
Tank / Defense
Harness the power of fire. Ember’s heat deals high damage. She keeps a cool head when the battle is hot.
Warframe dossier
Harness the power of fire. Built around Fireball, Immolation, Fire Blast.
Receive a percentage Ability Strength for every enemy within Affinity Range affected by Heat.
Energy 25
Protect Ember with flame armor that burns stronger over time, consuming energy once its meter is at full strength. Cast again to extinguish the flame.
Energy 25
Slam the ground to create a wave of incinerating plasma that knocks back enemies and strips their armor.
Augment
Healing FlameOpen augment →Energy 25
Command a flaming comet to crash down in front of Ember, engulfing enemies with a fire that can spread through their ranks.
Augment
ExothermicOpen augment →Protect Ember with flame armor that burns stronger over time, consuming energy once its meter is at full strength.
Slam the ground to create a wave of incinerating plasma that knocks back enemies and strips their armor.
Release a fiery projectile that ignites enemies on contact.
Command a flaming comet to crash down in front of Ember, engulfing enemies with a fire that can spread through their ranks.
Match the priority to your main ability — Strength or Duration first for most kits, then Efficiency, then Range.
| Mission / Context | Rating | Why |
|---|---|---|
| Steel Path Survival / Defense / Disruption | On Steel Path density, Ember leans on Fireball to keep rooms deleting while the squad rotates. Release a fiery projectile that ignites enemies on contact. Harness the power of fire. | |
| Mobile Defense / Excavation | Cryopods and excavators are Ember’s home turf — Fireball locks or deletes the wave on the point. Release a fiery projectile that ignites enemies on contact. Harness the power of fire. | |
| Exterminate / Capture Speed Runs | Usable on speed runs, but Ember’s tank / defense kit usually wants longer objectives than a 3-minute Exterminate. Release a fiery projectile that ignites enemies on contact. Harness the power of fire. | |
| Spy / Rescue / Nightmare | Loud kit. Leave Spy / Rescue to invis or silence frames; Fireball doesn’t make Ember quiet. Release a fiery projectile that ignites enemies on contact. Harness the power of fire. | |
| Open World / Bounties | Fine on clustered camps, but sparse open-world travel underuses Ember unless you love Fireball. Release a fiery projectile that ignites enemies on contact. | |
| Long-Range Gunplay / Eidolon-Style Content | Ember wants pack clear or finishers, not pure long-range; Fireball won’t save an Eidolon-style loadout. Release a fiery projectile that ignites enemies on contact. Harness the power of fire. |
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