
Character Profile
“Let's move. War never ends. We can only march on.”
Ember (full name Azrila) is an elite soldier of the Assault Banner within the Order of Steel Oath, a military force based in the harsh northern regions. She has returned to the Civilization Band to recruit replacements for fallen comrades and now operates alongside Endfield Industries, leading charges and breaking through enemy lines. A lifelong warrior who lives by sword and battle, she is an immovable wall to allies and enemies alike, with interests running toward military drills and DIY gear repair.
Ember Gear Damage Calculator
Her rows are mixed element: the basic chain and Frontline Support deal Physical, Forward March and Re-Ignited Oath deal Heat. Shield and Treatment are calculated alongside the damage.
Level 90 · Skill Rank 12 · Talent nodes maxed · Potential 0
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Final Build ATK excludes the temporary regional buff granted near teleportation points. Move away from a waypoint before comparing this value with the in-game operator sheet.
Shield and Treatment at this build
Ember is a Defender, so this is where most of her value sits. Her Ultimate shield scales off her own Max HP and her Treatment scales off Will, which is why Thunderberge and Former Finery beat higher-ATK Greatswords for a support build.
- Re-Ignited Oath Shield
- 25.00% of 5,495 Max HP, granted to every teammate
- 1,373.75
- Frontline Support Treatment
- 675 + 1.58 x 120 Will, to the controlled operator
- 864.60
- Protection (Forward March and Frontline Support)
- Talent 1 rank 2, incoming DMG multiplied by 0.50
- 50.00%
- Ultimate Energy cost
- Potential 4 multiplies this by 0.85
- 100.00
| Action | Element | Multiplier | Non-crit | Crit | Expected |
|---|---|---|---|---|---|
| Sword Art of Assault (Physical)Her basic chain, dash, dive and the Staggered-target Finisher. | |||||
Basic Attack Chain (1-4) | Physical | 539.00% | 14,022.62 | 21,033.94 | 15,740.40 |
Finisher Staggered x1.3 1 active multiplier
| Physical | 900.00% | 30,438.72 | 45,658.08 | 34,167.46 |
Dash Attack | Physical | 127.00% | 3,304.03 | 4,956.05 | 3,708.78 |
Dive Attack | Physical | 180.00% | 4,682.88 | 7,024.32 | 5,256.53 |
| Forward March (Heat)The printed 390% is atk_scale 0.73 plus atk_scale2 3.17, landing as one slam. | |||||
Forward March (Battle Skill) | Heat | 390.00% | 10,146.24 | 15,219.36 | 11,389.15 |
| Frontline Support (Physical)Fires automatically when the controlled operator is attacked, so it works off-field. | |||||
Frontline Support (Combo Skill) | Physical | 230.00% | 5,983.68 | 8,975.52 | 6,716.68 |
| Re-Ignited Oath (Heat)The area hit that also shields the whole team. | |||||
Re-Ignited Oath (Ultimate) | Heat | 650.00% | 16,910.40 | 25,365.60 | 18,981.92 |
| Physical StatusKnock Down, the one row Arts Intensity reaches. | |||||
Knock Down (Physical Status) Arts Intensity +0.00 · Hidden x1.23 1 active multiplier
| Physical | 120.00% | 3,830.72 | 5,746.08 | 4,299.99 |
Calculator assumptions
Every number uses a Level 90 Ember with all skills at Rank 12 and her talent nodes unlocked through breakthrough 4. Her base ATK, Strength, Will, Max HP, damage multipliers, shield and Treatment coefficients, talents and potentials are all read from the committed client tables.
She is mixed element. Her basic chain, dash, dive, Finisher and Frontline Support deal Physical DMG. Forward March and Re-Ignited Oath deal Heat DMG. That split comes from the skill descriptions in the client text, and it means a Physical DMG Dealt line on a weapon or gear set lifts five rows and leaves two untouched, and a target's Physical and Heat resistances are applied to their own rows.
Strength is her main attribute and Will is her secondary attribute. The ATK formula weights them at 0.005 and 0.002 respectively after every flat source and Main/Sub Stat Boost has been applied, then truncates both before calculating Final Build ATK. Her talent nodes grant Strength +60 in total and no Will.
