Hell Ember is a Camp / Control single hit Hunter. He's often rightfully considered one of the weakest hunters in IdentityV, because of his terrible early game and below-average Chase outweighing his good Camp and above-average late game.
However, a good Hell Ember can utterly crush teams with his Camp and late game if he's understimated. Nonetheless, he still remains one of the bottom three worst hunters to date. According to our extensive research and our reviewing criteria Hell Ember receives the following grade:
Hell Ember only has one external trait: Infernal Soul. When he's chasing a Survivor, stunned or when a cipher is popped, he gains Rage that he can use for his abilities. Keep in mind that during late game you'll only gain Rage slowly.
Hell Ember only starts the match with his ability Awaken charged at 80%, which makes his early game slow. He accumulates Rage at a rate of 0,2%/s, which he can use to spawn a Phantom for 25 seconds or awaken a Puppet.
When a Phantom or Puppet is breaking a pallet you can already walk through it during the animation. This can be helpful for instantly getting a hit or quickly catching up.
When choosing your spawn or chasing you should rememeber that Phantoms and Puppets can't vault windows or fall from two story buildings. However, Phantoms are able to vault the small windows on Chinatown.
Keep in mind that Phantoms count as solid objects and Puppets don't. This means you can block stuns like Coordinator's Flare Gun or Forwards Rugby Ball with Phantoms but not Puppets.
Hell Ember's main abilities are his two Puppets: The Yellow Puppet and Red Puppet. They're inherently unique, but both Puppets share some traits you should know of.
Im summary, Phantoms should be primarily used for Chase or Camp depending on how much Rage you've got and the amount of distance a Survivor has on you. They are subpar at Control. Puppets are much better at Control, because they're not on a timer, they alert you of survivors locations and allow you to switch positions.
Try to use Puppets strategically:
The Yellow Puppet unlocks after achieving first presence. It can be used for everything previously discussed, excluding Puppet Tricks.
The only two tricks that are possible with the Yellow Puppet are the dropdown hit and dropdown blink hit.
It should be noted that this trick is situational at best and not nearly consistent enough. To ensure maximum consitency you should try to primarily use the Yellow Puppet for proxy Camping, controlling or to close distance.
The Red Puppet unlocks at full presence. It can also be used for everything we've talked about including Puppet Tricks. These are unique to the Red Puppet and not replicable otherwise.
You can use the Red Puppet to swipe hit a Survivor during Chase.
The classic way of camping with Hell Ember consists of simply deploying a Phantom at the chair and either double hitting the Rescuer or building up enough time pressure for a terror shock.
You can awaken Puppets before throwing them so that they insta-hit or at least start walking immediately. For this trick you need at least one almost two stacks of Rage. Awaken your Puppet, but don't throw it: Let your Rage charge so you can get another.
Now wait for the Rescuer and stall time. Deploy the Puppet near the chair. It'll start moving towards the Rescuer instantly. Deploy a Phantom as soon as possible, since it takes 4,5 seconds to become active. The disappearing glowing ring around the Phantom gives you an indication of the remaining time.
The Rescuer should panic and one tap the Puppet (3 seconds) giving your Phantom enough time to cooldown. Make sure to hit the Rescuer before they rescue. After they rescue the Phantom will immediately down the Rescuer and if it's primed they usually pop. The Puppet will activate in time and immediately down the Rescuer again after the pop. This puts you into an instant Tie game scenario.
If they don't one tap the Puppet they'll most likely take a hit in which case you should also hit them so the Phantom can down them again after the pop. Either way they'll be trapped.
Another trick you can use is deploying a Puppet as close to the chair as possible then hitting the Rescuer and activating the Puppet immediately. This is not consistent enough at all and should be avoided at all costs.
The Red Puppet can be used for camping exceptionally well even in combination with Blink. You can face camp the rescuer and then deploy the Red Puppet for a swipe hit and dropdown. While dropping down spam the Awaken button for a third or fourth hit. The Red Puppet has huge terror shock potential.
Keep in mind that the A.I is far from perfect and Phantoms will hit the chair. Also remember that Flywheel exists. Never panic while camping with Hell Ember, try to stay calm and collected as well as patient.
If survivors are far away you can use the camera snap trick in combination with the Yellow Puppet to proxy camp and cut off the Rescuer. This has to be done if they sell early game.
Hell Ember should always bring an Insolence-Detention build. It significantly helps him early game and adds additional resistance against harassers as well as improving his slugging capabilities. Control Freak gives him an easier time in two story buildings and also activates when you dropdown after throwing a Puppet.
Blink
Creating panic and fear requires only one flash. Tap to blink in the direction the camera is facing. Drag to blink in the direction you're dragging. Cooldown: 150 seconds.
Deteriorate
Reduces wounded survivors' decoding, healing, and destroying speed by 5%.
Panic
When a survivor is wounded, decoding, healing, and destroying speed for all survivors is reduced by 3%.
Rage
This "Iron-blood" trait increases the Hunter's recovery speed by 10%/15%/20% after being stunned, when a Survivor struggles free, or after being affected by a powerful control effect.
Berserker
Attack recovery speed is increased by 15%/20%/25% when a Survivor is placed on a rocket chair.
