Ember is a 6-star character in Arknights: Endfield (AKE). Ember wields a Greatsword and belongs to the Defender class. Ember also has access to the Heat element. This guide provides a comprehensive overview of Ember's best build, including recommended Weapons, Gear pieces, Stats, and the strongest team compositions and rotations that maximize their potential.
To learn more about Ember check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - whether it's best build, teams, synergies or calculations.
Ember has no video guide yet.
Ember review and guide already include the release balance patch changes to their kit.
Last review update
Patch 1.0
Last major build/calcs update
Patch 1.0
Last profile update*
January 21st, 2026
*Profile update means smaller edits to the guide that don't require new calculations.
To learn more about Ember check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - whether it's best build, teams, synergies or calculations.
Profile
Review
Build
Teams & Synergies
Profile
The yellow color shows the Primary Attribute and the green Secondary Attribute. Both of those attributes, on top of their normal bonuses, provide additional ATK to the character.
Sword Art of Assault
An attack with up to 4 sequences that deals Physical DMG. As the controlled operator, Final Strike also deals 25 Stagger.
Basic attack performed in mid-air becomes a dive attack that deals Physical DMG to nearby enemies.
Basic attack performed near a Staggered enemy becomes a finisher that deals massive Physical DMG and recovers some SP.
[Final Strike]: Final Strike is the last sequence of Basic Attack. When the controlled operator's Final Strike hits the enemy, it also deals Stagger and restores some Skill Points (SP).
Forward March
SP Cost: 100
[Knock Down]: Applies Vulnerability to an enemy. If the enemy is already Vulnerability, then add 1 stack of Vulnerability, and deal Physical DMG and Stagger.
Frontline Support
Cooldown: 18s
Trigger: When the controlled operator is attacked.
[Knock Down]: Applies Vulnerability to an enemy. If the enemy is already Vulnerability, then add 1 stack of Vulnerability, and deal Physical DMG and Stagger.
Re-Ignited Oath
Energy cost: 100
[Shield]: The shield can absorb damage while it is active. Some shields may only absorb specific types of DMG.
Ember talent are being updated for the release version. This will happen as soon as possible!
Special Northern Training
Mycologist
Inflamed for the Assault
[Protection]: Protected targets temporarily take reduced DMG. The number represents the degree of reduction. When there are multiple effects of the same type, only the most powerful applies.
Pay the Ferric Price
Nomadic Forst
Potential 1
[Protection]: Protected targets temporarily take reduced DMG. The number represents the degree of reduction. When there are multiple effects of the same type, only the most powerful applies.
Steel-Hardened Veteran
Potential 2
Indomitable Front
Potential 3
Undying Embers
Potential 4
The Steel Oath
Potential 5
[Shield]: The shield can absorb damage while it is active. Some shields may only absorb specific types of DMG.
"Let's move. War never ends. We can only march on."
Ember serves in the Order of Steel Oath, a military force stationed year-round in the rugged northern regions. To recruit successors for fallen comrades, she returned to the Civilization Band and accepted an invitation to work with Endfield Industries.
An elite of the Assault Banner in the Order of Steel Oath, Ember fights with flawless skills. She leads every charge, tearing through enemy lines alongside her comrades like an unbreakable spear. To her enemies, she is the bulwark that holds firm. To her allies, she is the wall that never falls. The Order may rest on fortresses and battlecarriers — but warriors like Ember are its true backbone.
Review
Umbral Monument
Can apply Vulnerable without needing to spend SP via Combo Skill.
Applies team-wide shielding based on own HP.
Easy to trigger Combo Skill-based healing for the controlled operator.
Gains Protection when using Battle or Combo skill, which activates support set effects.
The Combo Skill trigger requirement is completely generic and can be activated in any team.
Despite having an easy-to-trigger Combo Skill, it can sometimes be inconvenient to activate.
The Combo Skill does not heal when it misses enemies.
No damage boosting potential outside of sets and weapons.
Ember is a 6-star, Heat, Great Sword survivalist based unit whose kit primarily focuses on keeping the team alive through healing and shielding. She also has solid utility thanks to both her Combo Skill and Battle Skill having Knock Down. This allows her to apply Vulnerable and inflict a sizable amount of Stagger, which, when combined with her abilities' already high base Stagger amount, adds up to quite a bit.
