Dungeon Boss Wiki
Ignus the Mad
Barbarian Caster 
Silver Hero



Element: Fire
30% vs Nature units
-25% vs Water units


Excess Tokens:
1 Token → 10 Aether

Unlocked
Background
Do the flames serve me or do I serve the flame? - Written on a Dungeon wall, Unknown author.
Abilities & Traits
&
Attack Speed Normal
Attack Range Ranged
Damage Fire/Spirit
Epic No
Buddy Synergy None
Combat Style

Ignus the Mad deals boosted damage against burning opponents.
Damage (6/9)
Toughness (3/9)
Team Support (3/9)
Crowd Control (7/9)
Synergy (5/9)
See Hero Rating for more details about this.

Statistics Total Bonus1 Traits2 Epic Base
Attack (ATK) +110% +105% - - 1424
Defense (DEF) +110% +105% - - 1103
Skill (SKL) +110% +105% - - 1278
Max Health (HP) +110% +105% - - 4208
Crit Chance (CRIT) 38% +33% - - 5%
Crit Multiplier 200% - - - 200%
Dodge Chance 0% - - - 0%
Damage Penetration 0% - - - 0%
Damage Reduction 0% - - - 0%
Chaos Damage Reduction 0% - - - 0%

1Bonus (ATK, DEF, SKL, HP) includes Hero Stars (★★★★★★) and Hero Rarity.
2Stats affecting Traits: None

Resistances
Fire
Burned
Immune
33%
Nature
Poisoned
Wounded
0%
0%
0%
Water
Frozen
Chilled
Cryosleep
Frostbitten
18%
18%
18%
18%
18%
Light 0%
Lightning
Shocked
Paralysis
0%
0%
0%
Dark
Diseased
Banished
0%
0%
0%
Spirit
Feared
Stoned
Possessed
Marked
6%
6%
6%
6%
6%

Abilities (Active) Traits (Passive)
Wand Mystical III
Fire Nova Rage
Heist Fire Power
Incinerate Maniacal
Burning Mad

First Ascension
Second Ascension
Abilities & Traits

&

Abilities & Traits

&

Required Hero Stars and Evos

Evo Cost Index: 2180

Evo Cost Index: 7400

Ignus the Mad has yet to discover their Epic.

I wonder what it will be...

Check Epic Heroes for more information.

 Ignus the Mad tokens: x3 x4 + Daily Quests Treasure Room Heroic Summon
Main Campaign Dungeons: (3)
Chapter Lvl. Rooms Enemies Area Evos Boss
2-8 Throne of Ash 8 7 6 16 Lava Cave General Eclipse
10-5 Infernal Bastion 28 7 5 15 Crypt Eragos, Zethos
15-7 Fire Lord Temple 40 7 6 18 Lava Cave Kasai
Challenge Mode Dungeons: (4)
Chapter Lvl. Rooms Enemies Area Evos Boss
4-4 Icy Core 5 4 Ice Cave Urg Underbite
7-4 Elite Garrison 5 4 Crypt Leoric the Brave
16-9 Blazing Inferno 5 6 Lava Cave Bloodtusk, Hunkar
20-3 Spirit's Sanctuary 5 4 Forest Seikatsu the Life Spirit
Rune Slots: (standard)
Ignus the Mad has the standard rune slots for a Fire hero.
Fire Fire Nature Light Dark
Abilities & Traits: &

Wand
Basic Attack (None)

A Basic Ranged Spirit attack.


Fire Nova
Special Attack (4 turns, AoE)

Ranged Fire attack on all enemies, with Rage adding an additional chance to Burn. Grants team Burning Touch (chance to Burn on Basic attacks).
Effects | Burned | Burning Touch


Heist
Special Attack (3 turns), requires 1st Ascension

Ranged Spirit attack that drains 1 Energy and steals all Buffs, adding them to Ignus. Rage grants allies additional Energy.
Effects | Energy Loss | Energy Gain | Buff Steal


Incinerate
Special Attack (4 turns), requires 2nd Ascension

Ranged Fire attack with a chance to Burn. +20% damage for each stack of Rage. If target dies, the corpse is removed.
Effects | Burned | Remove Corpse


Mystical (I/II/III)
Trait (Passive), upgrades with Ascensions

I: 1.25x damage against Tanks and Slow targets.
1st Ascension:
II: 1.5x damage against Tanks and Slow targets.
2nd Ascension:
III: 1.75x damage against Tanks and Slow targets.


