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The Ignis produces a stream of intense heat.

The Ignis is a IconGrineerOn 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[]

  • This weapon deals DmgFireSmall64 Heat damage.
  • The zone of impact or maximum beam range has a spherical blast radius of 3 meters, allowing it to hit multiple enemies at once.

Advantages over other Primary weapons (excluding modular weapons):

  • Pinpoint accuracy.
  • Beam has a thickness of 0.15 meters, largest beam thickness of all continuous weapons.
  • Innate Infinite Body Punch Through.
  • Consumes 0.5 ammo per tick of damage.
  • Area of effect does not inflict self-stagger and has no Damage Falloff.
  • Normal Attack (wiki attack index 1)
    • Very high magazine (150)
    • Above average fire rate (8.00 attacks/sec)
    • Above average status chance (27.00%)

Disadvantages over other Primary weapons (excluding modular weapons):

  • 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 (+3m blast radius resulting in a total range of 23m).
  • Innate punch through does not apply to surfaces, requiring punch through mods.
  • Area of effect has a headshot multiplier of 1x and cannot trigger headshot conditions.
  • Normal Attack (wiki attack index 1)
    • Low crit chance (11.00%)
    • Low total damage (33)
    • Very low disposition (●○○○○ (0.60x))

See WARFRAME Wiki:Stat Comparison/Percentiles for more details.


Comparisons:

Acquisition[]

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


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
30,000
DetoniteInjector Detonite Injector
2
NanoSpores Nano Spores
5,000
Ferrite Ferrite
5,000
Forma Forma
1
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price:Credits15,000
Chem Lab ResearchClanAffinity643,000
Credits
5,000
DetoniteAmpule Detonite Ampule
10
Ferrite Ferrite
400
Plastids Plastids
150
PolymerBundle Polymer Bundle
500
Time: 3 Day(s)
Prereq: Detonite Injector
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

This weapon can be sold for Credits64 7,500.

Notes[]

  • 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.
    • Mod TT 20px Sinister Reach only affects the beam range, not the beam thickness and the area of effect.
    • Mod TT 20px Firestorm only affects the area of effect, not the beam thickness and the beam range.
  • When combined with other elemental mods, such as DmgColdSmall64 Cold, it will no longer deal the original fire damage, losing its high bonus versus Light Infested (+50%). Thus, it is advised to add DmgToxinSmall64 Toxin damage to create DmgGasSmall64 Gas damage to kill Light Infested. Add DmgElectricitySmall64 Electricity + DmgToxinSmall64 Toxin to create DmgCorrosiveSmall64 Corrosive damage, and add DmgColdSmall64 Cold to create DmgBlastSmall64 Blast damage to kill Heavy Infested.
  • As of Hotfix 11.3.3 (2013-12-13), the fire rate is affected by mods.
  • Shade's Mod TT 20px 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 Ogris.
    • This only works if the Ignis deals DmgFireSmall64 Heat or DmgBlastSmall64 Blast damage. Building for DmgRadiationSmall64 Radiation or DmgGasSmall64 Gas will not produce this effect.
  • The Ignis can deal headshots and target enemy weakspots.

Tips[]

  • Mod TT 20px Hellfire and Mod TT 20px Wildfire apply DmgFireSmall64 Heat damage to the weapon. They do not act like base damage mods, but rather stack with the innate DmgFireSmall64 Heat damage of the weapon.
  • Adding DmgCorrosiveSmall64 Corrosive, DmgMagneticSmall64 Magnetic, or DmgGasSmall64 Gas in addition to DmgFireSmall64 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 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.
  • Mod TT 20px 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 Mod TT 20px Firestorm.
  • Due to its nature of AoE, this weapon is particularly effective against destructible projectiles.
  • Adding Mod TT 20px Heavy Caliber as a second Mod TT 20px 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 Mod TT 20px Sinister 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[]

  • Ignis is Latin for "fire".
  • Prior to Update 17.8 (2015-10-21), the Ignis' appearance was simply a modified Grakata 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 Devstream 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 DmgFireSmall64 Heat damage of the Ignis modifies the visual effects of the flame released depending on the new element: DmgBlastSmall64 Blast damage causes the barrel to emit sparks, DmgRadiationSmall64 Radiation damage generates bolts of electricity within the flame, and DmgGasSmall64 Gas damage changes the flame into a thick cloud.
    • In earlier builds, this change overrode any color customizations to the Ignis' flame color.