Ember’s Combo Skill heals the controlled operator on use, which is solid but not too crazy when compared to Snowshine, who can do something similar but for the whole team. What makes it strong, though, is its short cooldown and the fact that all it takes to activate is being hit by any attack at any time, meaning it’s almost certain to trigger when you need it. It’s very easy to trigger forcibly if you want to ensure it’s being used on cooldown every time.
Ember’s shielding, on the other hand, comes from her Ultimate and grants the entire team a shield based on Ember’s own maximum HP, allowing you to bulk up teammates in a pinch to protect them from large threats.
Ember can slot into pretty much any team, but despite being a Heat unit herself, she’s definitely a higher value unit in Physical teams, thanks to her ability to apply Vulnerable with both her battle and Combo Skill. The latter of which, being free, is incredibly valuable to Physical teams looking to generate as many Vulnerability stacks as possible.
Ember’s Combo Skill is one of the major reasons you’d consider bringing her to your team; it’s responsible for the entirety of her kit's healing and her free Vulnerability stack generation. To activate Ember’s Combo Skill, all that’s required is that the controlled operator receives an attack. On use, it causes Ember to perform a leap slam that, upon connecting, deals Physical damage, heals the controlled operator for a flat amount plus a percentage of Ember’s will, and applies Knock Down. Despite how stacked and generic this Combo Skill is, it can sometimes be a little inconsistent or dangerous to trigger, depending on the enemy you’re facing. Getting hit can lead to being Staggered for a short time or taking more damage than you’d recover with Ember's heal.
Note: If Ember doesn’t hit an enemy with her Combo Skill, she will not trigger the healing effect. It is entirely possible that if you don’t time it correctly, you’ll lose not only the damage, Vulnerability stack, and Stagger but also your opportunity to heal.
Ember’s Battle Skill causes her to perform a leap slam, which deals Heat damage to enemies it hits while also applying Knock Down. If Ember is hit at any point before landing the Battle Skill, it will become enhanced and will deal double Stagger when it lands. This bonus is strong, but just like her Combo Skill, going for it can open up Ember to danger and being Staggered.
The main reason to use this ability is the fact that it’s an ability that can inflict Vulnerability stacks while dealing a higher-than-normal amount of Stagger compared to other similar abilities. The trade-off for this, though, is that it needs to be timed correctly to gain its bonus. Not to mention, Ember usually isn’t built for damage, meaning using this instead of a damage dealer’s Vulnerable Battle Skill usually results in some loss of damage.
Ember’s first talent, Inflamed for the Assault, might not seem impressive, but it is actually a major power boost to her supportive capabilities. After it’s unlocked, it causes both her Battle Skill and Combo Skill to apply up to a 50% Protection to her during their cast animations, in addition to lowering both abilities' chances to be interrupted mid-cast. These bonuses make it less punishing to forcibly go for the extra Stagger on her Battle Skill, but also allow her to reliably trigger the very strong Xiranite support set that activates when the wearer grants Protection.
Ember’s other talent, Pay the Ferric Price, grants her a stacking ATK% boost, granting up to 9% each stack every time she’s hit for 7-second stacking up to 3 times (27% total). When played with a supportive setup for gear and weapon, Ember won't be doing much of the team’s damage to begin with. However, if you can maintain these ability stacks, it can be a solid boost to the little damage she does contribute.
Ember’s Ultimate costs 100 energy and deals Heat damage and a higher-than-average amount of Stagger compared to other Ultimates in an area around her. It also grants the entire team a shield based on a % of her own maximum HP value for 10 seconds, which, if you’ve built Ember tanky, can serve as an outstanding defensive tool.
The primary thing to consider with this ability is knowing when, and when not to use it, you can slam it as soon as it's ready to take advantage of its Stagger or, you can hold it for when you know boss or elite enemies are likely to threaten your team with massive attacks. How valuable this ability is boils down a lot to how you choose to use it.
Ember’s gameplay isn’t rotational like some other characters and boils down to how you plan to use her in teams. When using her as a sustain-based character, just having her in the team and using her Combo Skill when available in order to keep the team healthy, and her Ultimate when you need its shield is enough.
