Ignition Weapons

By Conowen Last Updated: June 29, 2025 Version: 1.0

Guide on how the Ignition Weapon system works and what to aim for.

What are Ignition Weapons?

Ignition Weapons are pieces of Equipment that you can give to your units to improve their stats.
Every unit has 5 slots where you can equip an Ignition Weapon piece.

Equipping 2 or 4 pieces of the same Ignition Weapon will give additional set effects.
You can see all currently available IW sets at this link.

Every IW piece can be one of three ranks: C, B and A.
Anything lower than A rank should NOT be upgraded and is basically used to level up other pieces or dismantled, more info in the next sections.

Every IW piece has a Main Stat and up to 4 Substats.
The Main Stat changes based on the slot.
Slots 1 has ATK%, Slot 2 has DEF% and Slot 3 has HP%.
Slot 4 and 5 can roll one of five stats, refer to the list below:

Slot 4
  • Magic Resistance
  • Effect Resistance
  • Effect Hit
  • Critical DMG Increase
  • Critical DMG Reduction
  • Slot 5
  • Physical Resistance
  • Physical Pierce
  • Magic Pierce
  • Critical Hit Rate
  • Critical Hit Resistance
  • Origin Orb
    Ignition Weapons Slot Numbers
    Origin Orb
    Ignition Weapon with 3 starting Substats

    Origin Orb
    Ignition Weapon with 4 starting Substats



    A Rank IW Pieces can roll with 3 or 4 starting substats.
    Because of the Reroll system that was recently introduced, IW pieces that start with 3 rolls are almost useless and can be destroyed.

    Note: Slot 4 and 5 not only can roll different Main Stats, but they also have a lower chance of dropping, making getting a piece with the stats you want a lot harder.


    The same stat cannot appear twice on a single piece, so if you have a piece with Magic Pierce Main Stat you cannot roll that in the substats.

    We are going to cover upgrades and Substat high/low rolls in the Upgrade section of the guide.

    To give an IW to a unit, you must upgrade their Exclusive Equipment to +20 and then spend 100 Soul Crystals to unlock the Carrier.

    How do you obtain Ignition Weapons?

    Ignition Weapons can be obtained from the Secret Floor, content that is unlocked upon reaching F18-20.
    There are different Secret Floors, and each of them will drop one of the two featured Ignition Weapons when you successfully clear it.

    You have 3 free clears every day, and for any additional clear you will need a item called "Master Key".

    Each week, one of the Secret Floors will have a Rate Up event that will increase the drop rate of A rank IW pieces.
    Normally, you obtain A rank pieces with a 20% rate, but during the event the rate goes up to 30%.

    The Secret Floor also gives Weekly rewards if you can clear any of them with 50 Restraint Points.
    Restraint Points are just debuffs for your units or buffs for the enemies that you can select for additional rewards.
    I would NOT recommend selecting the last debuff "Blocks all allies's Special Moves".

    Note: Higher restraints DO NOT equal higher rewards, only do 50 Restraints for the Weekly rewards and then clear them at 8 Restraints for the Auto Clear function.

    Origin Orb
    Secret Floor - Rate Up Sundance/Sela
    Origin Orb




    Fusion
    If you go in the Equipment tab of any Unit you will see a Fusion button in the top right corner.
    This feature will give you the option to fuse 3 IW pieces you don't want/need into a different IW piece of your choice.

    I see this feature as being more useful early on, but will quickly become more annoying than helpful.

    Note: Considering how rare Slot 4 and Slot 5 pieces are, it is recommended that you ONLY fuse for one of these two slots.

    How to Upgrade Ignition Weapons?

    Rank A IW pieces start at +0 and can be upgraded up to +20.
    Every 4 levels a random substat will receive an upgrade, which means an additional roll.
    If the piece started with 3 Substats, at +4 they will get the 4th stat, which means the total number of upgrades will be 4 instead of 5.