Media[]

Ignis Skins

Edit

Patch History[]

Update 32.0 (2022-09-07)

Ammo Changes

We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.

Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.

Primary Weapon Ammo Pick Up Overrides

40 Ammo per Pick Up:

  • Ignis

Many weapons have also had their maximum ammo capacity adjusted.

Primary Weapons:

  • (Undocumented) Ignis: From 750 to 150
Headshot Damage Changes

During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.

Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.

  • Radial damage no longer gains extra headshot damage or triggers headshot conditions.
    • This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.

Update 31.6 (2022-06-09)

  • Fixed crash related to the Ignis’ fire tracing.

Update 31.5 (2022-04-27)

  • Fixed incorrect icon sizing for the following icons:
    • Ignis

Update 27.2 (2020-03-05)

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

Update 25.7 (2019-08-29)

  • Converted materials to PBR on the Ignis.

Hotfix 25.4.3 (2019-07-26)

  • Made a micro optimization to Ignis effect scripts.

Hotfix 25.0.8 (2019-05-31)

  • Fixed the Ignis Energy color persisting as default.

Update 22.14 (2018-03-01)

  • 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.

Hotfix 22.13.4 (2018-02-22)

  • 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 (2018-02-21)

  • 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.

Update 22.1 (2017-10-25)

  • Fixed Ignis (and similar weapons) being able to damage friendly Gara's Spectrorage mirrors.

Hotfix 20.4.6 (2017-05-11)

  • Fixed continuous weapons (Ignis, etc) getting extreme Range when used in Limbo’s Stasis.

Hotfix 20.2.3 (2017-04-19)

  • Fixed continuous weapons (Ignis, etc) receiving extreme Range when used with Limbo’s Stasis.

Hotfix 20.0.7 (2017-03-30)

  • Fixed a crash when firing the Ignis while in Limbo’s Stasis.

Update 20.0 (2017-03-24)

  • Fixed the Ignis firing FX sometime not showing up if you tap the fire button.

Hotfix 19.11.5 (2017-02-28)

  • Ignis flame FX and the transition of Ignis’ flame particles fading on ceasefire has been visually improved!

Update 18.8 (2016-04-06)

  • Fixed Hush and Hushed Invisibility not applying to the Ignis.

Update 18.5 (2016-03-04)

  • Slightly adjusted the Ignis’ audio FX.

Hotfix 18.3.1 (2016-01-14)

  • Fixed an improper fire visual FX that would appear on the Ignis in the Arsenal.

Hotfix 18.2.2 (2016-01-07)

  • Fixed the Ignis model not looking properly when the weapon is stolen from the Drahk Master and placed on the ground.

Update 17.9 (2015-10-28)

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

Update 17.8 (2015-10-21)

  • 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.

Hotfix 16.0.4 (2015-03-23)

  • Increased the brightness of flames produced by the Ignis.

Hotfix 13.7.1 (2014-06-12)

  • Improved the performance of the Ignis visual effects.

Update 13.3 (2014-05-14)

  • 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

Update 12.3 (2014-02-27)

  • Fixed Ignis not using energy colour.

Update 11.6 (2014-01-08)

  • Changed logic that determines visual representation of damage mods on continuous-fire weapons (eg: Synapse, Ignis, etc).

Update 11.0 (2013-11-20)

  • Fixed issue that allowed spectators to fire the Ignis and Flux rifle while spectating in Conclave.

Update 10.4 (2013-10-16)

  • Changed Ignis’s default colour to represent realistic fire, not white flames.

Hotfix 10.3.2 (2013-10-10)

  • Fix for Flux Rifle and Ignis not being able to damage reactor cores or Orokin death orbs.

Update 10.3 (2013-10-09)

  • 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.

Update 10.2 (2013-09-27)

  • Fix for Ignis and other weapons causing Pickups to go crazy by flying off the map if they had not come to rest.

Update 9.5 (2013-08-09)

  • Added custom reload sounds for Strun, Dera, Supra, Gorgon, Ignis, Grakata, Acrid, Kraken, Hek, and Lex.
  • FX tweaks to Ignis.

Hotfix 8.1.2 (2013-06-13)

  • Fixed Ignis and Flux Rifle showing a clip size of 1.$ in the arsenal.

Update 8.0 (2013-05-23)

  • Introduced.

See also[]

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