Ember is a 6★ Defender in Arknights Endfield built around one simple promise: you can take hits, keep moving, and your team stays standing. She mixes Heat damage, Knock Down control, on-hit healing, and team-wide Shields into a kit that is hard to disrupt and easy to feel in real fights.
If you are comparing Ember to other operators or trying to understand where she stands in the broader meta, this article is written to slot directly into our Arknights Endfield Tier List, where all characters are evaluated under the same conditions and assumptions.
Basic Information
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Weapon: Great Sword
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Role: Defender
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Element: Heat
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Rarity: 6★
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Main Attribute: Strength
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Secondary Attribute: Will
Base Stats
| Stat | Base | Max |
|---|---|---|
| HP | 500 | 5495 |
| ATK | 30 | 323 |
| DEF | 0 | 0 |
| Strength | 21 | 176 |
| Agility | 9 | 96 |
| Intellect | 8 | 86 |
| Will | 13 | 120 |
Skills
Basic Attack — Sword Art of Assault
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Up to 4 attack sequences dealing Physical DMG
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Final Strike deals 25 Stagger when Ember is the controlled operator
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Mid-air basic attacks become Dive Attacks, dealing Physical DMG in an area
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Attacking a Staggered enemy triggers a Finisher, dealing heavy Physical DMG and restoring SP
Battle Skill — Forward March
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Leaps and slams to deal Heat DMG, Knock Down, and Stagger in a fan-shaped area
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If Ember takes DMG from enemies during casting, the slam deals more Stagger on hit
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SP Cost: 100
Combo Skill — Frontline Support
Trigger
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When the controlled operator is attacked
Effect
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Leaps at the target and slams to deal Physical DMG and Knock Down
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Gives HP Treatment to the controlled operator
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Will increases the amount of HP Treatment
Ultimate — Re-Ignited Oath
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Slams the ground to deal Heat DMG to nearby enemies
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Grants every teammate a Shield based on Ember’s Max HP
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Ultimate Energy Cost: 100
Talents
Inflamed for the Assault
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Promotion I: When casting Forward March and Frontline Support, Ember gains 30% Protection and is less likely to be interrupted
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Promotion II: Protection becomes 50% and is less likely to be interrupted
Pay the Ferric Price
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Promotion II: When Ember receives DMG, she gains ATK +6% for 7s (max 3 stacks)
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Promotion III: ATK becomes +9% for 7s (max 3 stacks)
Potentials
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Potential I: Inflamed for the Assault improved — Protection +20%; hitting an enemy extends duration by 1.5s
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Potential II: Strength +20, Will +20
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Potential III: Frontline Support improved — also restores HP to another teammate with the lowest % HP at 50% effectiveness
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Potential IV: Re-Ignited Oath improved — Ultimate Energy cost −15%
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Potential V: Re-Ignited Oath improved — Shield effect ×1.2; while Shield is active, the wielder gains ATK +10%
Promotions, Materials, and Bonuses
Promotion Materials
Promotion I
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Protodisk ×8
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Pink Bolete ×3
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T-Creds ×1600
Promotion II
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Protodisk ×25
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Red Bolete ×5
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T-Creds ×6500
Promotion III
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Protoset ×40
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Ruby Bolete ×5
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T-Creds ×25000
Promotion IV
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Protoset ×75
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D96 Steel Sample 4 ×56
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Cosmagaric ×8
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T-Creds ×225000
Attribute Bonuses
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Promotion I: Strength +10
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Promotion II: Strength +15
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Promotion III: Strength +15
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Promotion IV: Strength +20
AIC Skills
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Promotion I: Manufacturing Cabin operator EXP material production efficiency +20%
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Promotion II: Reception Room Clue 4 Rate-UP: Order of Steel Oath (small)
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Promotion III: Manufacturing Cabin operator EXP material production efficiency +30%
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Promotion IV: Reception Room Clue 4 Rate-UP: Order of Steel Oath
Analysis & Verdict
Ember’s kit is built around getting hit without losing the fight. Forward March is a proactive engage: a Heat slam that knocks enemies down and adds Stagger pressure. The extra clause matters because it rewards real combat—if she takes damage during the cast, she generates more Stagger when the slam lands. In practice, it’s a “walk into the mess and still win the trade” button.
Frontline Support is the defensive glue. The trigger is simple: the controlled operator gets attacked. Ember answers by leaping in, knocking the target down, and healing the controlled operator. This makes her protection feel immediate, because the response is tied to the moment you actually take a hit, not to a timer you have to predict. Will scaling pushes this further by turning her into a real healer, not just a tank with a small top-up.
Re-Ignited Oath is the team stabilizer. It deals Heat damage, but the important part is the Shield to every teammate based on Ember’s Max HP. That shield changes how your team plays: you can commit to rotations during pressure, because the team gets a buffer that doesn’t require target selection. Potentials make this even more blunt: cheaper ultimate cost, stronger shields, and an ATK bonus while the shield is active.
Her talents explain why she feels “comfy.” Inflamed for the Assault gives Protection and interruption resistance during the two skills you cast most often in danger. That means she is less likely to get stopped mid-animation, which is where many defenders lose value. Pay the Ferric Price then turns incoming damage into an ATK ramp, so even when she is tanking, she is not entirely dead weight.
The only trade-off is that her personal damage ceiling is not what you pick her for. You pick Ember when a team needs to survive, maintain rotation flow under pressure, and stop getting knocked off-script by random hits. If you want a defender that makes runs feel stable, Ember does exactly that.
Ember Build
Under Construction
Ember Teams
Under Construction
Don’t Want to Level and Promote Ember Yourself?
Ember scales with Promotions and Potentials, especially for Shield strength, healing reliability, and the protection window that keeps her casts uninterruptible. Building her alongside multiple operators can slow down overall progression.
If you would rather skip the grind, we offer Arknights Endfield boosting services covering leveling, promotions, and material farming, so you can start using Ember at her intended power level instead of waiting for it.