    A substat can roll 1 of 4 possible values, shown in the table below:

    Stat Low Roll Mid-Low Roll Mid-High Roll High Roll Theoretical Max at +20
    HP%, ATK%, DEF% 1.0% 1.5% 2.0% 2.5% 15%
    Critical Hit, Pierce, Resistance 1.5% 2.5% 3.5% 4.5% 27%
    ACC, EVA, Effect Hit, Effect Resistance 3 6 9 12 72
    Main Stats on the other hand have fixed values, you can refer to the table below:
    Slot Stat +0 +4 +8 +12 +16 +20
    1 ATK% 13.8% 28.2% 42.4% 57.0% 71.4% 85.8%
    2 DEF% 13.8% 28.2% 42.4% 57.0% 71.4% 85.8%
    3 HP% 13.8% 28.2% 42.4% 57.0% 71.4% 85.8%
    4 Critical Hit DMG Increase
    Critical Hit DMG Reduction
    Magic Resistance
    8.0% 14.4% 20.8% 27.2% 33.6% 40.0%
    4 Effect Hit
    Effect Resistance
    20 60 100 140 180 220
    5 Critical Hit Rate
    Critical Hit Resistance
    Physical Resistance
    Physical Pierce
    Magic Pierce
    8.0% 14.4% 20.8% 27.2% 33.6% 40.0%

    To enhance an IW piece you will need to feed it one of two things:

  • Other IW pieces
  • Items called Shinsu Sea Whethstones

  • This table shows how much EXP you get from every type of item:
    Item EXP
    Common Shinsu Sea Whethstone 10
    Uncommon Shinsu Sea Whethstone 1000
    Rare Shinsu Sea Whethstone 10000
    Ignition Weapon +0 - C Rank 1250
    Ignition Weapon +0 - B Rank 2500
    Ignition Weapon +0 - A Rank 3750
    And this is how much EXP you need in order to reach certain levels:
    Rank +4 +8 +12 +16 +20
    A 16200 45650 86050 149250 263450

    Note: At first you should focus on upgrading IW sets ONLY for your carry units.
    On everyone else you can simply run 4 NOT upgraded Bari pieces of any rarity, regardless of the stats.





    IWlv20
    Ignition Weapon Enhance Tab

    Which stats should you look for?

    The stats that you want to look for will depend on a few key factors:
  • Your deficit. When your Deficit is low (approx. lower than 300) Resistances will work well, but when your deficit gets higher they can be removed completely.
  • The Damage Scaling of the unit. Units that scale on ATK% will need Pierce and Critical Hit stats, but units that scale on Enemy Max HP should not run those.
  • Range of attacks. If a unit is melee they might need to build some defensive stats to stay alive, if they are ranged you could get away with a fully offensive build.
  • If a Unit has Debuffs or Status Effects you need to land. In that case Effect Hit will help.
  • The stats you get from the Archive. If your Archive has low EVA, then building EVA on IWs will be useless, but if you have an high amount of that, building EVA could be a good idea.

  • Keeping that in mind, I will now give you an overview of what I think are the stat priorities for different unit types.
    Some units could have individual differences that will require specific stats, refer to the individual unit guide for more information.
    PvP is not taken into consideration here.
    Unit Type Deficit < 300 Deficit > 300 [LOW Archive EVA] Deficit > 300 [HIGH Archive EVA]
    ATK Scaling DPS
    [Melee]
    Main Stat
    Slot 4: Magic Resistance
    Slot 5: Physical Resistance

    Substats:
    Magic Resistance, Physical Resistance, Magic/Physical Pierce, Critical Hit Damage, Critical Hit Rate, Effect Resistance, ACC

    Notes: Before you invest in Damage, the primary goal is to get to 99% in both Resistances so you can survive longer [Unless your DPS has good base survivability].
    If you can reach this threshold with just substats, then you can run Slot 5 with the Pierce corrisponding to your unit's damage type, or Critical Hit Rate if that is something your DPS needs.
    Main Stat
    Slot 4: Critical DMG Increase/Effect Resistance/Effect Hit
    Slot 5: Magic/Physical Pierce

    Substats:
    Magic/Physical Pierce, Critical DMG Increase, Critical Hit Rate, Effect Hit, Effect Resistance, ACC

    Notes: Here you just want to build offensive stats.
    If the unit is a Mage or an Assassin, you don't have to look for Critical Hit Rate, as you already have it in the Revolution subnodes.
    Some DPS units, like Hugo, could prefer Effect Resistance instead of Critical DMG Increase in Slot 4.
    Main Stat
    Slot 4: Critical DMG Increase/Effect Resistance/Effect Hit
    Slot 5: Magic/Physical Pierce