The Re-Ignited Oath shield is 25% of Ember's own Max HP at Rank 12, granted to every teammate. Potential 5 multiplies it by 1.2 and grants her ATK +10% while it is up. Thunderberge is the outlier weapon here: its Max HP +78% secondary and Shield applied +67.2% skill roughly triple the shield, which no damage-only comparison would show. Frontline Support treatment is 675 plus 1.58 times her Will, then multiplied by Treatment Efficiency. Potential 3 heals a second ally for half of that.
Protection from Talent 1 is stored inverted in the client tables: the game prints one minus the stored rate, so Rank 2 reads as 50% and Rank 1 as 30%. Potential 1 adds 20 percentage points and applies to both the Battle Skill and Combo Skill casts. Protection is a damage-reduction bucket and does not appear in any offensive row.
Ordinary hits run the complete Talos Wiki damage chain. The Knock Down row uses the Physical Status formula: a flat 120% base, then the level-90 Hidden Multiplier and the Arts Intensity Multiplier. Arts Intensity does nothing to an ordinary hit, so Ancient Canal and Phantom Pain only move that one row. Expand any row to inspect the active factors.
Still excluded: the SpecialBonus regional buff from teleportation waypoints, the Retaliation window on Forward March (it changes Stagger, not damage), Stagger and poise values in general, rotation timing and DPS over time, multi-target hits, the Cryo lines on Khravengger that her kit cannot trigger, and any Protection or DMG Reduction from teammates.
Basic Info
Talent Priority
This priority list applies to talents only after Lv 9.
Recommended Builds
View All BuildsTop Weapons
Recommended Teams
Gear Configurations
View All Gear SetsSwitch to lynx if you need heals but stagger build is recommended
General Build
Contingency Contract Fit
Test Criteria this kit handles well, since every criterion is a penalty or enemy buff and Ember sidesteps or shrugs these off. See the full dashboard for every modifier.
Decapitate · His shields and sustain trivialise survival, so the doubled damage on the active operator is a non-issue.
Thrill · Tanky, ranged or well-healed, so the enemy damage spike is survivable.
Withering · Brings its own sustain, so losing between-wave healing barely matters.
Toxic Residue · Ranged or self-sustaining, so the lingering toxin patches do little.
Whittle Down · Avoids or absorbs incoming damage, limiting the Max HP erosion.
Hypoxia · Ranged or durable, so losing dodge and stamina hurts far less.
Flash Freeze · Heat skills melt the forced Solidification, and ranged operators rarely eat the enemy Cryo in the first place.
Partition · Self-sufficient carry that does not need to swap operators mid-fight.
Thermolysis · Heat skills cleanse the forced Solidification.
Base Stats (Level 1)
Stats by Level
| Level | STR | AGI | WISD | WILL | MaxHP | ATK |
|---|---|---|---|---|---|---|
| 1 | 21.6 | 9.8 | 8.8 | 13.6 | 500 | 30 |
| 10 | 37.3 | 18.6 | 16.6 | 24.4 | 1005 | 60 |
| 20 | 54.7 | 28.4 | 25.4 | 36.4 | 1566 | 93 |
