LegendaryControllerNormalNot ranked yet

Amber

Win rate60.0%adjusted
Pick rate0.42%of all slots
Matches417
Best modeBrawl Ball62.9%
Small sample

Base statistics

Amber at power level

Health5,100
Attack damage320
Attack range8.33 tilesLong
Reload0.22sVery Fast
Movement720Normal
Super damage720
Super range7.33 tilesNormal

Attack and Super

Attack

Dragon's Breath

Damage per flame210
Range8.33 tiles
Super charge4.3%per hit
Reload0.22s
8.33 tiles of reach
Super

Torch 'Em!

Damage per second480
Range7.33 tiles
Super charge12%per hit
7.33 tiles of reach

Abilities

Star Power
Wild Flames

She can keep two fuel puddles on the ground at once, and standing near one recharges her Super.

Star Power
Scorchin' Siphon

Standing near her own fuel reloads her flame far faster, which is what makes holding a puddle worthwhile.

Gadget
Fire Starters
15s cooldown

She runs faster for three seconds while spilling fuel behind her, which her own attack can then set alight.

Gadget
Dancing Flames
14s cooldown

Three fireballs orbit Amber for five seconds, damaging anything that comes into contact with them.

Hypercharge
Oil Spill
+30% stats while active

The puddle her Super leaves is larger, and igniting it sets everyone standing in it on fire.

Recommended builds

reviewed 19 Jul 2026
Ground denialRecommended build

Control modes where the fire she leaves behind matters more than the fire she is holding.

Star PowerWild Flamesthe puddles are the part of her kit that persists after her ammo bar is empty
GadgetFire Starterslays fire ahead of her without draining the bar she needs to keep the stream going
GearDamageher flame is many small ticks, so the bonus applies constantly
GearSuper Chargethe fire river is her only real area tool
HyperchargeOil Spillconverts a stream of chip into ground nobody can cross
Fuel disciplineRecommended build

Duels and Showdown, where running the bar dry mid-fight is how she actually dies.

Star PowerScorchin' Siphonher entire attack is one bar that empties in a few seconds, so anything that refills it is worth more than raw damage
GadgetDancing Flamescovers every approach at once when she has been flanked and cannot sweep in time
GearHealthshe is 3,400 health at eight tiles with no escape
GearShieldshe has to hold the stream on target rather than dodge
Circle denialRecommended build

Hot Zone, where a burning circle simply cannot be stood in.

Star PowerWild Flameslonger-lasting fire on a fixed circle is the whole objective in one slot
GadgetFire Startersseeds the circle before the fight for it even starts
GearDamageevery tick on a contester counts twice in this mode
GearSuper Chargeshe wants the river ready each time the zone flips
HyperchargeOil Spilldenies the circle for a full rotation

Amber by trophy range

Trophy range
60.0%417 matches · 189 players

All modes · Every trophy range · 8–20 Jul

A range is the trophy count Amber was actually on when each match was played, so switching it changes which matches are counted — never how strong the evidence has to be.

Performance by mode

1 modes
Brawl Ball62.9%213 matches

Playing Amber

reviewed 19 Jul 2026

A controller with a continuous flame stream drawn from an ammo bar, who leaves burning ground wherever she has fought.

Early game

Tap the stream rather than holding it; the bar drains in a few seconds and an empty Amber at eight tiles has no attack at all.

Positioning

At the edge of her eight-tile stream with an escape route behind her, because she has no dash, no shield and a bar that can run dry mid-fight.

Using your Super

The fire river is ground denial with a duration, so pour it across the objective or the choke rather than over a single retreating brawler.

Common mistakes

  • Holding the trigger down and finding the bar empty when the fight actually starts
  • Fighting at maximum range where the stream barely reaches and the ticks are wasted
  • Spending the river on a kill when it would have held the objective for ten seconds
  • Hot Zone and Gem Grab, where lingering fire denies a fixed circle
  • Against tanks, since a stream cannot miss something walking straight at her
  • Chokes, where the fire river closes the crossing outright

By mode

Hot Zone

A burning circle cannot be contested, which decides the mode on its own.

Gem Grab

Fire on the mine means the enemy carrier collects gems while burning.

Amber skins

7All skins

Balance history

Damage scaling34
Gadget: Dancing Flames decreased Damage21001890
Gadget - Dancing flames - damage22002100
attack damage220210
Damage200220