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Warframe features dozens of playable Warframes that range from gunslingers to casters. No Warframe exemplifies the caster archetype quite like Ember, a pyromancer who can turn a whole army of Grineer into ash. While she is 168澳洲幸运5开奖网:somewhat confusing to build around, very few Warfarmes can counter armored targets a🌜s well as Ember.
Of course, becoming the ultimate pyromancer is going to require some setup. This guide will help you create the strongest Ember possible by explaining where her parts drop from, what all of her abilities and Augments do, and we'll go over four Ember builds that can carry you from Saturn all the way to Steel Path.
How To Craft Ember
Ember is obtained by defeating General Sargus Ruk on Tethys, Saturn. You can purchase her main blueprint from the in-game Market for 25,000 Cr🌳edits. Most materials needed to craft Ember can be ꦡobtained from Mercury and Jupiter.
Ember Blueprint
Obtained |
In-Game Market |
---|---|
Crafting Costs |
|
Crafting Time |
72 Hours |
Ember Neuroptics
Obtained |
ღGeneral Sargus Ruk – Tethys, Saturn (38.72% chance) |
---|---|
Crafting Costs |
|
Crafting Time |
12 Hours |
Ember Chassis
Obtained |
G🌸eneral Sargus Ruk – Tethys, Saturn (38.72% chance) |
---|---|
Crafting Costs |
|
Crafting Time |
12 Hours |
Ember Systems
Obtained |
General Sargus Ruk – Tethys, S𝕴aturn (22.56% chance) |
---|---|
Crafting Costs |
|
Crafting Time |
12 Hours |
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How To Craft Ember Prime
Ember Prime can be obtained by unlocking certain Void Relics. Her blueprint is rare, her system blueprint is uncommon, and her other two components are common. As of writing, she is currently unvaulted thanks to the Primed Resurgence event. Once that event ends, Ember Prime will be vaulted—meaning her Relics will no longer be obtainable. Check out our 168澳洲幸运5开奖网:Aya farming guide to learn how to earn the Relics listed below.
Ember Prime Blueprint
Obtained |
Meso E1, Neo E1, or Axi E1 (Rare) |
---|---|
Crafting Costs |
|
Crafting Time |
72 Hours |
Ember Prime Neuroptics
Obtained |
Meso F3 or Neo S5 (Common) |
---|---|
Crafting Costs |
|
Crafting Time |
12 Hours |
Ember Prime Chassis
Obtained |
Meso F2 or Neo F1 (Common) |
---|---|
Crafting Costs |
|
Crafting Time |
12 Hours |
Ember Prime Systems
Obtained |
Lith G1 or Axi S2 (Uncommon) |
---|---|
Crafting Costs |
|
Crafting Time |
12 Hours |
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Ember Abilities
Stats
Ember |
Ember Prime |
---|---|
|
|
Passive
Passive: Receive 5% Ability Strength for every enemy within 50m engulfed in flame.
Every enemy within 50 meters of Ember that is affected by the Heat status will give her 5% additive Ability Strength. This passive does not require line-of-sight and activates from any Heat source (not just Ember's abilities). The Ability Strength gained and effective range of Ember's passive cannot be modded for.
Fireball
Fireball: Charge and release a fiery projectile that ignites enemies on contact.
Fireball Stats |
|||
---|---|---|---|
Drain |
25 Energy |
||
Damage |
Impact: 400-800 Heat |
||
Area: 150-300 Heat |
|||
Radius |
2-2.4m |
||
Combo Window |
1.5 seconds |
||
Applicable Mods |
|||
Duration |
Range |
Efficiency |
Strength |
Affects combo window |
Affects explosion radius |
Affects cast Energy cost |
Affects damage dealt |
Fireball is a one-handed action that releases a projectile towards your ret꧑icle, dealing a small amount of Heat damage on impact and over a small area. Holding down the Fireball input will charge this ability, doubling its damage when fully charged. Casting this ability multiple times will also build up a combo window that multiplies the damage of your Fireball, stacking up to eight times. Build for Ability Strength and a little bit of Ability Duration to get the most out of 🍌Fireball, although we feel Fireball is best used as a subsume slot.
Immolation
Immolation: 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.
