Unit Analysis by Team BethelFrankel
Class
1x1-focused Detonator with a low-cooldown, low-variance teleport and single-target nuke.
Overall
S-
Advantages
+Rare access to (basically) preemptive teleport
+Very high base stats
+Requires 0 breakthroughs
+Much stronger when paired with Florine and/or Nemesis
+Capable of very high True Damage burst if you opt to save your Katanas until the final turn.
Disadvantages
-Faces incredibly stiff competition for Detonator slot
-Anemic chain combo hampers her damage ceiling
-Equipment/Active damage is conditional and only really useful for mobbing if you intend to teleport mid battle (the reason to play her)
-Outclassed by Michael in almost every regard except on 1x1
-Captain swap mechanic is gimmicky at best
Explanation
Amemori is a testament to just how deep Thunder's detonator slot runs. She boasts great stats and a basically preemptive global teleport with defense-ignoring burst damage... and she's only, like, 9th in slot after Michael, Reinhardt, Requiem, Revy, Queen, and maybe even Schwartz, Sadie, and Tessa (lol). It certainly doesn't help that she has a very awkward chain combo, or that Michael does literally everything she does but better, but it's hard to think she'd be any less than a staple in some other elements.
This is to say that she's still a great choice if you're missing any of the above detonators, and will suffice for all content if you simply prefer her gameplay (which is really fun!). Stacking teleports with Michael (an auto-include) is a little redundant, but she can generally hold her own, even if her damage ceiling is lower than the cream of the crop.