
Order of Steel Oath
Main Strength · Sub Will
Ember is a Defender who turns defense into offense — Protection and counter patterns plus support-set uptime, not a pure shield bot. She appears beside Mi Fu when the team wants a defensive enabler instead of another buffer. Pull if Monument mechanics are killing you before DPS matters; skip the banner if your clears already survive and you still need a premier damage or buffer piece.
Ember is a 6★ Heat Sustain (Great Sword). Ember's playstyle is on the sideline.
Weapon
Thunderberge
Signature option. It will not offer any damage buffs, but will instead grant Ember significantly more Shield.
Gear Set
Type 50 Yinglung
Ember will generally not be used as the Active Character, so it's very good that she can benefit from a set like this to build up damage from the effort of other Operators. Each Battle Skill used will stack up the damage of Ember's next Combo Skill.
Main Stats
Body Strength · Hands Strength / HP · Kits Arts Intensity / Strength
Priority
Substats
Strength > Arts Intensity > HP%
Priority

Type 50 Yinglung Heavy Armor
Strength, Will, Physical DMG

Swordmancer TAC Gauntlets
Strength, Will, Physical DMG

Type 50 Yinglung Radar
Strength, Will, Physical DMG

Type 50 Yinglung Knife
Strength, Will, Physical DMG
Ember functions as more of a sideline Operator than an Active Operator, so try.
Level after higher priorities — supports the ultimate role in the rotation.
Level after higher priorities — supports the battle skill role in the rotation.
Level after higher priorities — supports the basic attack role in the rotation.
As an Active Character, Ember boasts some of the slowest Attack Speed in the game, which makes it difficult to even perform Final Strikes without getting interrupted.
Use these notes as the operator priority order inside the comps above.

Strength Boost [L] · HP Boost [L]
Shield applied +24/43.2/67.2%. After the wielder's combo skill provides HP treatment, the controlled operator gains an additional [7/12.6/19.6% Ã Wielder's Max HP] Shield for 15.00s. Effect only triggers once every 15.00s.
Why it works —Signature option. It will not offer any damage buffs, but will instead grant Ember significantly more Shield.

Strength Boost [L] · Arts Intensity Boost [L]
Physical DMG Dealt +7/12.6/19.6%. When the wielder casts battle skills or combo skills, the wielder gains Physical DMG Dealt +5.5/9.9/15.4% for 20.00s. Max stacks for effects of the same name: 3.00. Duration of each stack is counted separately. Effect only triggers once every 0.1s.
Why it works —Phantom Pain is the Protocol Pass weapon added for Mi Fu in Version 1.3. However, it works perfectly well as an offensive option for Ember too!

Strength Boost [L] · Critical Rate Boost [L]
When the wielder performs a Final Strike on the enemy, the wielder gains ATK +10/18/28% for 8.00s. If the wielder is also the controlled operator, double the ATK increase gained and buff the Final Strike so that it deals Stagger +12/21.6/33.6% to the enemy. Effects of the same name cannot stack.
Why it works —Sundered Prince is an interesting offensive alternative to consider for Ember. As one of the characters with the highest Stagger on Final Strike rating, this weapon's buff to Final Strike Damage and Stagger could make this worth consideration.

Strength Boost [M] · HP Boost [M]
Secondary Attribute +5/9/14%. When the wielder applies Knocked Down or Weakened, the wielder gains DEF +18/32.4/50.4% for 15.00s. Effects of the same name cannot stack.
Why it works —OBJ Heavy Burden will grant Ember bonuses to her Defense upon applying Knockdown with either he Battle Skill or Combo Skill.

Type 50 Yinglung is Ember's BiS for off-field play. Teammate Battle Skills stack Combo Skill DMG for her, so she still ramps hard without needing to be the active operator.

Type 50 Yinglung Heavy Armor
Strength, Will, Physical DMG

Swordmancer TAC Gauntlets
Strength, Will, Physical DMG

Type 50 Yinglung Radar
Strength, Will, Physical DMG

Type 50 Yinglung Knife
Strength, Will, Physical DMG

Swordmancer is the active-play backup. Pair it with heavy Final Strike Stagger when you want Ember on-field instead of banking off-field Combo stacks.

Swordmancer Light Armor
Strength, Will, Physical DMG

Swordmancer TAC Gauntlets
Strength, Will, Physical DMG
Swordmancer NAV Beacon
Strength, Will, Physical DMG
Swordmancer NAV Beacon
Strength, Will, Physical DMG
Ember frontline in a Physical Crush shell: Chen/Lifeng set Crush up, Mi Fu dumps, Ember stacks Combo Skill damage off their Battle Skills while shielding.

Ember is the off-field Heat Defender — stack Combo Skill damage from teammate Battle Skills while holding the frontline.
Mi Fu is the Physical Crush carry — she applies Crush and Physical Susceptibility, then dumps inside Vulnerability windows the supports open for Ember's lane.
Lifeng makes Physical Crush and Vulnerability cycles reliable. He is enablement for Ember's Physical dumps, not a second main carry.
Chen Qianyu opens Physical setups with Lift and Stagger. She creates the Crush / Vulnerability windows Ember needs before the big Physical dump.
BASIC ATTACK: An attack with up to 4 sequences that deals Physical DMG. As the controlled operator, Final Strike also deals 25 Stagger. DIVE ATTACK: Basic attack performed in mid-air becomes a dive attack that deals Physical DMG to nearby enemies. FINISHER: Basic attack performed near a Staggered enemy becomes a finisher that deals massive Physical DMG and recovers some SP.
SKILL DESCRIPTION: A leap followed by a heavy slam that deals Heat DMG, Knock Down, and Stagger to all enemies in a fan-shaped area. If Ember takes DMG from enemies during casting, the slam deals more Stagger when it hits.
COMBO TRIGGER: When the controlled operator is attacked. SKILL DESCRIPTION: Leaps at the target enemy and unleashes a heavy slam that deals Physical DMG and Knock Down while giving HP treatment to the controlled operator. The attribute of Will increases the amount of HP treatment.
SKILL DESCRIPTION: Slams the ground to deal Heat DMG to nearby enemies, while granting every teammate a Shield based on Ember's Max HP.
Operator Strength +20.
When casting the battle skill Forward March and the combo skill Frontline Support, Ember gains 50% Protection and is less likely to be interrupted.
When Ember receives DMG from the enemy, she gains ATK +9% for 7s. This effect can reach 3 stacks.
Talent Inflamed for the Assault improved: Protection effect +20%; hitting an enemy extends the duration by 1.5s.
Is it worth getting?
Nice quality-of-life node. Keep if free; do not spend special pulls chasing it.
Strength +20, Will +20.
Is it worth getting?
Nice quality-of-life node. Keep if free; do not spend special pulls chasing it.
Combo skill Frontline Support improved: Restores the HP of another teammate with the lowest percentage HP at 50% of the base effect.
Is it worth getting?
Nice quality-of-life node. Keep if free; do not spend special pulls chasing it.
Ultimate Re-Ignited Oath improved: Ultimate Energy cost -15%.
Is it worth getting?
Meaningful combat spike if you are committing copies; not mandatory for clearing.
Ultimate Re-Ignited Oath improved: Shield effect is multiplied by 1.2; while this shield is active, the wielder gains ATK +10%.
Is it worth getting?
Meaningful combat spike if you are committing copies; not mandatory for clearing.
P0 clears content. First meaningful duplicate target is P5 if you are already investing. First stop: P5. Endgame target: P5.
Not sure Ember is right for you? Compare against similar Operators to find your best pull.

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