| 30 | 72.1 | 38.2 | 34.2 | 48.4 | 2128 | 126 |
| 40 | 89.5 | 48.0 | 42.9 | 60.3 | 2689 | 159 |
| 50 | 106.9 | 57.8 | 51.7 | 72.3 | 3250 | 192 |
| 60 | 124.2 | 67.6 | 60.5 | 84.3 | 3811 | 225 |
| 70 | 141.6 | 77.4 | 69.2 | 96.3 | 4372 | 258 |
| 80 | 159.0 | 87.2 | 78.0 | 108.3 | 4934 | 291 |
| 90 | 176.4 | 97.0 | 86.8 | 120.3 | 5495 | 323 |
Skills
Forward March
| Lv | DMG Multiplier |
|---|---|
| 1 | 173% |
| 2 | 191% |
| 3 | 208% |
| 4 | 225% |
| 5 | 243% |
| 6 | 260% |
| 7 | 277% |
| 8 | 295% |
| 9 | 312% |
| 10 | 334% |
| 11 | 360% |
| 12 | 390% |
Re-Ignited Oath
| Lv | DMG Multiplier | Shield Conversion Ratio (HP) |
|---|---|---|
| 1 | 289% | 18% |
| 2 | 318% | 18% |
| 3 | 347% | 18% |
| 4 | 376% | 20% |
| 5 | 404% | 20% |
| 6 | 433% | 20% |
| 7 | 462% | 22% |
| 8 | 491% | 22% |
| 9 | 520% | 22% |
| 10 | 556% | 25% |
| 11 | 599% | 25% |
| 12 | 650% | 25% |
Frontline Support
| Lv | DMG Multiplier | Base Treatment | Treatment Increase per Will | Cooldown |
|---|---|---|---|---|
| 1 | 102% | 300 | 0.7 | 19s |
| 2 | 112% | 360 | 0.84 | 19s |
| 3 | 122% | 420 | 0.98 | 19s |
| 4 | 133% | 480 | 1.12 | 19s |
| 5 | 143% | 510 | 1.19 | 19s |
| 6 | 153% | 540 | 1.26 | 19s |
| 7 | 163% | 570 | 1.33 | 19s |
| 8 | 173% | 600 | 1.4 | 19s |
| 9 | 184% | 630 | 1.47 | 19s |
| 10 | 196% | 645 | 1.51 | 19s |
| 11 | 212% | 660 | 1.54 | 19s |
| 12 | 230% | 675 | 1.58 | 18s |
Sword Art of Assault
| Lv | BATK SEQ 1 Multiplier |
|---|---|
| 1 | 38% |
| 2 | 42% |
| 3 | 46% |
| 4 | 50% |
| 5 | 54% |
| 6 | 57% |
| 7 | 61% |
| 8 | 65% |
| 9 | 69% |
| 10 | 74% |
| 11 | 79% |
| 12 | 86% |
| Lv | BATK SEQ 2 Multiplier |
|---|---|
| 1 | 54% |
| 2 | 59% |
| 3 | 64% |
| 4 | 70% |
| 5 | 75% |
| 6 | 80% |
| 7 | 86% |
| 8 | 91% |
| 9 | 96% |
| 10 | 103% |
| 11 | 111% |
| 12 | 120% |
| Lv | BATK SEQ 3 Multiplier |
|---|---|
| 1 | 66% |
| 2 | 73% |
| 3 | 80% |
| 4 | 86% |
| 5 | 93% |
| 6 | 99% |
| 7 | 106% |
| 8 | 113% |
| 9 | 119% |
| 10 | 128% |
| 11 | 138% |
| 12 | 149% |
| Lv | BATK SEQ 4 Multiplier |
|---|---|
| 1 | 82% |
| 2 | 90% |
| 3 | 98% |
| 4 | 106% |
| 5 | 114% |
| 6 | 122% |
| 7 | 131% |
| 8 | 139% |
| 9 | 147% |
| 10 | 157% |
| 11 | 169% |
| 12 | 184% |
| Lv | Finisher ATK Multiplier |
|---|---|
| 1 | 400% |
| 2 | 440% |
| 3 | 480% |
| 4 | 520% |
| 5 | 560% |
| 6 | 600% |
| 7 | 640% |
| 8 | 680% |
| 9 | 720% |
| 10 | 770% |
| 11 | 830% |
| 12 | 900% |
| Lv | Dive ATK Multiplier |
|---|---|
| 1 | 80% |
| 2 | 88% |
| 3 | 96% |
| 4 | 104% |
| 5 | 112% |
| 6 | 120% |
| 7 | 128% |
| 8 | 136% |
| 9 | 144% |
| 10 | 154% |
| 11 | 166% |
| 12 | 180% |
Talents (Passive Skills)
Factory Skills (Manufacturing)
Potentials
Breakthrough (Ascension)
Favorability Attribute Bonuses
Skill Level Up Materials
Character Level-up Requirements
| From → To | EXP Required | Gold |
|---|---|---|
| 1 → 20 | 22,860 | |
| 20 → 40 | 248,540 | |
| 40 → 60 | 475,710 | |
| 60 → 80 | 465,230 | |
| 80 → 90 | 579,950 | |
| Total | 1,792,290 |
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