Alternatively, if you’re playing Ember in Physical-based teams and want to make use of her Vulnerability stack generation, you may instead want to forcibly trigger her Combo Skill in order to add its Vulnerability stack to your team's rotation. You can also weave in Ember’s Battle Skill for its higher Stagger Knock Down trigger if you’re able to time it correctly and consistently without interrupting the flow of the team.
Combo Skill > Ultimate = Basic Attack > Battle Skill
Grants some additional Strength and Will, which improves damage and healing output slightly.
Adds an extra effect to Ember’s Combo Skill heal, allowing it to now heal other operators outside the main field operator. Targets the lowest HP operator in the team and heals them for 50% of the amount of the main target. A major upgrade to Ember’s sustain capabilities, allowing her to sustain the team far more properly.
Reduces Ultimate cost by -15%, lowering it from 100 to 85. This makes Ember’s Ultimate more accessible, meaning she can either generate more Stagger when used on cooldown or have it available more easily in times of need when relying on it for shielding.
Increase the total shield amount of Ember’s Ultimate by 1.2 times (unique multiplier) and causes it to apply a small ATK% boost.
Build
Ember best Weapons are placed in order of what fits their playstyle the most. Check the comments to get additional context.
Stat 1 Boost - 9/9
Strength: +156
Stat 2 Boost - 9/9
Max HP: +78.00%
Passive Boost - 4/9
Ember's Signature grants a large amount of passive defensive stats, including an increase to all shielding, boosting the potential of Ember's Ultimate significantly. Its Weapon Effect is also strong and causes Ember's Combo Skill healing to also apply a Shield to the Controlled Operator equal to a percentage of her HP, which lasts 15s. Embers best all-around survival weapon.
Stat 1 Boost - 9/9
Strength: +124
Stat 2 Boost - 9/9
Max HP: +62.40%
Passive Boost - 9/9
Sec. Attribute: +14.00%
Provides a large amount of defensive and sustain-based stats with its passive, with a focus on boosting healing from Combo Skills. One of the best choices if your aim is to max out the amount Ember can heal.
Stat 1 Boost - 9/9
Will: +156
Stat 2 Boost - 9/9
Max HP: +78.00%
Passive Boost - 4/9
This weapon has an overwhelming amount of defensive passive stats and boosts healing as well. Its Weapon Effect causes Ember's protection-based Combo and Battle Skills to trigger an additional heal if she's hit while it's active, boosting her sustain capabilities slightly.
Stat 1 Boost - 9/9
Strength: +124
Stat 2 Boost - 9/9
Ultimate Gain Eff.: +37.10%
Passive Boost - 9/9
Main Attribute: +14.00%
This weapon's Weapon Effect isn't usable by Ember, but the passive stats, including Energy Regen, still make it a viable option if you value more Ultimates in a fight over more defensive weapon effects listed above.
Stat 1 Boost - 9/9
Strength: +93
Stat 2 Boost - 9/9
Attack: +23.40%
Passive Boost - 9/9
Last resort option if you're lacking any of the choices above. Has the correct passive stats, but all at much lower base values, setting it significantly behind all other choices.
Ember best sets are placed in order of what fits their playstyle the most. Check the comments to get additional context.
Treatment Bonus +20%. When the wearer treats an allied target, the target also gains 15% DMG Reduction against all types of DMG for 10s. If the said treatment excees the target's Max HP, the target gains 30% DMG Reduction against all types of DMG. The aforementioned effects cannot stack.
Boosts the overall output of Ember's healing while also granting her and the team a potent defensive 3P Set Bonus, which aids in the survival of the team. Running this setup also fits in some additional energy for quicker Ultimate access. Note: Maxing out sustain isn't the only way to play Ember, so if you're after something else more specific, there are likely better options.
Armor
Gloves
Kit
Kit
Ember gear pieces calculations aren't available yet. They will be added soon.
Ember team calculations information aren't available yet. They will be added soon.
Teams and Synergies
Ember's kit is most powerful in Physical teams, but is useful across a wide range of teams, and whenever you're in need of a boost to your survivability. So it's completely fine to trade out some damage or buffs to bring her along instead. Here's why she's so good:
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Improves the Protection effect from 50% to 70% and causes the effect to linger for a short while after hitting enemies with either Combo or Battle Skill. This boosts Ember’s overall survivability in teams where you’re attempting to trigger her Battle Skills' additional Stagger effect. Not majorly impactful outside of that.