Immolation Stats |
|||
---|---|---|---|
Drain |
Cast: 50 Energy |
||
Active Drain: 10 Energy per second |
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Damage Reduction |
40-85% |
||
Applicable Mods |
|||
Duration |
Range |
Efficiency |
Strength |
Affects Energy drain while < 175% Efficiency |
N/A |
Affects cast and drain Energy costs |
Affects damage reduction |
Ember ignites herself upon activating Immolation, granting her damage reduction that scales over time. A thermometer will appear on your screen to display Immolation's current strength, starting at your damage reduction's lowest value and scaling by 0.5% per second. When that meter is full, Ember will gain maximum damage reduction from this ability (85% unmodded, 90% with 125% Ability Strength) and begin to drain Energy.
For each second Immolation is at maximum charge, Ember will lose 10 Energy and an additional 0.5 Energy per second. This effect scales up indefinitely until Immolation is either turned off or its effect is reduced. Using Fire Blast will reduce your Immolation gauge, while Fireball and Inferno will hasten your Immolation gauge's build-up.
The damage resistance provided by Immolation cannot be modded past 90%. The൲ Energy drain while fully charged is affected by Ability Duration and Efficiency, so we highly recommend you build for both to ensure Immolation is easy to maintain. Resetting or𒁏 lowering the Immolation meter will also reset the additional Energy drain.
Each ability alters Immolation in the f♎ollowing way:
- Fireball: +1% Immolation build-up per second.
- Fire Blast: -3% Immolation build-up per second; lowers current Immolation value by 50%.
- Inferno: +3% Immolation build-up per second.
Fire Blast
Fire Blast: Slam the ground to create a wave of incinerating plasma that knocks back enemies and strips their armor.
Note: This ability can be subsumed with 168澳洲幸运5开奖网:the Helminth system. |
Fire Blast Stats |
|||
---|---|---|---|
Drain |
75 Energy |
||
Damage |
200 Heat |
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Radius |
25m |
||
Armor Reduction |
50-100% |
||
Applicable Mods |
|||
Duration |
Range |
Efficiency |
Strength |
N/A |
Affects Fire Blast radius |
Affects cast Energy cost |
Affects damage dealt and armor stripped |
Ember slams the ground to project a heat wave around herself, expanding to the listed radius after one second. All enemies hit by Fire Blast have a percentage of their armor stripped, are inflicted with the Heat status, and are ragdolled. The armor strip from Fire Blast is affected by your Immolation gauge. If it's full, the armor reduction from Fire Blast will fully strip any armor it comes into contact with. Enemies must have a line of sight with Ember to be affected by Fire Blast.
Using Fire Blast multiple times will stack the armor reduction multiplicatively, meaning it becomes less effective with each cast. You'll want to cast this ability while Immolation is at full charge to get the most use out of Fire Blast.
Inferno
Inferno: Command a flaming comet to crash down in front of Ember, engulfing enemies with a fire that can spread through their ranks.
Inferno Stats |
|||
---|---|---|---|
Drain |
10 Energy per target (caps at 100 Energy) |
||
Damage |
Impact: 1,250 Impact & 1,250 Heat |
||
DoT: 350-700 Heat per second |
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Radius |
25m |
||
Duration |
15 seconds |
||
Applicable Mods |
|||
Duration |
Range |
Efficiency |
Strength |
Affects Inferno duration |
Affect♍s the range of ▨the impact explosion and ring DoT |
Affects cast Energy cost |
Affects damage dealt |
All enemies within range—provided Ember has partial sight of them—will be iꦇmpacted by a meteor that will subsequently spawn a ring of fire around the target. This ring of fire deals constant damage over time and can sp🥂read to enemies near the impacted target. The ring of fire lasts for 15 seconds unmodded.
Unlike most abilities, Inferno's Energy cost is determined by how many enemies it hits. Each enemy drains ten Energy. Despite this, your Energy drain cannot exceed ten times your base cost—even if Inferno damages more than ten targets. Damaging 11 or 200 enemies with Inferno will drain the same amount of Energy. Conversely, casting Inferno while no enemies are nearby won't drain any Energy. You can use this to build your Immolation gauge faster while no targets are around. We recommend building Inferno for Ability Efficiency.
