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Ignition

Ember is empowered by flames. Any time Ember suffers a Heat b Heat proc, she gains 35% Ability Strength for the duration and regenerates 10 points of Energy for every second she is ablaze.

  • Ability Strength bonus and energy regen per second are not affected by Mods.
  • Self-inflicted Heat b Heat procs from self-damaging weapons can trigger Ember's passive bonuses.
  • Energy regeneration from Ignition is paused when World On Fire is active.

Abilities 

FireballModU15 Fireball
ENERGY
25
KEY
1
Fireball
Charge and release a fiery projectile that ignites enemies on contact and leaves behind a treacherous patch of flame.
Strength:150 / 275 / 300 / 400 (initial damage)
50 / 100 / 125 / 150 (area damage)
Duration:N/A
Range:N/A
Misc:5 m (blast radius)

Info
  • Ember launches a fiery projectile that inflicts 150 / 275 / 300 / 400 Heat b Heat damage on impact with a 100% status chance. The projectile also inflicts 50 / 100 / 125 / 150 Heat b Heat damage in a 5 meter area of effect around the target with a 50% status chance.
    • All damage is affected by Ability Strength.
    • The 5 meter blast radius is not affected by Ability Range.
    • Area damage affects the initial target, does not decrease with distance, and can also perform headshots.
    • Heat b Heat damage is effective against Cloned Flesh, Infested, and Infested Flesh, but less effective against Proto Shields.
    • Heat b Heat status effect deals 50% of Fireball's base damage per tick over 7 ticks in 6 seconds. Ignited enemies will also panic and flail around for a brief period.
  • Fireball can be charged before launch.
    • Launching with a full charge doubles both the initial and area damage.
    • A charge circle will be displayed when charging, showing the progress of the charge.
    • A full charge takes 2.5 seconds.
    • Charge rate is affected by mods that increase casting speed (e.g. Natural Talent). The charge rate can be reduced to a minimum cap of 1.5 seconds.
  • Ember/Abilities leaves a temporary lingering fire similar to the Napalm after hitting a target or a solid object which lasts for 10 seconds.
    • The lingering fire deals 20% of Fireball's initial damage on impact.
    • The fire's duration is not affected by mods or by charging.
  • Fireball may be cast multiple times on the same target. However, the Heat DoT does not stack.
  • Projectile has flight time and will continue to travel until it hits a solid object or enemy.
  • Will not disrupt Shade's cloak.
  • Will break reinforced Corpus ship windows.
  • Can be used while performing many actions without interrupting them, including reloading, charging, shooting, and remaining scoped in on Sniper Rifles.
  • Has a delay of 0.5 seconds between uses.

Augment
FireballFrenzy2
Main article: Fireball Frenzy

Fireball Frenzy is a Warframe Augment Mod for Ember that allows Fireball to be cast on allies, temporarily granting them additional Heat b Heat damage to all attacks, including Warframe abilities.

Rank Heat Damage Duration Cost
0 50% 28s 6
1 65% 32s 7
2 80% 36s 8
3 100% 40s 9

Tips & Tricks
  • This is a good candidate for Fleeting Expertise since the duration is not negatively impacted.
  • The lingering fire allows the player to deny an area to the enemy or to protect a flank.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.


Bugs
  • Casting Fireball repeatedly will sometimes cause the ability to not play its animation and to have the fireball appear with no trail.
  • Casting Fireball repeatedly will sometimes add an inconsistent delay between the casts, delivering lowered damage output.
  • Standing Toe-to-toe with an enemy and casting Fireball will cause the Fireball veer wildly off course from the intended direction to the Players crosshair.
    • This can also cause the fireball to cast through the enemy instead, causing it to go right through them at the point of the crosshair.
  • Area damage deals double the amount against Crewman and Elite Crewman.


