Introverted Intuition (Ni): Ender is identified as a “strategist” from the very beginning; he knows how to quickly assess his opponent, read his intentions and thwart his moves. He is good at both long term thinking (beating up a bully to ensure he doesn’t lose the next fight) and immediate thinking (cultivating a plan of action to win the game). Ender goes beneath the surface in ways the other kids don’t; he stops to theorize and contemplate on the enemy communicating with him… and he is right. His mind and their thoughts combine into highly symbolic, even prophetic gaming. He learns things very quickly with only a small amount of experience, if any. Even when realizing, Ender is playing mind games.
Extroverted Thinking (Te): Though reluctant at first to embrace leadership, Ender comes into his own and has no problem organizing his teammates to accomplish goals, win games, and work together. Ender sizes up a situation and assesses it based on the tactical facts involved, ranging from something as simple as gravity having no up or down to as complicated as heat of the war battle tactics. He is oriented toward making a difference in the real world and makes his decisions based on tactical maneuvers, planning, and accomplishable ideas.
Introverted Feeling (Fi): A warm-hearted young man, Ender feels passionately what is right and wrong; genocide is wrong. His superior officers must trick him into doing something immoral, because they know good and well he would never do it if the truth came to light. Ender feels strongly about things, fears his own inner darkness and ability to “understand” how the enemy thinks, and is fiercely independent. He does not like to be controlled or dictated to, and makes his own demands to get what he wants, without being willing to compromise (allowing communication with his sister).
Extroverted Sensing (Se): He is at first a little thrown by dangerous situations and war games, but quickly learns to use his mind and body together. Ender winds up having to make firm decisions in the heat of the “war games” that mean life or death; some of them are extremely “reckless” in the eyes of the leadership, but also ultimately successful. He sometimes gets so wound up physically that he hurts other people without meaning to do them lasting harm, showing a lack of control over his own physical impulses.