The Ignis produces a stream of intense heat.

The Ignis is a IconGrineerB.svgGrineer flamethrower used by Grineer Scorch and Hyekka Masters. 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 Credits64.png7,500.

Characteristics[edit | edit source]

This weapon deals Heat b.png Heat damage.

Advantages:

Disadvantages:

  • Innate Heat b.png Heat damage – less effective against Proto Shields.
  • 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.
  • Low critical chance.
  • Limited range of 20 meters.
  • Innate punch through does not apply to surfaces, requiring punch through mods.

Comparisons:

Acquisition[edit | edit source]

The Ignis's blueprint can be researched from the Chem Lab in the dojo.

Manufacturing Requirements
Credits64.png
30,000
DetoniteInjector64.png
2
NanoSpores64.png
5,000
Ferrite64.png
5,000
Forma64.png
1
Time: 24 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png N/A Blueprint2.svg Blueprints Price:Credits64.png15,000
Chem Lab Research ClanAffinity64.png 3,000
Credits64.png
5,000
DetoniteAmpule64.png
10
Ferrite64.png
400
Plastids64.png
150
PolymerBundle64.png
500
Time: 72 hrs
Prereq: Detonite Injector
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Notes[edit | edit source]

  • 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.
    • Range of beam thickness and the area of effect are unaffected by Mod TT 20px.pngSinister Reach.
  • When combined with other elemental mods, such as Cold b.png Cold, it will no longer deal the original fire damage, losing its high bonus versus Light Infested (+50%). Thus, it is advised to add Toxin b.png Toxin damage to create Gas b.png Gas damage to kill Light Infested. Add Electricity b.png Electricity + Toxin b.png Toxin to create Corrosive b.png Corrosive damage, and add Cold b.png Cold to create Blast b.png Blast damage to kill Heavy Infested.
  • As of Hotfix 11.3.3, the fire rate is affected by mods.
  • Shade's Mod TT 20px.pngGhost can activate even if the Ignis is being fired, so long as the fire key is held down upon Ghost's activation.
  • The Ignis' spherical AoE can destroy rockets launched from a Bombard's OgrisNew.png Ogris.
    • This only works if the Ignis deals Heat b.png Heat or Blast b.png Blast damage. Building for Radiation b.png Radiation or Gas b.png Gas will not produce this effect.
  • The Ignis can deal headshots and target enemy weakspots.

Tips[edit | edit source]

  • Mod TT 20px.pngHellfire and Mod TT 20px.pngWildfire apply Heat b.png Heat damage to the weapon. They do not act like base damage mods, but rather stack with the innate Heat b.png Heat damage of the weapon.
  • Adding Corrosive b.png Corrosive, Magnetic b.png Magnetic, or Gas b.png Gas in addition to Heat b.png Heat damage makes the Ignis very effective versus Grineer / Corpus / Infested, though less effective against Corpus Proto Shields.
  • It is a wise idea to equip a long-ranged weapon in your secondary slot when using the Ignis.
  • It is unwise to have Specters equip this gun as they only fire on targets when they are ~10m away from them.
  • Mod TT 20px.pngCombustion Beam can also be equipped to the Ignis, causing enemies to deal damage on death to other nearby enemies. This aids in crowd control and quicker elimination of weaker and closely-grouped enemies.
  • Mod TT 20px.pngSinister Reach can also be equipped on the Ignis, greatly increasing the range of its central beam. This will also move the spherical AoE forward by the same distance.
  • The radius of the spherical AoE can be increased with Mod TT 20px.pngFirestorm.
  • Due to its nature of AoE, this weapon is particularly effective against destructible projectiles.
  • Adding Mod TT 20px.pngHeavy Caliber as a second Mod TT 20px.pngSerration results in an increase of damage. The reduction of accuracy will cause the beam to slightly waver, which is a negative for most weapons, but is arguably a benefit for the Ignis as the effective AoE spread will widen slightly.
    • The loss in accuracy is small enough that the central beam will still land headshots consistently at maximum distance, even with Mod TT 20px.pngSinister Reach equipped.
  • The Ignis is designed to deal with crowds, spreading low damage but hitting all enemies in range, where most other weapons (besides explosive dealing AoE weapons) are single or multi-target. In other words, the larger the crowd, the better the weapon becomes at distributing damage compared to most other weapons.

Trivia[edit | edit source]

  • Ignis is Latin for "fire".
  • Prior to Update 17.8, the Ignis' appearance was simply a modified GrineerAssaultRifle.png 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.
  • Changing the default Heat b.png Heat damage of the Ignis modifies the visual effects of the flame released depending on the new element: Blast b.png Blast damage causes the barrel to emit sparks, Radiation b.png Radiation damage generates bolts of electricity within the flame, and Gas b.png Gas damage changes the flame into a thick cloud.
    • ​In earlier builds, this change overrode any color customizations to the Ignis' flame color.

Media[edit | edit source]

Ignis Skins Edit

Patch History[edit | edit source]

Update 27.2

  • Fixed Ignis’ Energy color appearing defaulted in reflections when in mission.

Update 25.7

  • Converted materials to PBR on the Ignis

Hotfix 25.4.3

  • Made a micro optimization to Ignis effect scripts.

Hotfix 25.0.8

  • Fixed the Ignis Energy color persisting as default.

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.

Update 17.9

  • The Ignis will now char the corpses of enemies slain.

Update 17.8

  • The Ignis has received a visual overhaul and has received the following stat changes:
    • Increased fire range.
    • Increased innate multishot effect.
    • Added 2m punchthrough.
    • Increased clip size and total ammo capacity.

See also[edit | edit source]

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