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Ember Prime

The Blaze Striker | Ember Prime

by last updated 2 years ago

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Ember Prime offers the same potential for wanton destruction as Ember but provides unique mod polarities, allowing for greater customization.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
225
HEALTH
370
SHIELD
465
SPRINT SPEED
1.1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
160
Damage Reduction
34.8%
EFFECTIVE HIT POINTS
1,187
Guide
0 Comments
Ember Prime builds
Builds by UltimoFive

The Blaze Striker | Ember Prime

Video in Making

Hello everyone,

My name is UltimoFive and today we are going over Ember Prime, The Blaze Striker.

Frame Information

  • Ember Prime is the Prime Version of [Ember] and was released alongside Sicarus Prime and Glaive Prime. In order to obtain Ember Prime one must open a variety of relics that contain her Blueprint, Chassis, Systems, and Neuroptics in order to make her at the foundry.

  • Ember Prime requires a Mastery Rank of 0.

  • Ember Prime comes with a "V" and "D" Polarity Slot, plus a "V" Aura Slot. Because of this, the Builds on her will require 2 Forma.

Comparison to the Original [Ember]

Ember Prime has been buffed compared to the Original Ember. These buffs would be:

  • Higher Shield Pool at 125/375 Vs. 100/300

  • Higher Armor at 150 Vs. 125

  • Comes with a "V" and "D" Polarity Slot instead of 2 "Dash" Slots

Advantages Vs. Disadvantages

Advantages:

  • Above Average Shield Pool at 125/375

  • Fast Sprint Speed at 1.20

Disadvantages:

  • Low Armor at 150

Ability & Augmentation Overview

  • Passive - Ember Prime Revels in the Heat of Combat quite literately. Where she gains 5% extra Ability Strength for every enemy burning from an active Heat Status effect within 50 metes. This Passive is great into the Steel Path due to enemies having more resistances, making it so they can stay alive longer and stack her Passive. However, in the normal star chart it isn't the best.

  • Fireball - Ember Prime's First Ability launches a fiery projectile that damages upon impact with a 100% status chance. The projectile also damages in a 2 meter radius around the target with a 50% status chance. This radius and damage can be increased by charging the ability. With her Augmentation, [Fireball Frenzy], it allows Fireball to instead of charging be held down in order to create a wave of energy that grants temporary Heat Damage to all attacks to herself and nearby allies. This Ability is not that good, it can be okay in the normal star chart, but once one gets into the Steel Path it is pretty useless. Making this Ability the prime substitute for a Helminth Ability.

  • Immolation - Ember Prime's Second Ability surrounds herself in a torrent of swirling protective flames that gradually increase in temperature and grant Damage Reduction to herself. This ability can increase in temperature faster by using either Fireball or Inferno or expend temperature and slow down the rate of temperature by using Fire Blast. With her Augmentation, [Immolated Radiance], it allows allies within Affinity Range to receive 50% of Immolation's Damage Reduction. This ability is amazing in her kit, but also synergizes with her other abilities, as I previously said before to just turn Ember into a non-killable machine. With her Inferno it makes it so it deals double damage at max heat and with her Fire Blast she Strips 100% enemy armor.

  • Fire Blast - Ember Prime's Third Ability slams the ground, creating a wave of fire that expands outwards and all enemies within Range or in direct line of sight are violently pushed back dealing damage with a 100% Heat Status Chance and depending on [Ember]'s current Immolation Level can strip 50% to 100% of enemies armor permanently. With her Augmentation, [Healing Flame], it allows Fire Blast to Heal Ember by 25 to 50 depending on her current Immolation Level and with, Purifying Flames, it allows Fire Blast to remove de-buffs and grant temporary status immunity to herself and allies within range. This ability doesn't do that much, but is great utility wise. Armor Shredding with Knock Down is a very good supportive combo that can help in the tide of battle, making this ability not only great for this, but necessary to balance [Ember]'s Immolation Levels. Along with this, at Max Heat Ember will start draining Energy per second with each second consuming more and more energy until it is hard to maintain.

  • Inferno - Ember Prime's Fourth Ability summons fiery meteorites from above that crashes into all seen enemies within range and deals massive on hit damage. As well as this, enemies that don't die from the initial cast become surrounded by a ring of fire and deals Heat Damage per second, where those that are not affected coming into the ring get set ablaze with Heat Procs. With her Augmentation, [Exothermic], enemies affected by Inferno have a 15% chance to drop an energy orb when killed. This ability is superb with sustaining [Ember] with not only her energy due to her Augmentation, but also for buffing her Passive up so she can do more damage the more enemies that are affected with Heat Statuses.

