Amber
Base statistics
Amber at power level
Attack and Super
Torch 'Em!
Abilities
She can keep two fuel puddles on the ground at once, and standing near one recharges her Super.
Standing near her own fuel reloads her flame far faster, which is what makes holding a puddle worthwhile.
She runs faster for three seconds while spilling fuel behind her, which her own attack can then set alight.
Three fireballs orbit Amber for five seconds, damaging anything that comes into contact with them.
The puddle her Super leaves is larger, and igniting it sets everyone standing in it on fire.
Recommended builds
reviewed 19 Jul 2026Control modes where the fire she leaves behind matters more than the fire she is holding.
Duels and Showdown, where running the bar dry mid-fight is how she actually dies.
Hot Zone, where a burning circle simply cannot be stood in.
Amber by trophy range
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 modesPlaying Amber
reviewed 19 Jul 2026A 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











