Here's my two cents on all of Ember's abilities, working off how they currently are in-game as of writing this: Fireball: No charge mechanic but it still leaves an AoE-esque flame, similar to Frost's Freeze ice patch. The AoE flame is affected by ability duration. IF the planned charge mechanic has to stay, make the AoE flame larger/have more status/damage the more its charged. Allies going through the lingering fire should trigger the augment too. Accelerant: Gains two thing