Effects | Boosted Damage


Rage
Trait (Passive)

Gains Rage when hit. Rage modifies abilities, increases damage of their attacks and reduces taken damage. Stacks up to 5 times, resets each encounter, and cannot be copied or stolen.
Effects | Rage | Damage Reduction


Fire Power
Trait (Passive), requires 1st Ascension

Immune to Fire damage, and self and Fire allies deal boosted damage to Burning targets.
Effects | Fire Immune | Pyromaniac | Boosted Damage


Maniacal
Trait (Passive), requires 1st Ascension

Will attack an enemy any time a Burn Debuff is applied to them.
Effects | Extra Attacks


Burning Mad
Trait (Passive), requires 2nd Ascension

Self and allied Barbarians gain Rage when dealing damage to Burning targets.
Effects | Rage

Buffs & Debuffs:

Boosted Damage - effect (Damage)
This hero deals boosted damage against certain targets or under certain circumstances. See the description of the respective Trait or Ability for details. If you see this icon during events, it means that the hero gets a special event buff.

Buff Steal - effect (Status Effect)
This effect instantly steals 1+ buffs from the target.

Burned - debuff (Damage over Time/Defense)
Target has reduced DEF and takes Fire damage each turn for 3 turns.

Burning Touch - buff (Touch/Damage over Time)
Chance to Burn on Basic attacks.

Damage Reduction - effect (Damage/Damage Reduction)
The damage suffered is mitigated by certain percent. Damage Reduction is capped at 90% and applied multiplicative.

Energy Gain - effect (Energy)
The hero gains some extra energy, which is required to use their special attacks/abilities.

Energy Loss - effect (Energy/Disable)
The attacked target loses some of the Energy that is required to use their Abilities.

Extra Attacks - effect (Attack/Damage)
The target or allies have the chance to do an extra basic attack. This can be a result of a buff (like Haste), or granted by a trait (like Valkin's Lead By Example). There are also a few rare runes that have a passive/4th stat (20% chance for an extra attack). An extra basic attack can trigger an Epic effect (with a few exceptions like Hog Wild). Note: There is no icon for this effect. It's used on this wiki page only.

Fire Immune - immunity (Damage)
Doesn't take any damage from Fire attacks and Burn debuffs. But is not immune to Burned and those additional, negative side effects of Burned debuffs (DEF lowered, etc). See also Burn Immune.

Pyromaniac - buff (Damage)
Target deals 1.5x damage to Burning enemies for 3 turns.

Rage - buff (Damage/Damage Reduction/Stack)
Rage modifies abilities of Barbarians and boosts their ATK as well as Damage Reduction. It stacks up to 5 times, resets on each dungeon room, and cannot be copied or stolen; doing so will purge it.

Remove Corpse - effect (Death)
The corpse of a dead enemy is removed, and cannot be revived. This counters resurrection.
Immunities & Damage Reduction: Under construction, see above 'Buffs & Debuffs'
Ascensions: (2180) = + &
(7400) = +
First Ascension Second Ascension
Crypt Evo 1x Dark Evo 40x
Dark Evo 5x Fire Evo Monarch 25x
Fire Evo Monarch 12x Mind's Eye Evo 8x
Fire Evo 40x Shadow Evo 2x
Heist (Special Attack/3 Turns) Incinerate (Special Attack/4 Turns)
Fire Power (Trait/Passive) Burning Mad (Trait/Passive)
Maniacal (Trait/Passive) Mystical iii (Trait/Passive)
Mystical ii (Trait/Passive)
Synergies of Barbarian heroes (Family):
 Ignus the Mad can get following passive buffs when teamed up with other Heroes:

Barbarian Heroes get the following passive buffs:

 Unbridled Rage (Trait) by  Drakk the Warlord
Self and allied Barbarians are immune to Fear and if they would die, ignores death but gains a shield for a turn (like Ethereal Spirit, HP does not drop below 1). Unbridled Rage happens once per dungeon.
 Indomitable Will (Trait) by  Drakk the Warlord
Barbarian allies gain +15% Damage Reduction per stack of Rage.
 Barbarian Assault (Trait) by  Balog the Loud
Self and Barbarian allies deal +20% damage for each stack of Rage.
 Toughen Up (Trait) by  Abigail the Brutal
Self and Barbarian allies gain +DEF for 1 turn whenever they gain Rage.
 Furious Charge (Special Attack) by  Abigail the Brutal
Buff team +ATK and does a Melee Physical attack. Self and Barbarian allies gain 2 Rage.
 Burning Mad (Trait) by  Ignus the Mad
Self and allied Barbarians gain Rage when dealing damage to Burning targets.
Synergies of Fire heroes (Element):
 Ignus the Mad can get following passive buffs when teamed up with other Heroes:

Fire Heroes get the following passive buffs:

 Epic Scourge Hide III (Trait) by  Emperor Zulkodd
Cleanses 3 Debuffs on all Demon and Fire allies at the start of this Hero's turn. (This trait replaces the trait 'Scourge Hide III' when the Epic is unlocked.)
 Perpetual Flame (Special Attack) by  Ember Sanguine
Resurrects target ally and other Fire allies, then heals the team and also heals them each turn for 3 turns. Starts Powered.
 Feed the Flames (Trait) by  Ember Sanguine
Self and Fire allies heal a % of the damage dealt.
 Fiery Renewal (Trait) by  Ember Sanguine
Whenever a Burn debuff is applied to an enemy, all allies gain +5% max health.
 Fire Priestess (Trait) by  Ember Sanguine
This hero gains 10% damage reduction for each other fire hero on the team. Attacks have a [25/50/100]% chance to burn on hit. The percentage depends on the rank (I-III) of this trait. Each Ascension increases the boost.
 Legacy of Flame (Trait) by  The Furnace
Self and Fire allies gain +15% ATK, +15% HP, +10% DEF and +10% SKL.
 Spirit of Fire (Trait) by  Nitpick
+15% ATK for self and Fire allies.
 Stoked Fires (Trait) by  Crucible
Other Fire and Construct allies have a chance to apply Superheated on basic attacks.
 Fire Power (Trait) by  Ignus the Mad
Immune to Fire damage, and self and Fire allies deal boosted damage to Burning targets.
Synergies of Caster heroes (Class):
 Ignus the Mad can get following passive buffs when teamed up with other Heroes:

Caster Heroes get the following passive buffs:

 IFF Targeting (Basic Attack) by  Bauble
Melee physical attack on target enemy, OR heals target friendly construct, OR target ally gains a class-specific buff (Tanks get DEF+, Healers get CRIT+ and SKL+, Casters get +1 ENERGY, all others get ATK+.)
 Arcane Winds (Trait) by  Selwyn the Enduring
When on a team with Pontifex Mortis, Selwyn and allied Casters gain +1 Energy at the end of each round.
 Intellect (Trait) by  Iris
Gains 1 stack of Intellect for each Buff applied on Iris, each stack granting +5% SKL. When at 5 stacks, Intellect is removed and allied Monsters and Casters gain Hive Mind (+25% Damage Penetration, +25% Damage Reduction, and +25% SKL).
Other Synergies of Heroes:
 Ignus the Mad can get following passive buffs when teamed up with other Heroes:

All Heroes get the following passive buffs:

