Understand Healing Flame
Useful when…
- Ember builds that use Fire Blast and want its hits to restore health.
- Ember survival setups that can benefit from excess healing granting Overguard.
What does Healing Flame do?
This standard Ember augment modifies Fire Blast. At rank 0 it heals 10 to 20 per enemy hit depending on current Immolation level; rank 2 gives 20 to 40, and maximum rank gives 25 to 50. With Ember, healing beyond what is needed grants Overguard. The mod occupies a standard slot and has Zenurik polarity.
When is it useful?
The augment connects Fire Blast hits with health restoration, and excess healing becomes Overguard when used by Ember. It is most relevant when Fire Blast is already part of the ability plan and the additional defensive benefit is useful. No healing behavior for other frames is specified here.
How should I rank it, and what does it replace?
It reaches rank 3; the listed fusion steps cost 30, 60, and 120 Endo, with credits of 1,449, 2,898, and 5,796. It is explicitly incompatible with Purifying Flames, so you cannot equip both together. Purifying Flames instead cures allies hit by Fire Blast's expanding ring and grants four seconds of Status Immunity. Exothermic modifies Inferno, while Fireball Frenzy modifies Fireball, so those augments affect different abilities.
Limitations and tradeoffs
- Uses a standard mod slot and is specific to Ember.
- Cannot be equipped alongside Purifying Flames.
- Healing varies with current Immolation level.
Common mistakes to avoid
- Assuming the healing is fixed rather than dependent on current Immolation level.
- Trying to equip Healing Flame together with the explicitly incompatible Purifying Flames.