AccelerantModU15 Overheat
ENERGY
50
KEY
2
Accelerant
Stun nearby enemies with strong accelerant. Increases all fire damage dealt.
Strength:1.5x / 1.75x / 2x / 2.5x (damage multiplier)
Duration:30 s
Range:8 / 12 / 15 / 20 m
Misc:50% (cast speed bonus)

Info
  • Ember releases a wave of accelerant, briefly stunning all enemies within a radius of 8 / 12 / 15 / 20 meters. Against affected enemies, all inflicted Heat b Heat damage will be multiplied by 150% / 175% / 200% / 250%. For Ember, casting speed will be increased by 50%. The accelerant lasts for 30 seconds.
  • The calculation for casting time is:
    • Cast Time = Base Time ÷ (1 + Speed Bonus)
    • At max rank, expect a ~33% reduction to cast times:
      • Cast Time = Base Time ÷ (1 + 0.5)
      • = Base Time ÷ (3/2)
      • = Base Time × (2/3)
    • Animation cast speeds are unchanged, the ability only takes effect earlier independently of the animation.[possible bug]

Augment
FlashAccelerantMod
Main article: Flash Accelerant

Flash Accelerant is a Warframe Augment Mod for Ember that allows Accelerant to affect friendly players within range, increasing their casting speed and giving them bonus Heat b Heat damage.


Rank Casting speed Fire damage Cost
0 +20% +50% 6
1 +30% +50% 7
2 +40% +50% 8
3 +50% +50% 9

Tips & Tricks
  • All of Ember's abilities other than this ability itself will benefit incredibly as the other 3 abilities entirely do Fire damage.
  • Combining Accelerant with Banshee's Sonar will increase Fire damage excessively if affected targets are hit specifically on the highlighted spots.
  • This ability causes mobs to go into the "on-fire stun" effect 100% of the time, which can be used as a panic crowd-control ability, similar to Valkyr's Warcry or Banshee's Sonic Boom.
  • This ability is most effective when combined with a loadout specialized for Fire damage.
  • This ability will not increase the damage of combined elements which include a Heat b Heat component such as Blast b Blast.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.


FireBlastModU15 FireBlast
ENERGY
75
KEY
3
Fire Blast
Slam the ground to create a wave of plasma that incinerates nearby enemies and forms a persistent ring of fire. Add heat damage to weapons by firing them through the ring.
Strength:66 / 100 / 141 / 200 (wave damage)
37 / 112 / 150 / 225 (ring damage)
Duration:9 / 12 / 15 / 20 s
Range:N/A
Misc:5 / 10 / 12 / 15 m (wave radius)
4 m (ring radius)
50% (bonus weapon heat damage)

Info
  • Ember slams the ground, creating a wave of fire that expands outwards to a radius of 5 / 10 / 12 / 15 meters, dealing 66 / 100 / 141 / 200 Heat b Heat damage with a 100% status chance to enemies that make contact with it, and pushing them back. A ring of fire 4 meters wide and 1 meter thick is also created and lasts for 9 / 12 / 15 / 20 seconds. Enemies that linger within the ring's flames are dealt 37 / 112 / 150 / 225 Heat b Heat damage per second.
    • All damage is affected by Ability Strength.
    • Heat b Heat damage is effective against Cloned Flesh, Infested, and Infested Flesh, but less effective against Proto Shields.
    • Heat b Heat status effect deals 50% of Fire Blast's base damage per tick over 7 ticks in 6 seconds. Ignited enemies will also panic and flail around for a brief period.
    • The fire ring bypasses obstacles in the environment, but the expanding wave's effects do not.
    • Enemies damaged by the expanding wave suffer knockdown and are violently pushed back.
    • Damage from the ring is only inflicted within the flames. Enemies are not damaged in the ring's center.
    • Ring duration is affected by Ability Duration.
    • Wave radius and ring radius are not affected by Ability Range.
  • Shooting through the flame ring grants +50% Heat b Heat damage.
    • This damage bonus does not scale with Ability Strength.
    • The additional Heat damage is additive to elemental Mods and similar buffs.
    • Shooting through multiple rings adds 50% Heat damage for each ring.
  • Can be used while jumping, sliding, flipping, wall-running or wall-clinging.
  • Has a cast delay of about 0.7 seconds.
  • Can stack with multiple casts.

Augment
FireFright2
Main article: Fire Fright

Fire Fright is a Warframe Augment Mod for Ember that adds Heat b Heat status chance to the stationary ring of fire created by Fire Blast.

Rank Status Chance Cost
0 40% 6
1 60% 7
2 80% 8
3 100% 9

Tips & Tricks
  • Perfect for placing around the cryopod in Infested Defense missions.
  • Can be used as protection, when you're reviving a downed teammate in Infested missions.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.


