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[]
- This weapon deals
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.
Heavy Caliber's accuracy penalty is minimal on this weapon.
- 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:
Ignis (Normal Attack), compared to
Ignis Wraith (Normal Attack):
- Lower base damage per projectile (33.00 vs. 35.00)
- Lower
Heat damage (
33 vs.
35)
- Lower
- Lower total damage (33 vs. 35)
- Lower base critical chance (11.00% vs. 17.00%)
- Lower base critical multiplier (2.00x vs. 2.50x)
- Lower base status chance (27.00% vs. 29.00%)
- Lower average damage per tap (36.63 vs. 43.92)
- Lower burst DPS (293.04 vs. 351.4)
- Lower sustained DPS (278.20 vs. 339.84)
- Smaller magazine (150 vs. 200)
- Less shots per magazine (300 vs. 400)
- Smaller max ammo capacity (150 vs. 200)
- Slower reload time (2.00 s vs. 1.70 s)
- Lower Mastery Rank required (5 vs. 9)
- Higher disposition (●○○○○ (0.60x) vs. ●○○○○ (0.55x))
- Lower range (20 meters vs 27 meters)
- Lower base damage per projectile (33.00 vs. 35.00)
Acquisition[]
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: 1 Day(s) |
| Rush: | |||||
Chem Lab Research 3,000
| |||||
5,000 |
10 |
400 |
150 |
500 |
Time: 3 Day(s) |
| Prereq: Detonite Injector | |||||
This weapon can be sold for
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.
Sinister Reach only affects the beam range, not the beam thickness and the area of effect.
Firestorm only affects 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 (2013-12-13), 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[]
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[]
- Ignis is Latin for "fire".
- Prior to Update 17.8 (2015-10-21), 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 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
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[]
Ignis Skins
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[]
- Grineer Scorch, the Grineer unit that uses this weapon.
Ignis Wraith, the Wraith variant of this weapon
| CollapseResearch • Clan • Dojo | ||||||
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503 comments
DAMAGE PER PROJECTILE? Gas is counted as projectile now?
Hans get se flammenwerfer
Der schwere flammenwerfer
I really like how modding the element changes the VFX - an extra little detail that didn't need to be there but it just adds a certain... something to it.
Playing the Silver Grove quest with this weapon and Excalibur Umbra was the most hilariously ironic thing I have ever done in Warframe.
So, is this weapon good?
I would guess os considering every time I am playing with overpowered players they are using this weapon or a variation on it.
Wraith variant or not, now we can burn the enemies of man in holy fire, for the emperor! wait wrong game.
Oh no, right game
Always the right game! The Inquisition would like to talk to you! Do you ALSO want to see HERETICS BURN!!??!!
I would
Can’t find this in market
Clan tech weapons can't be bought from the market. If you want the blueprint, you Need to go to the chem lab in your clan.
I heard mentioning that the accuracy Penalty from Heavy Caliber actually helps the weapon. I don't really get what that means and how less accuracy can be good.
Less accuracy means the beam will fire with more spread, which means the radius of the attack gets a big bigger in a way.
Less accuracy to me always means you are less likely to hit your target. And this means it's something I avoid.
Less accuracy is something to avoid if you are using a weapon that needs precision to be effective. your attacks aren't *missing* as in they are doing '0' damage, they still do damage, the damage just isn't specifically on target. Basically the original point of your AoE is moving around, thus the AoE moves around with it, thus spreading the shots, and with it the AoE, further. And since the damage is AoE, even if you aren't accurately hitting your crosshairs, the AoE damage will always be hitting the crosshairs anyways. So in that respect, it's technically impossible for this weapon to miss what you are aiming at. Well, that's what I'm assuming anyways.
Ignis is typically a crowd-clear weapon, less accuracy means it spreads wider to hit bigger crowds. even if it is possible for that to mean an enemy on the reticle wont always be hit (unlikely with its short range and wide projectiles), the damage buff will still make up for that.
The *normal * Ignis is bugged or got nerfed. Headshots are not possible, cant change the color of the beam and the ammo consumption is 1, not 0.5.
With Ignis Wraith everything works.
hmm. i wonder, how does Split Chamber works with the Ignis?
From what I can gather from the Multishot page, continuous weapons (or beam weapons, however you prefer to call them) when they multishot, they just work as a damage multiplier for every tick of damage (like critical hits), but they don't add to status chance. Do check the page to read more on that, I'm still trying to work these mechanics in my guns XD
If the multishot triggers, you don't get an extra tick but instead just get double damage.
if im almost mr8 should i wait till mr9 for the wraith or just go for ignis rn?
wraith ignis isn't too powerful compared to normal ignis so get ignis+good mods to get a slightly weaker Ignis Wraith
in conclusion,get ignis
Do get the Wraith if you ever get the chance though, it's still a direct upgrade. If you bought the digital pack from Tennocon, then do buy it from Baro in Tennocon's Relay
depends what you are doing right now. i bought at mr 7 ALL the weapon0 bp from the shop for kredits and crafted all of them. these weapons gave me enough mr to go up to mr 9. and its pretty fast.
But if you are jsut normally playing get the ignis.gives Mastery points anyway
Looks like " 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. " is incorrect as it is stated. Ran a test at simulacrum with 8 Heavy Gunners lined up, firing at the left column point blank. The right column will receive an initial hit (like the sphere running through them) but then stay unharmed, while the left column takes damage from the beam. If you move back while still firing, at some point the backside guy of the right column will start to take damage, due to nearing the maximum beam range most likely. Even further back you can engulf all of the right column in flames. If you hit the ground in front of the heavy gunners you can actually hit them with the sphere, since the ground won't be penetrated. Will change the above statement to reflect this.
TL;DR Conclusion: the 3m sphere wanders through enemies one time, then stays at max range or where it hits a wall/ground it can't penetrate.
have no idea why ignis isn’t appearing in my primary tab of my arsenal
Have you researched it in your clans Dojo?
so arca plasmor doesnt get headshot damage because its a weapon designed for crowd control
but the flame thrower designed for crowd control still does get bonus damage? oh okay then
Doesn't make much sense but we're talking about a microwave burst gun vs a flamethrower char-broiling a face. And it's not like the Plasmor doesn't work without headshots, it was just overperforming by a large margin on release.
U think wrong, the arca plasmor is a shotgun and shotguns dont profit from headshots anymore. the ignis (wraith) is a rifle. u cant compare them.
Arca plasmor not doing bonus headshot damage has nothing to do with it being a shotgun
I cannot do anydamage to Lephantes... anyone knows why?
Does multishot aIgnis'the mechanics of Ignis' beam or AoE; or just its damage?
+93.0% Multishot
+146.2% Damage
-25.6% Zoom
^riven
is this good?
@Erasuss was asking cos i saw a guy selling it mate
It's funny how talking about rivens makes people so emotional
Projection, perhaps
^ Maybe even... Corrosive Projection?
(I'll see myself out.)
^ I lost hope in humanity
Would it be a waste of time (in the interest of AoE) to mod my Iggy to do Gas+Electric; or is there a better combo?
Currntly my modded damage is 800 (sans Rifle Amp).
Now up to 1065 dmg and 43% status chance. Outside of Primed Mods, I'm not seeing much more I can do with the build.
Currently using: Split Chamber, Serration, Vigilante Armaments, Hellfire, Wildfire, Infected Clip, Stormbringer and High Voltage.
Ignis riven vs 155 heavy gunner and bombard
https://youtu.be/8eQUIYMmd3g
Built this just for conclave because it's OP AF right now with the tick damage
Call me flithy if you want but I'll abuse something until people recognise it
Works in a vacuum.