Builds

The Ignitor: 2 Forma

The Ignitor Build for Ember Prime utilizes a Large Increase to Efficiency, with Small Increases to Duration, Strength, and Range. The Build's Flex Slot is [Augur Message] and is the main Build for [Ember Prime] in which it has a balance of survivability, utility, and damage to help [Ember] into the Steel Path or Late Game. [Exothermic] is on this Build to assist her with energy since [Hunter Adrenaline] doesn't really help much in this case, but it can be used as long as the player uses Gloom at the same time so they don't die. I just don't think it is as efficient and [Exothermic] feels a lot better.

The Protective Inferno: 2 Forma

The Protective Inferno Build for Ember Prime utilizes a Large Increase to Efficiency, with a Very Small Increase to Strength, and a Very Small Decrease to Duration. The Build's Flex Slot is [Augur Secrets] and focuses on supporting the team instead of dealing damage through the utilization of [Immolated Radiance] to give Damage Reduction to allies, focus on dropping Energy Orbs through [Exothermic], [Power Donation] to give Ability Strength, Gloom for Health [Regen] plus Crowd Control, and Fire Blast for even more Crowd Control and Armor Stripping. Pairing this Build with the Vezarin Focus is even better to increase Affinity Range to help with [Immolated Radiance] and turn [Ember] into an amazing support.

The Fiery Nuke: 2 Forma

The Fiery Nuke Build for Ember Prime utilizes a Large Increase to Strength and Efficiency, with a Small Increase to Range, and a Small Decrease to Duration. The Build's Flex Slots are [Augur Secrets] and [Fast Deflection] and focuses on rushing missions such as Exterminate, but can be used into missions for just straight nuking enemies. However, the Build sacrifices pretty much all Survivability making the Steel Path harder unless in a group, even with Immolation turned on to help with Damage Reduction.

Recommended Alternative Modifications

The Aura slot can be whatever one wants it to be. As long as it benefits one and what they are doing currently than realistically anything can work there.

  • Flow - In place of Primed Flow if one doesn't have it.

  • Continuity - In place of Primed Continuity if one doesn't have it.

  • Sevagoth's Gloom - In place of Fireball to help with Ember's Survivability into late game by Health Restoration and CC.

  • Nezha's Fire Walker - In place of Fireball in order to help with consistently getting Ability Strength from Ember's Passive due to Heat Procs. Along with this, it helps with Mobility and Status Cleansing.

  • Rhino's Roar - In place of Fireball if the player wants a Damage Buff option for themselves and allies.

  • Chroma's Elemental Ward - In place of Fireball if the player wants optional buffs that can assist them into battle.

  • Mirage's Eclipse - In place of Fireball if one wants an ability that can really help with increasing Damage in the Light or Resistance in the Dark.

  • Equinox's Rest and Rage - In place of Fireball if the player wants an ability for either putting enemies asleep or for increasing damage vulnerability to enemies based off the your frame's Primary Emission Color.

  • Hildryn's Pillage - In place of Fireball if one wants an ability that reduces enemy Shields or Armor and removes Status Effects from herself and allies.

Arcane Synergy

  • Arcane Aegis - Upon being Damaged, 3% chance for 30% Shield Regen for 12 seconds.

  • Arcane Guardian - Upon being Damaged, 15% chance for 900 Armor for 20 seconds.

  • Arcane Energize - Upon Energy Pickup, 60% chance to replenish 150 Energy to self and nearby allies.

  • Arcane Barrier - Upon Shield being Damaged, 6% chance to instantly restore all Shields.

  • Arcane Eruption - Upon Energy Pickup, 100% chance to Knockdown nearby enemies.

  • Arcane Nullifier - Which provides a 102% chance to resist a Magnetic Status Effect entirely.

Ending

If you guys enjoyed and liked the guide, make sure to give it a ⭐ to help out! To help out even more, why not check out my channel where I not only make guides and builds, but also stream games, make Playthroughs, and more!

Link for my Channel 🠖 https://www.youtube.com/c/UltimoFive

See you guys on the next guide!