The Ignis is a Grineer 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.
Characteristics[edit | edit source]
This weapon deals Heat damage.
Advantages:
- Innate
Heat damage – effective against Cloned Flesh, Infested, and Infested Flesh.
- Very high status chance.
- Pinpoint accuracy.
Heavy Caliber's accuracy penalty is minimal on this weapon.
- Large magazine size.
- High ammo capacity.
- Beam has a thickness of 0.15 meters, largest beam thickness of all continuous weapons.
- The zone of impact or maximum beam range has a spherical blast radius of 3 meters, allowing it to hit multiple enemies at once.
- Can benefit from
Firestorm (
Primed) and
Amalgam Furax Body Count.
- This explosion doesn't inflicts self-stagger, and has no falloff.
- Can benefit from
- Innate infinite punch through against bodies.
- Consumes 0.5 ammo per tick of damage.
Disadvantages:
- Innate
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:
- Ignis, compared to Ignis Wraith:
- Lower base damage (33.0 vs. 35.0)
- Lower
Heat damage (33.0 vs. 35.0)
- Lower
- Lower critical chance (11% vs. 17%)
- Lower critical multiplier (2x vs. 2.5x)
- Lower status chance (27% vs. 29%)
- Smaller magazine (150 rounds vs. 200 rounds)
- Smaller max ammo capacity (750 rounds vs. 800 rounds)
- Slower reload speed (2 s vs. 1.7 s)
- Lower Mastery Rank required (5 vs. 9)
- Higher disposition (0.6 vs. 0.55)
- Lower range (20 meters vs 27 meters)
- Lower base damage (33.0 vs. 35.0)
Acquisition[edit | edit source]
The Ignis's blueprint can be researched from the Chem Lab in the dojo.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 30,000 |
![]() 2 |
![]() 5,000 |
![]() 5,000 |
![]() 1 |
Time: 24 hrs |
Rush: ![]() | |||||
![]() ![]() |
![]() | ||||
Chem Lab Research ![]() | |||||
![]() 5,000 |
![]() 10 |
![]() 400 |
![]() 150 |
![]() 500 |
Time: 72 hrs |
Prereq: Detonite Injector | |||||
![]() ![]() ![]() ![]() ![]() |
This weapon can be sold for 7,500.
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.
Sinister Reach only affect the beam range, not the beam thickness and the area of effect.
Firestorm only affect the area of effect, not the beam thickness and the beam range.
- When combined with other elemental mods, such as
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 damage to create
Gas damage to kill Light Infested. Add
Electricity +
Toxin to create
Corrosive damage, and add
Cold to create
Blast damage to kill Heavy Infested.
- As of Hotfix 11.3.3, the fire rate is affected by mods.
- Shade's
Ghost 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
Ogris.
- The Ignis can deal headshots and target enemy weakspots.
Tips[edit | edit source]
Hellfire and
Wildfire apply
Heat damage to the weapon. They do not act like base damage mods, but rather stack with the innate
Heat damage of the weapon.
- Adding
Corrosive,
Magnetic, or
Gas in addition to
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.
Combustion 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.
Sinister 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
Firestorm.
- Due to its nature of AoE, this weapon is particularly effective against destructible projectiles.
- Adding
Heavy Caliber as a second
Serration 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
Sinister Reach equipped.
- The loss in accuracy is small enough that the central beam will still land headshots consistently at maximum distance, even with
- 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
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 damage of the Ignis modifies the visual effects of the flame released depending on the new element:
Blast damage causes the barrel to emit sparks,
Radiation damage generates bolts of electricity within the flame, and
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
Patch History[edit | edit source]
- Fixed Ignis’ Energy color appearing defaulted in reflections when in mission.
- Converted materials to PBR on the Ignis.
- Made a micro optimization to Ignis effect scripts.
- Fixed the Ignis Energy color persisting as default.
- 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.
- Fixed missing fire FX when using the Ignis/Ignis Wraith with Blast Damage.
- Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
- Fixed Beam weapon Damage ramp up not happening per target.
- 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.
- Ignis and Ignis Wraith are now usable in Conclave.
- Fixed Ignis (and similar weapons) being able to damage friendly Gara's Spectrorage mirrors.
- Fixed continuous weapons (Ignis, etc) getting extreme Range when used in Limbo’s Stasis.
- Fixed continuous weapons (Ignis, etc) receiving extreme Range when used with Limbo’s Stasis.
- Fixed a crash when firing the Ignis while in Limbo’s Stasis.
- Fixed the Ignis firing FX sometime not showing up if you tap the fire button.
- Ignis flame FX and the transition of Ignis’ flame particles fading on ceasefire has been visually improved!
- Fixed Hush and Hushed Invisibility not applying to the Ignis.
- Slightly adjusted the Ignis’ audio FX.
- Fixed an improper fire visual FX that would appear on the Ignis in the Arsenal.
- Fixed the Ignis model not looking properly when the weapon is stolen from the Drahk Master and placed on the ground.
- The Ignis will now char the corpses of enemies slain.
- 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.
- Increased the brightness of flames produced by the Ignis.
- Improved the performance of the Ignis visual effects.
- Fixed an issue with the Grakata and Ignis not properly aiming if the player attempted to aim while in the middle of a reload animation
- Fixed Ignis not using energy colour.
- Changed logic that determines visual representation of damage mods on continuous-fire weapons (eg: Synapse, Ignis, etc).
- Fixed issue that allowed spectators to fire the Ignis and Flux rifle while spectating in Conclave.
- Changed Ignis’s default colour to represent realistic fire, not white flames.
- Fix for Flux Rifle and Ignis not being able to damage reactor cores or Orokin death orbs.
- Fixed continuous fire AoE weapons (Ignis, Embolist) from hitting the same target multiple times per shot when in ragdoll.
- Fixed weapons that played reload sounds twice (Ignis, Grakata, Embolist)
- Fixed Ignis and other weapons causing Pickups to go crazy if they had not come to rest in Conclave duels.
- Fix for Ignis and other weapons causing Pickups to go crazy by flying off the map if they had not come to rest.
- Added custom reload sounds for Strun, Dera, Supra, Gorgon, Ignis, Grakata, Acrid, Kraken, Hek, and Lex.
- FX tweaks to Ignis.
- Fixed Ignis and Flux Rifle showing a clip size of 1.$ in the arsenal.
- Introduced.
See also[edit | edit source]
- Grineer Scorch, the Grineer unit that uses this weapon.
Ignis Wraith, the Wraith variant of this weapon
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