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The Ignis produces a stream of intense heat.

The Ignis is a Grineer flamethrower used by Grineer Scorch and Hyekka Masters, unlockable through Chem Lab Research in the Dojo. The Ignis releases a long reaching continuous spray of flames in a frontal area of effect, making it exceptionally useful for handling large crowds, albeit at the cost of high ammo usage and a fixed range.

This weapon can be sold for Credits647,500.


Manufacturing Requirements
Credits64
30,000
DetoniteInjector64
2
NanoSpores64
5,000
Ferrite64
5,000
Forma64
1
Time: 24 hrs
Rush: Platinum64 35
MarketIcon Market Price: Platinum64 N/A Blueprint2 Blueprints Price:Credits6415,000
Chem Lab Research ClanAffinity64 3,000
Credits64
5,000
DetoniteAmpule64
10
Ferrite64
400
Plastids64
150
PolymerBundle64
500
Time: 72 hrs
Prereq: Detonite Injector
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100

CharacteristicsEdit

This weapon deals Heat b Heat damage.

Advantages:

  • Innate Heat b Heat damage – effective against health and shields.
  • Pinpoint accuracy.
  • Large magazine size.
  • High ammo capacity.
  • Beam has a thickness of 0.15 meters, and the zone of impact or maximum beam range has a spherical radius of 3 meters, allowing it to hit multiple enemies at once.
    • Largest beam thickness of all continuous weapons.
  • Consumes 0.5 ammo per tick of damage.

Disadvantages:

  • Damage cannot be converted with Impact b Impact, Puncture b Puncture or Slash b Slash mods.
  • Damage ramps up from 35% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 35% over 2 seconds.
  • Limited range of 20 meters.

Comparisons:

  • Ignis, compared to Ignis Wraith:
    • Higher base damage (24.0 vs. 22.0)
    • Smaller magazine (30 rounds vs. 40 rounds)
    • Slower reload speed (2 s vs. 1.7 s)
    • Lower Mastery Rank required (5 vs. 9)
    • Lower range (20 meters vs 27 meters)

Weapon LoadoutsEdit

NotesEdit

  • The Ignis' hit detection is composed of two parts:
    • A perfectly accurate central beam that reaches up to 20 meters. This beam has a 0.15 meter thickness, unlike other beam weapons whose beams are very narrow.
    • A 3-meter spherical radius that appears at the zone of impact or maximum range.
  • As of Hotfix 11.3.3, the fire rate is affected by mods.
  • The Ignis can deal headshots and target enemy weakspots.

TriviaEdit

  • Ignis is Latin for "fire".
  • Prior to Update 17.8, the Ignis' appearance was simply a modified GrineerAssaultRifle Grakata.
    • Oddly it wasn't just the appearance, as the update that changed the model and reload animation of the Ignis made the Grakata reload as if it was the Ignis.
  • The Ignis was first shown in the developer Livestream #5.
  • The volume of fuel the Ignis carries would be impossible in the real world using today's technology, as the duration of continuous fire of the entire magazine lasts far longer than actual flamethrowers. This implies that the fuel used (possibly derived from Detonite) is extremely efficient. 
  • The front portion of the barrel heats up through continuous firing of the weapon, visible after roughly 25 units of ammo has been expended.

MediaEdit

  • Ignis in Codex as of Update 17.8.
  • The Ignis' appearance prior to Update 17.8.
  • Heavy Caliber Example. Main "Stream" will wobble.
  • Heat: Regular scorching flames.
  • Blast: A stream of crackling orange and blue flames.
  • Radiation: Produces an cyan electrical stream.
  • Gas: Sprays a thick cloud of sickly-colored gas.

Patch HistoryEdit

Update 22.14
  • Fixed Beam weapons not being able to damage enemies (alive but in a ragdolled state) when being affected by certain ‘crowd control’ Abilities.
  • Damage now ramps up over 0.6 seconds and after moving off target there is a delay of 0.8 seconds before it starts to decay over 2 seconds.
  • All Beam weapons now start their Damage ramp up at 20% (instead of 10%).
  • The Multishot chance should now apply more consistently with Beam weapons.
  • Fixed Beam weapons continuously firing when quick Meleeing.

Hotfix 22.13.4

  • Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
  • Fixed Beam weapon Damage ramp up not happening per target.

Hotfix 22.13.3

  • Perfect accuracy and high fire rate is balanced by limited range and damage ramping up from 10% to 100% over 0.8 seconds when firing and decays back to 10% over 1 second after stopping.
  • Damage increased from 27 Heat per sec to 33 Heat per tick of damage
  • Fire Rate decreased from 10 to 8
  • Status Chance increased from 25% per sec to 27% per tick of damage
  • Critical chance increased from 5% to 11%
  • Flame passes through all avatars damaging them but will now be stopped by level geometry and require Punch Through Mods to penetrate
  • Aimed Zoom reduced from 2.23x to 1.2x

See alsoEdit

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