 Adept Strikes (Trait) by  Serenity
Allies and self gain Haste after using a single target Melee Physical attack once per round.
 Critical Energy (Trait) by  Indigo
Grants team +1 Energy on CRITs.
 Cleansing Aura (Trait) by  Dagrund Blacksmoke, Kelpy Shells
If the Hero can act at the end of the round, cleanses 1 Debuff on all allies.
 Cloak of Fire (Trait) by  Ember Sanguine
Allies gain immunity to burn and take 50% less damage from fire attacks.
 Eyes of the Beholder (Special Attack) by  Iris
Buffs team +ATK, then does a Ranged Dark attack on enemies.
 Fiery Renewal (Trait) by  Ember Sanguine
Whenever a Burn debuff is applied to an enemy, all allies gain +5% max health.
 Fire Nova (Special Attack) by  Ignus the Mad
Ranged Fire attack on all enemies, with Rage adding an additional chance to Burn. Grants team Burning Touch (chance to Burn on Basic attacks).
 Frost-Tipped Blades (Trait) by  Samurai Takumi
Grants the team a chance to Chill on Melee Physical attacks.
 Icy Embrace (Trait) by  Icebloom
All allies heal [25/35/50]% of their maximum health when inflicted with Frozen. Enemy and ally skills inflicting Frozen on allies will trigger this effect. The gained health depends on rank (I-III) of this trait.
 IFF Targeting (Basic Attack) by  Bauble
Melee physical attack on target enemy, OR heals target friendly construct, OR target ally gains a class-specific buff (Tanks get DEF+, Healers get CRIT+ and SKL+, Casters get +1 ENERGY, all others get ATK+.)
 Immunize (Trait) by  Mire, Zen
Each ally healed will gain Impervious (Cannot be Poisoned, Burned, Frozen, Chilled, Shocked, nor Diseased) for two turns.
 Master Assassin (Trait) by  Black Diamond
Self and allied single target abilities deal 100% more Damage on CRITs.
 Mend (Trait) by  Chief NubNub
Heal Team for [50% ATK] on CRIT. Triggers when landing a critical hit from a basic attack.
 Not Alone (Trait) by  Alrakis Skullkeeper, Lumin the Radiant
This hero gains +10% Damage Reduction for each other living ally.
 Sanctified Spell Absorption (Trait) by  Serenity
Allies take significantly reduced damage from non-Physical (-60%) and Chaos attacks (-20%).
 Sanctified Swamp (Trait) by  Grettle
All allies take 50% reduced Chaos Damage.
 Shell Power (Trait) by  Grondar
Allied Heroes gain Shell protection (allies cannot be Burned, Frozen, Chilled, Paralyzed or Shocked).
 Shielding Soul (Trait) by  Dagrund Blacksmoke
When killed, remaining allies gain an Aegis Shield.
 Spellseeker Weapons (Trait) by  Serenity
Allies Melee attacks have a chance to purge a buff on basic attack and can’t be retaliated against by Melee attackers.
 Spread the Wealth (Trait) by  Augustus
When at full HP, this Hero heals the team for a % of his HP every turn.
 Team Energy Vault (Trait) by  Ekko
Self and allies are immune to Exhaustion (=Energy Loss that is caused by use of abilities). Note: Passive traits like epic Malice "All Hope is Lost" can still drain energy.
 Team Precision (Trait) by  Pignius Maximus
Boosted CRIT damage for all allies. CRIT Multiplier is increased by [50%], percentage increases slightly with SKL.
 Venomous Embrace (Trait) by  Cobressa
Heals allies when Venom is applied on the enemies by Cobressa. The heal amount increases with the rank (I/II) of this trait. Enemies immune to Venom prevent the heal effect.
 Shard of Darkness (Trait) by  Craw, Mire
Allies start dungeons with [1/2/3] stacks of Foresight.
 Tempered Soul (Trait) by  Alrakis Skullkeeper
All allies and self gain an additional [5%/10%/15%] Chaos Damage Reduction (max 50%), depending on the rank of this trait (I/II/III). Skill increases the percent value.
 The Calm Before (Special Attack) by  Jin Lei
Silences all enemies and Buffs allies' Damage. This Hero gains stacks of Storm Power equal to the number of Light or Honorbound Heroes on the team. Starts Powered. (The Empowered Buff to applied to all allies and the caster to double (2x) their damage.)
Counters:
 Ignus the Mad can be countered by making use of the following traits and special attacks:

Caster Heroes are vulnerable to:

 Caster Hunter (Trait) by  Zurk
2x damage against Casters.
 Crush the Nerds (Special Attack) by  Zurk
Melee Physical attack that deals 2x damage against Casters.
Fire Heroes are vulnerable to:

 Fireborn (Trait) by
 Balur
 Ferno
 Spitfire
Burn Immune, heals instead of taking damage from Fire attacks, and deals boosted damage to Burning targets.
 Cloak of Fire (Trait) by  Ember Sanguine
Allies gain immunity to burn and take 50% less damage from fire attacks.
Non-Armored Heroes are vulnerable to:

 Flesh Shredder (Trait) by
 Jabber Clenchjaw
 Jibber Clenchjaw
 Mangle Jaw
2x damage against non-Armored targets.
 Incite Doom (Special Attack) by  Emperor Zulkodd
3 Melee Physical attacks on target enemy that deals 3x damage to non-Armored targets. If target dies, all other enemies' HP is set to 75% of their current HP.
Skins: (2)
Ignus the Mad

Ignus the Wicked

Batstick Crazy Ignus

How to Use this Hero (OUTDATED)[]

Ignus the Mad can be a very effective and a real damage dealer. To do this, ascending him so he gains more powers is very effective, as  Wall of Fire tends not to hold up as well on it's own at later levels. Increasing his star will also improve him too.