Nostalgic
Reveals a Survivor's location after they are rescued from a Rocket Chair within 24 meters of you. Increases your Movement Speed moving towards the Survivor's direction based on the distance to the Survivor by up to 10% for 12 seconds when the Survivor is more than 12 meters away.
If the Survivor takes damage equal to a knockdown during this period, the effect will end in advance. The Talent loses effect once a Survivor is eliminated.
Mischievous
Increases Ballooning Speed by 20%.
Wither
When a Survivor is placed on a Rocket Chair and the Hunter is 10 meters away, the Hunter's normal attacks will reduce Survivor's acceleration effect by 15%/25%/35%.
Destructiveness
Pallet destroying speed is increased by 20%/30%/40%.
Confined Space
When vaulting over windows, the Hunter can block the window for 20 seconds, preventing Survivors from vaulting over the window. The Hunter can vault over the window again to unblock the window.
Constrain
The Cipher Machine farthest away from you at the start of the game cannot be decoded for 40 seconds.
Announcement
Survivors are highlighted for 5 seconds when the exit gate is activated.
Wanted Order
When a Survivor is placed on a Rocket Chair and the remaining 3 Survivors are healthy or injured, the outline of a random Survivor will be shown and the Movement Speed is reduced by 4%/2%/0%. The debuff will disappear when the Survivor on the Rocket Chair has been rescued, but the outline will last for another 20 seconds.
Impact
Self-healing time for injured Survivors after being hit by a Normal Attack (not including being knocked down) has been increased by 15%/20%/25%.
Desperate Fight
Being stunned or affected by a powerful control effect twice in 15 seconds increases recovery speed from the effect by 20% for up to 60%.
Addiction
When 2/3/4 free-moving Survivors are within 24 meters of you, your Recovery Speed from Stuns and other powerful control effects is increased by 15%/20%/25%. Reduces the slowdown effect by 10%/15%/20%.
Hunter's Instinct
Each uninjured survivor will increase the Hunter's Movement Speed when not in pursuit by 1%/1.5%/2%. Once Tier I Skill is unlocked, it will no longer increase the Hunter's Movement Speed.
Hospitable
Movement Speed is increased by 4%/6%/8% when balloons are tied to Survivors.
Trump Card
Players can change their secondary skills after the battle has started for 120 seconds. The cooldown is refreshed in proportion and can only be changed once.
Inertia
Increases attack recovery speed by 10%.
Quenching Effect
Within the first 50s of a match, if the Hunter's presence is not obtained through means other than Insolence, all of the Survivors' outlines will be shown for 5s.
Sadist
Speeds up the rocket chair's countdown by 3%/6%/9%.
Giant Claw
The struggling effect by survivors tied to balloons is reduced by 25%/50%/75% and struggling speed by 5%/10%/15%.
No Survivors
While within 25 meters of a knocked down Survivor, each free-moving Survivor will increase the Hunter's attack recovery speed by 8%, stacking up to 3 times.
Impulsive
Increases Movement Speed by 8% when using Charged Attack. Cooldown: 5 seconds.
Mock
Movement speed is increased by 3%/4%/5% when a survivor is placed on a rocket chair.
Carnival
Gains 5%/7%/10% Attack Recovery Speed and 3%/4%/5% Movement Speed when the Exit Gate is activated. The effect lasts for 120 seconds.
Detention
Increases Strength upon activating the Exit Gate. Normal attacks deal an additional instance of normal attack damage against Survivors for the next 120 seconds.
Deer Hunt
Displays incapacitated survivors within 18 meters.
Exhibitionist
Increases Attack Recovery Speed by 10% after missing an attack. The effect is increased by an additional 15% (up to 40%) for every 1 free-moving survivor within 24 meters of you. This effect ends when a Survivor is tied to a Rocket Chair.
Hunt
Receives 10% Movement Speed after pursuing a Survivor for 12/10/8 seconds. The speed boost ends when the pursuit fails, interacting, attacking, using abilities, or affected by a control ability.
Street Sweeper
Displays survivors who are healing or being healed within 20/26/32 meters of your location.
Control Freak
Movement speed is increased by 10% for 3 seconds after a natural vertical descent from a height. Cooldown: 16 seconds.
Claustrophobia
If there are four active Survivors (Survivors that are tied to Rocket Chair/balloons or knocked down are considered non-active) within 20 seconds after the Exit Gate has been activated, it opens 70% slower.
Tolerance
Impressive tolerance reduces the knockback effect inflicted on the Hunter by 8%/16%/24% and slowdown effect by 12%/18%/24%.
After Effects
Reduces the self-healing limit of incapacitated survivors by 10%/20%/30%.
Insolence
Hunters will receive up to 1000 Presence at the start of the match, and the rate of increase will gradually slow down after Tier I abilities are unlocked.
Hell Ember only really has three opportunities to win:
For your convenience we'll go through replays that demonstrate all three of these possibilities and talk through them.
The first thing you need to realize for a succesful late game is that Hell Ember can be at three places at the same time:
With Teleport, this could add up to a total of four different places at once.
Rank bans:
Hell Ember counters:
Hell Ember gets countered by:
TO BE ADDED
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