addition, for a short time from the inclusion of Action Skill increases the range of Amara's melee attacks. |
10 points | Vigor | Killing the enemy with an Action Skill gives the team a couple of seconds bonus to movement speed. |
15 points | One With Nature | Amara gains increased resistance to physical damage and a maximum health bonus while using the elemental Action Skill. |
20 points | Do unto Others | When Amara takes damage, she throws an Energy Orb dealing extra elemental damage. This skill has a short cooldown. |
20 points | Jab Cross | When Amara deals melee damage, she gains an Action Skill damage bonus and firearm damage. |
20 points | Guardian Angel | When Amara falls and enters Fight for Your Life mode she immediately is resurrected (Second Wind). Amara returns to health with 100% life points and an Elemental Nova is created, which can repell enemies. Skill can be triggered once per 2 minutes and is unlocked for 1 development point. |
25 points | Blitz | Amara can throw herself forward and perform a special attack, on the contrary - pressing the melee button is required. A successful attack deals damage from the elements. If the blitz ability kills an enemy, its cooldown resets. |