Skill Breakdown (OUTDATED)[]

In a team, Ignus' duty is to deal a lot of damage over time. His  Pyromaniac passive power lets him gain a big boost for damage to enemies that are burning. As a result, burning enemies with  Wall of Fire or another hero's power followed by Ignus' other abilities or even basic attacks will result in a huge damage buff, thanks to  Pyromaniac and the DEF lowered by Burning. He is also  Fire Immune, meaning he takes no damage against all Fire Attacks. This gives him good defense against characters like  Torchy or  Nitpick. At first ascension, he also gains Fire Cruisade allowing him to buff the CRIT and SKL of all Fire team members, making him an effective Fire leader character. 

 Wall of Fire is the bases of using Ignus. The initial casting does fairly little damage, however the burning effect does great damage and lowers the enemies DEF for not just Ignus, but the whole team to start dealing serious damage. Just be careful to pick your fights.  Wall of Fire ONLY works on Melee characters, and an unascended Ignus is easily countered by a ranged team. However, burning your enemies with  Wall of Fire can leave lasting damage even is Ignus is slain, and opens up more damage potential for the whole team. 

Ignus gains  Energy Drain (outdated) at first ascension, and the power helps him significantly. The power drains 2 energy from the target and gives it to Ignus, as well as doing high damage. As all of Ignus' powers have a long recharge, Energy Drain can help deal with that. Draining the enemies power is effective too, and if combined with an ally capable of Chilling, it can force a boss or a dangerous PvP opponent, like  Tsume or  Yokozuna, to use nothing but basic attacks. Its damage is also very powerful, especially if a combination of all three of his powers is made. 

 Volcanic Shards is a powerful ability for Ignus. It not only deals significant damage, but also gives an ATK buff, giving him more power for the next 2 rounds.  Volcanic Shards' short recharge (compared to the rest of his powers) also makes it useful. Ignus can also use a triple power combo, to deal a massive attack to a target. First cast  Wall of Fire, and hopefully over the next 2 rounds your target will burn. Then use  Volcanic Shards for an ATK buff. Finally, use  Energy Drain (outdated) on a Burning target to gain damage buffs from  Pyromaniac, DEF down from Burning and ATK buff from  Volcanic Shards will result in a devastating and quick recharging (thanks to  Energy Drain (outdated)) attack.

Synergy With Other Heroes[]

Ignus is quite a weak character, and is quite reliant on the team to support that. As there are currently no characters with a trait like Fire Heart or Fire Guard, the only way to defend him well is with a taunter. Any will work, however  Pignius Maximus' or  The Furnace' passive buffs will make them a very effective taunter for Ignus.

Ignus' File:??fire crusade?? ??fire crusade?? also gives him potential as a Fire leader. He is quite effective in all Fire teams as a result of this. Teaming him up with  Squinch will allow not only Ignus himself but his whole team to benefit from  Wall of Fire Burning but his whole team as they gain  Pyromaniac. Combining with  Abigail the Brutal will give Ignus the chance to benefit from an ATK buff. As stated before,  Pignius Maximus' Bondfire buff will benefit Ignus greatly, and they make a solid team too.  Nitpick's  Spirit of Fire will also result in a stronger Fire Team.

Uses in PVP[]

Ignus makes a very powerful defender, as his  Wall of Fire is effective at damaging many enemies. He will only improve as he ascends, and  Volcanic Shards and  Energy Drain (outdated) will deal effective damage on his enemies at higher levels. Just try to put him with a Taunter. On the attack front, as Nature teams are a common sight in PvP, Ignus has some potential too.  Wall of Fire will be helpful in weaking enemy team DEF, and this can be effective if combined with AOE, such as  Black Diamond's  Blade Storm or  Rogar Stonecrusher's  Whirlwind. The damage dealt will also be effective, and Ignus only needs one turn to make a lasting impact against the enemy team in both attack and defense.

Notes and Tips[]

For a long time  Ignus the Mad tokens were a common reward found in Honor and Heroic Portal Summons. This has been changed with the release of the "Introducing the Aether Shop" update. Collect tokens from dungeons and events to raise Ignus' star rating.

Hero changes: The Pontifex Legendary Team: Ignus' second attack "Energy drain" was permantly empowered and renamed to "Heist".

Gallery[]