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Ember Augments
Ember has five Augment Mods for players to use, one of which was originally a PvP Mod. Let's go over how each Augment works.
Fireball Frenzy
Fireball Frenzy: Fireball Augment: Hold to cast, granting all allies within 15m an additional 100% Heat damage to their attacks for 40s.
Fireball Frenzy replaces Fireball's charge mechanic with a buff mechanic. Holding down the Fireball ability will instead buff yourself and all nearby allies with a 100% Heat damage buff. This buff is affected by Ability Strength, and it acts as an additive damage increase to your weapons. Fireball Frenzy does not affect most Warframe abilities.
Just like simple elements, it is possible for the Heat from this Augment to combine with another single element on your gun. For example, if your weapon dealt Electricity damage, Fireball Frenzy would combine Heat and Electricity to create Radiation. This can drastically alter a weapon's effective DPS, so be careful when applying this buff to allies.
Immolated Radiance
Immolated Radiance: Immolation Augment: Allies within Affinity range will receive 50% of Immolation's Damage Reduction.
Immolation grants 40-85% damage resistance without any Mods. With Mods, it can reach an effective cap of 90%. Immolated Radiance will take half of your current DR value and give it to all allies in Affinity range, meaning this Augment can't give more than 45% damage resistance to allies. The amount of damage resistance granted by this Augment is not affected by Abilit💃y Strength. To extend ൲the range of this Augment, you can use the Mending Unity Way from the Vazarin Focus school.
Healing Flame
Healing Flame: Fire Blast Augment: Each enemy hit heals Ember by 25 to 50 depending on current Immolation level.
Fire Blast now heals Ember for each target hit. The amount of health restored depends on your current Immolation level. At max charge, Healing Flame will restore 50 HP. The strength of this Augment's healing is affected by Ability Strength. With that said, we recommend you subsume Sevagoth's Gloom onto Ember instead if you're looking for a survivability tool. It does a better job healing and slows targets—a perfect synergy with the ragdoll inflicted from Fire Blast.
Purifying Flames
Purifying Flames: Fire Blast Augment: Allies hit by the expanding ring of fire will be granted 4s of Status Immunity.
Purifying Flames is a PvP Augment that can be used in PvE. All allies hit by Fire Blast will have their status effects cleansed and become immune to future effects. Strangely, Purifying Flame does not work for the caster; only your allies benefit from this Augment.
Exothermic
Exothermic: Inferno Augment: Enemies killed while under the effect of Inferno have a 15% chance to drop an Energy Orb.
Enemies that have a ring of fire attached to them are 15% more likely to drop an Energy Orb when slain. For clarity, Inferno doesn't have to kill the target for Exothermic to trigger; they just need to be under the effect of Inferno. While 15% sounds small, this drastically increases the number of Energy Orbs that enemies drop. This allows some Ember builds to reduce their Ability Efficiency and use Arcane Energize instead.
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The Best Ember Builds
Ember is a strange Warframe to build around. Thanks to her passive, it isn't required to build for Ability Strength. And all of her abilities feature great base ranges, meaning Ability Range isn't required. Your main stat is going to be Ability Efficiency. Ember burns through Energy faster than most Warframes, so you'll want to reach either 175% Efficiency or focus on making Energy Orbs (explained in the Endgame Build section). Shield Gating is recommended over HP tanking, although Ember is proficient at both.
Also, we recommend that every build should be paired with some weapon that can inflict Heat procs reliably. The Ogris with Nightwatch Napalm and Ignis Wraith are 168澳洲幸运5开奖网:great weapons to pair with Ember.
Note: The build images below were created using . |
Starter Build (0 Forma, No Subsume)
- Forma: 0
- Subsume: None
This is a general, zero Forma build that gives Ember a little bit of everything. We run Growing Power, Transient Fortitude, and Augur Secrets to give her more than enough Ability Strength. Fleeting Expertise and Streamline allow Ember to cast her abilities for very little Energy. Primed Continuity counteracts the negative Ability Duration on this build, and Stretch gives your powers just enough range.
