First off, I’d like to note than I ran this build pre-buff, so should they nerf her back this guide is still relevant. <3
Secondly, you’ll need her level 12 helix, so have fun grinding until then. :[ I didn’t perform well as ambra until then, and if it makes you feel any better, i had to grind it on pc and ps4. Definitely fun to try out different builds until you hit lvl 12 though.
Thirdly, let’s talk pure stats - why would you run a pocket ambra build? Let’s compare to a pocket miko.


Ambra can multitask while pocket healing. Miko cannot.
Sure, Miko can’t be beat on single target heals, but what good does that do you when the REST of your team is squishy and/or dead? Plus, Ambra’s usually also dealing damage WHILE healing. Miko can’t do that until level 10.
So what helix choices?
http://battlebornforum.com/pages/battleborn-helix-build-editor-ambra/?rows=-1,-1,0,0,1,-1,-1,1,-1,-1
Level 1:
I play very sunspot heavy, and rarely use solar wind (early on mostly only on minions to get heat + exp), so this choice is a no brainer every time, even against pendles. Your sunspots will get a reveal later anyway.
Level 2:
We’re trying to keep our spots alive with this build so this is a ‘lesser of two evils’ in some ways, though the benefit is nice.
Level 3:
Pocket Ambra Activated. You’re now a territorial character with a quick cooldown so you can move territories fairly easily, you keep your team informed of where the current heals are and you’re good to go. It’ll still be pretty easy for enemies to burst your spots down, so you’ll need to ACTUALLY pocket the spots until you get your healing power up. From here on out, if it’s safe to do so, you place an ‘attack spot’ whenever the cooldown is available - a.k.a. when you aren’t planning on moving or think you’ll need a backup spot.
Level 4:
This is adding to your territorial nature, and helps stall waves if you need to wait for your team - or get an assassin off of you for a breather.
Level 5:
Doesn’t matter, I swap depending on what the match calls for. If I’m being a good Healer I rarely even activate the flame shield anyway.
Level 6:
Mmmmm. Added range. You should have some heal gear up by now to compensate for the added draws. The extra spot isnt really useful in this build (or any build I’ve run 'cause they usually die before then…) and again I don’t use swind enough to need that cooled down faster.
Level 7:
Situational. If a team is forcing me to go range, I go novas. If you’re accurate with the melee you might benefit from the spear with her legendary genning heat for you…But I almost always go life steal as a lesser of three evils here, and because I don’t always run her legendary to maximize benefit from the other two options.
Level 8:
Since we’re sustaining spots I usually go for the extra health to make it that much harder for the enemy to burst down - but if you’re having trouble pocketing or locking onto your spots so they keep dying, you may go for the cooldown to adapt.
Level 9:
Situational again, the added range makes it easier to hit both times, but if it’s a tight map the dmg is obviously better as they aren’t getting knocked out already anyway.
Level 10:
If you can get the hit, the stun is nice; but people run through the smoldering remains all the time, so feel free to go the other way as your team needs.
Now gear - healing power all the way.
I like the Legendary TargetFinder to stack off of the sunspot level 1 helix, but i only have it on ps4, so her legendary suffices on pc. I don’t bother with a shard generator - I like one blue healing power gear with the +hpower after surviving 180 secs:

And a purple with +hpower as the secondary. Mine is +movespeed which is nice with the level 5 left helix stacked.

If you have a purple with the +healing received as a primary that wouldn’t be bad, but i don’t normally find it necessary, just if I’m being focused.
I’ll try to record some matches (really sad I didn’t record the one the screenshots came from) to show this build in action. It’s obviously much better on incursion rather than meltdown, but if your other lane can hold their own you should be alright without changing much.
Lastly, I’ve never made a guide before so, sorry if I missed anything! 


in our case its bad to have everyone in our team together against their team which has lots of aoe vs single target skills, i was more or less the difference in pushing minions because i could negate their waveclear some and increase ours, allowing us to spend more time killing them and making meaningful movement in the lane.
all just because i gave the enemy an easy way to kill my spots.