A blood-red variant of this destructive flamethrower.

The Ignis Wraith is the Wraith version of the GrineerFlameThrower Ignis flamethrower, featuring improved critical chance, status chance, and magazine size.

This weapon can be sold for Credits647,500.

Manufacturing Requirements
Time: 24 hrs
Rush: Platinum64 35
MarketIcon Market Price: Platinum64 N/A Blueprint2 Blueprints Price:Credits6415,000
Chem Lab Research ClanAffinity64 3,000
Time: 72 hrs
Prereq: Ignis
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100


This weapon was awarded from Operation: The Pacifism Defect event. The exact form in which the weapon can be acquired differs depending on the level of participation during the event:

  • All participating players in Clans that achieved the specified Clan Participation Score (e.g. 260 for Ghost clans) received an Ignis Wraith blueprint at the end of the event.
  • All players in a Clan that achieved the specified Victory Score during the event (e.g. 4,000 for Ghost clans) immediately received a complete Ignis Wraith with a free weapon slot and a pre-installed Orokin Catalyst.
  • Clans that placed within the top 10% scoring clans in their tier received Research for the Ignis Wraith in the Chem Lab at the end of the event.

The blueprint from Operation: The Pacifism Defect can be traded, although the recipient must have a Mastery Rank of at least 9. Occasionally, some of the veteran clans or players will organize free blueprint giveaways, a recent example of which can be found here. Note that the Nintendo Switch version of the game does not have access to the blueprint.

A fully built Ignis Wraith is now potentially sold by Baro Ki'Teer in the Concourse section of the Tenno Relay for Credits64250,000 and PrimeBucks550. Be aware, that this fully built version of the weapon is not tradeable. Note that Baro Ki'Teer's stock changes with each appearance, and this weapon may not be available on a succeeding appearance.


This weapon deals Heat b Heat damage.



  • Innate Heat b 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.
  • Limited beam range of 27 meters (+3m blast radius resulting in a total range of 30m).
  • Innate Punch Through does not apply to surfaces, requiring Punch through mods.


Weapon LoadoutsEdit


Igniswraith hitboxes

Ignis Wraith's hitboxes, as of U22.13.3. Note that the initial cylindrical AoE (red) was removed in 22.14.0 in an undocumented change.

  • The Ignis Wraith's hit detection is composed of two parts:
    • A perfectly accurate central beam that reaches up to 27 meters. This beam has a 0.15-meter thickness, unlike other beam weapons whose beams are very narrow.
    • A spherical blast with 3 meters radius appears at the zone of impact or at maximum range.
      • Punch Through affects the location of the weapon's area of affect. The weapon's area of affect is applied at the final point of contact where the beam ends rather than whenever the beam punches through an enemy or object.
    • Range of beam thickness and the area of effect are unaffected by Mod TT 20pxSinister Reach.
      • However, the area of effect is affected by Mod TT 20pxFirestorm.
  • When combined with other elemental mods, such as Cold b 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 Toxin damage to create Gas b Gas damage to kill Light Infested. Add Electricity b Electricity + Toxin b Toxin to create Corrosive b Corrosive damage, and add Cold b Cold to create Blast b Blast damage to kill Heavy Infested.
  • The Ignis Wraith's spherical AoE can destroy rockets launched from a Bombard's OgrisNew Ogris.
    • This only works if the Ignis deals Heat b Heat or Blast b Blast damage. Building for Radiation b Radiation or Gas b Gas will not produce this effect.
  • The Ignis Wraith can deal headshots and target enemy weak spots.


  • Mod TT 20pxHellfire and Mod TT 20pxWildfire apply Heat b Heat damage to the weapon. They do not act like base damage mods, but rather stack with the innate Heat b Heat damage of the weapon.
  • Adding Corrosive b Corrosive, Magnetic b Magnetic, or Gas b Gas in addition to Heat b 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 Wraith.
  • It is unwise to have Specters equip this gun as they only fire on targets when they are ~10m away from them.
  • Mod TT 20pxCombustion Beam can be equipped to the Ignis Wraith, 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.
  • Due to its nature of AoE, this weapon is particularly effective against destructible projectiles.
  • Adding Mod TT 20pxHeavy Caliber as a second Mod TT 20pxSerration 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 20pxSinister Reach equipped.
  • The Ignis Wraith 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.
  • The Ignis Wraith is very useful in reactor core Sabotage missions, as its spherical AoE allows it to destroy several exposed reactor cores at once.
  • Shade's Mod TT 20pxGhost can activate even if the Ignis Wraith is being fired, so long as the fire key is held down upon Ghost's activation.
    • This is more effective on the Wraith variant, as it has 50 more magazine capacity over the original, allowing more time to be cloaked and deal damage.
  • Mod TT 20pxSinister Reach can also be equipped on the Ignis Wraith, 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 20pxFirestorm.


  • The Ignis Wraith was hinted at by a forum post sent by Rebecca Ford regarding the then-upcoming The Pacifism Defect event that was an Acrostic, a form of writing where the first letter of each line spells out a word or words. The message, with the first letter of each line bolded for clarity, read as follows;
Rebecca Ford's Encrypted Message

It's coming - but not today. The earliest it will release is tomorrow.

Good news - we're working on our first Clan Operation in quite some time to be a part of this, so please bear with us as we get all the details in

Nice order.

If you are in a competitive Clan: The moment the Operation begins, your Clan Roster is locked in. Clan membership changes that occur after the

Start of the Operation will not be reflected in the Leaderboards.

Wise move: Prepare!


Act now!

If you wish to readjust your membership, do so before the Operation begins!

This is advanced warning.

Heads up!


  • The flame effect will vanish when pressing the fire button in short bursts, causing the weapon to sometimes be firing invisible flames.


  • Ignis Wraith in Codex.
  • Ignis Wraith when equipped in the arsenal

Ignis Wraith Skins

Patch HistoryEdit

Update 25.5
  • Fixed new Clan members able to Research the Ignis Wraith in a Clan that does not have access to that specific Research.

Hotfix 24.2.10

  • Introduced to Baro Ki'Teer's rotation.

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.
  • Mastery Rank increased from 6 to 9.
  • Damage increased from 25 Heat per sec to 35 Heat per tick.
  • Fire Rate decreased from 10 to 8.
  • Status chance changed from 30% per sec to 29% per tick of damage.
  • Critical chance increased from 12% to 17%.
  • Critical Damage increased from 2.0x to 2.5x.
  • Range increased from 20m to 27m.
  • 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 19.12

  • Introduced.

See alsoEdit

  • GrineerFlameThrower Ignis, the original variant.
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