Since Ember Prime has a D polarity, we're going to use Vitality to give her a health buffer. The final slot is up to you. We recommend Natural Talent since Ember frequently spams her abilities. It might seem redundant on the surface, but the hastened cast speed feels like an absolute dream in-game and makes Inferno much safer to cast. If you'd prefer to run something else, the Exothermic Augment or Augur Reach are good alternatives. If you own any Arcanes, Arcane Guardian is highly recommended to improve Ember's survivability.
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HP Gloom Build (3 Forma, Gloom Subsume)
- Forma: 3 (2 –, D (Exilus))
- Subsume: Gloom (Sevagoth)
This build might look strange on paper, but this allows Ember to become a health juggernaut while spamming her powers. This build uses Fleeting Expertise and Streamline (both at max rank) to overcap Ember's Ability Efficiency. This completely counteracts the negative Ability Duration on this build. From there, Hunter Adrenaline is used to ensure Ember always has Energy to use. Adaptation and Primed Sure Footed further improve Ember's survivability.
The real star of the show is Gloom, 168澳洲幸运5开奖网:Sevagoth's subsumed power. Replace Fireball with Gloom to give Ember a method of healing and slowing targets. Since her passive gives Ability Strength, Ember is one of the few Warframes that can achieve Gloom's 95% slow cap without much hassle. You'll need to reach 287% Ability Strength to reach that value, but once you do, simply recast Gloom to snapshot that value for the rest of the mission.
Note: You can replace Intensify and Vitality with their Umbral variants, but this will cost you an Umbral Forma. If you love Ember, consider applying an Umbral Forma to make this build eve🍬n stronger. |
You'll have two 90% DR sources, a 95% slow that compounds the CC from Fire Blast, on-demand armor strip, and you'll have near-infinite Energy without needing Arcane Energize. This build also makes great use of Quick Thinking if you're willing to replace Natural Talent and apply some more Forma.
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Shield Gate Gloom Build (4 Forma, Gloom Subsume)
- Forma: 4 (Aura, 2 –, D (Exilus))
- Subsume: Gloom (Sevagoth)
We typically give shield gate variants of endgame Warframe builds as a quick aside, but an Ember shield gate build is so different that it warranted its own section. In essence, you'll be building around the Exothermic Augment and Brief Respite to fuel Ember's Energy and overall survivability.
To make this build as safe as possible, we recommend you run Brief Respite alongside Rolling Guard and Augur Secrets. While Intensify gives more Ability Strength, 168澳洲幸运5开奖网:Augur Secrets' set bonus stacks with Brief Respite. This allows Fire Blast to fully recharge your shields with a single cast—assuming you're running the Decaying Dragon Key. From there, apply Exothermic, Streamline, and Primed Flow. Arcane Energize is also highly recommended to further boost Ember's Energy economy. Bump your Ability Range and Strength up with the final slots. Once again, we also recommend Natural Talent to make Ember's playstyle feel much smoother.
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Inferno Surge Build (4 Forma, Breach Surge Subsume)
- Forma: 4 (V, 2 –, D (Exilus))
- Subsume: Breach Surge (Wisp)
Once again, this build probably looks very strange. In practice, this is one of the strongest caster setups in Warframe and allows Ember to carve through Steel Path enemies with no issue. It all starts with Breach Surge, Wisp's subsumed ability. This ability will blind targets and give them a chance of spawning a head-seeking projectile when damaged. Since Ember's entire kit is about applying Heat, she can very easily proc Breach Surge's sparks with Inferno.
This build uses Fleeting Expertise, Exothermic, and Arcane Energize to keep Ember's Energy at sustainable levels. Some Ability Strength from Transient Fortitude and Intensify will ensure that Breach Surge's sparks will active once you light a few targets aflame. The rest of the Mods are what you'd expect, building up Ember's survivability and negating the negative Duration from this build. Arcane Eruption is also recommended to give Ember an additional form of crowd control.
We strongly suggest you use Natural Talent for this build. You'll be using Fire Blast, Breach Surge, then Inferno in that order dozens of times in a given mission. Natural Talent makes this loop feel much smoother and gives you more control in combat. Should you dislike Natual Talent, you can replace it with Augur Secrets, Stretch, or even Primed Flow. And just like the Gloom build, you can invest an additional Umbral Forma into this build to replace Vitality and Intenfisy with their Umbral variants.
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