Bugs
  • Sometimes an enemy may take 2 damage ticks per second instead of just one.
  • The value for the damage in-game is incorrectly stated as only 150, while both the wave and ring damage are higher.


WorldOnFireModU15 WorldOnFire
ENERGY
50
KEY
4
World On Fire
Blast nearby foes with a burst of fire, and follow that up with a barrage of fireballs against any enemy who dares approach. Over time, these fireballs burn hotter as they consume more energy.


Initial Energy Drain: 3 s-1
Overheated Energy Drain: 6 s-1

Strength:250 / 300 / 350 / 400 (initial damage)
500 / 600 / 700 / 800 (overheated damage)
10% / 20% / 25% / 35% (status chance)
Duration:N/A
Range:7 / 10 / 12 / 15 m (initial radius)
3.5 / 5 / 6 / 7.5 m (overheated radius)
Misc:5 (number of targets)
6 s (overheat delay)
9.5 s (overheat buildup)

Info
  • Ember ignites the environment, slamming her hand into the ground and dealing 250 / 300 / 350 / 400 Heat b Heat damage initially to a maximum of 5 enemies within an initial radius of 7 / 10 / 12 / 15 meters. Immediately after, Ember sustains wisps of burning flames in orbit around her, creating an aura that triggers a series of fiery explosions; each explosion inflicts 250 / 300 / 350 / 400 Heat b Heat damage to the same maximum number of enemies within a similar range. All instances of damage have a 10% / 20% / 25% / 35% status chance, while explosions occur at a rate of roughly 2 to 4.5 per second.
    • Damage and status chance are affected by Ability Strength.
    • Heat b Heat damage is effective against Cloned Flesh, Infested, and Infested Flesh, but less effective against Proto Shields.
    • Heat b Heat status effect deals 50% of World on Fire's base damage per tick over 7 ticks in 6 seconds. Ignited enemies will also panic and flail around for a brief period.
    • Initial radius is affected by Ability Range.
    • Enemies are prioritized upon World on Fire's activation. Higher priority will be given to enemies that pose the most immediate threat to Ember, such as enemies within close range.
    • Explosions will occur directly on enemies as long as they are within the initial radius.
    • With the exception of the initial explosions on activation, multiple explosions do not occur simultaneously.
  • After World on Fire remains active for 6 seconds, Ember's flames begin to overheat over the course of 9.5 seconds. As the flames overheat, damage per explosion gradually increases by 100% while the aura radius shrinks by 50% and energy drain per second increases by 100%.
    • Overheat percentage is displayed on the ability icon from 0% to 100%.
    • Overheat delay, buildup time, damage bonus, radius reduction, and energy drain rate penalty are not affected by mods.

Augment
Firequake
Main article: Firequake

Firequake is a Warframe Augment Mod for Ember that gives World On Fire a chance to knock down enemies caught in the flames.

Rank Knockdown Chance Cost
0 50% 6
1 65% 7
2 80% 8
3 100% 9

Tips & Tricks
  • With the Firequake Augment equipped, World On Fire becomes a viable crowd-control ability as it has a 100% chance of knocking down enemies hit by its fire.
  • Ember's Passive 'Ignition' is especially effective when used with World On Fire as the extra Ability Strength will remain in effect after the initial Burning proc expires as long as that instance of channeling the ability remains active.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Ability Duration reduces channeling cost to 1.07 energy per second.
    • Reduces range to 5.1 meters.
  • Maximized Ability Efficiency reduces activation cost to 12.5 energy and channeling cost to 0.75 energy per second.
    • Has no negative effects on this ability.
  • Maximized Ability Range increases range to 42 meters.
    • Reduces damage to 160 per explosion and status chance to 14%.
  • Maximized Ability Strength increases damage to 1492 per explosion and status chance to 100%.
    • Without Energy Conversion, increases damage to 1292 per explosion. Status chance is not affected.
    • Increases activation cost to 77.5 energy and channeling cost to 5.25 energy per second.


Strength Mods

IntensifyModU145

Duration Mods

ContinuityModU145

Range Mods

StretchModU145

Fireball
Overheat Overheat Overheat
FireBlast FireBlast
WorldOnFire WorldOnFire WorldOnFire