    Substats:
    Magic/Physical Pierce, EVA, Critical DMG Increase, Critical Hit Rate, Effect Hit, Effect Resistance, ACC

    Notes: Aim for Pierce, double Crit and EVA on most pieces.
    ATK Scaling DPS
    [Ranged]
    Main Stat
    Slot 4: Critical DMG Increase
    Slot 5: Magic/Physical Pierce

    Substats:
    Magic/Physical Pierce, Critical DMG Increase, Critical Hit Rate, Effect Hit, Effect Resistance, ACC

    Notes: If the unit is a Mage or an Assassin, you don't have to look for Critical Hit Rate, as you already have it in the Revolution subnodes.
    Some Ranged DPS units, like Kaiser and Lightning Spear Mascheny could run Resistances instead to improve their poor survivability.
    Main Stat
    Slot 4: Critical DMG Increase
    Slot 5: Magic/Physical Pierce

    Substats:
    Magic/Physical Pierce, Critical DMG Increase, Critical Hit Rate, Effect Hit, Effect Resistance, ACC

    Notes: Here you just want to build offensive stats.
    If the unit is a Mage or an Assassin, you don't have to look for Critical Hit Rate, as you already have it in the Revolution subnodes.
    Main Stat
    Slot 4: Critical DMG Increase
    Slot 5: Magic/Physical Pierce

    Substats:
    Magic/Physical Pierce, EVA, Critical DMG Increase, Critical Hit Rate, Effect Hit, Effect Resistance, ACC

    Notes: Aim for Pierce, double Crit and EVA on most pieces.
    Max HP Scaling DPS Main Stat
    Slot 4: Magic Resistance
    Slot 5: Physical Resistance

    Substats:
    Magic Resistance, Physical Resistance, Effect Resistance, Effect Hit, ACC, EVA

    Notes: Max HP Damage does NOT Crit and is not affected by Resistances and DEF. Just build for survivability.
    Main Stat
    Slot 4: Effect Resistance/Hit
    Slot 5: IRRELEVANT

    Substats:
    Effect Resistance, Effect Hit, ACC

    Notes: Max HP Damage does NOT Crit and is not affected by Resistances and DEF. Just build for utility.
    Main Stat
    Slot 4: Effect Resistance/Hit
    Slot 5: IRRELEVANT

    Substats:
    EVA, Effect Resistance, Effect Hit, ACC

    Notes: Max HP Damage does NOT Crit and is not affected by Resistances and DEF. Just build for utility.
    Stall Tank Main Stat
    Slot 4: Magic Resistance
    Slot 5: Physical Resistance

    Substats:
    Magic Resistance, Physical Resistance, Effect Resistance, Effect Hit, ACC, EVA

    Notes: a stall tank like Data Khun Mascheny would run Effect Resistance Slot 4 instead, but units like Zahard would follow this recommendation.
    Main Stat
    Slot 4: Effect Resistance
    Slot 5: IRRELEVANT

    Substats:
    Effect Resistance, Effect Hit, ACC

    Notes: investing on stall tanks is often unnecessary, but if you really have to just aim for some utility stats like Effect Hit or Effect Resistance, depending on what their kit has to offer.
    Main Stat
    Slot 4: Effect Resistance
    Slot 5: IRRELEVANT

    Substats:
    EVA, Effect Resistance, Effect Hit, ACC

    Notes: investing on stall tanks is often unnecessary, but if you really have to just aim for some utility stats like Effect Hit or Effect Resistance, depending on what their kit has to offer.
    Utility Tank Main Stat
    Slot 4: Magic Resistance
    Slot 5: Physical Resistance

    Substats:
    Magic Resistance, Physical Resistance, Effect Resistance, DEF%, Effect Hit, ACC

    Notes: focus on getting 99% resistances, but better if you get 115% Resistances and some Effect Resistance.
    115% Resistances is to account for the 16% Magic/Physical Pierce that Red Mask Hwaryun and Regular Lero Ro provide to their teams. Not necessary, but could be helpful.
    Main Stat
    Slot 4: Magic Resistance
    Slot 5: Physical Resistance

    Substats:
    Magic Resistance, Physical Resistance, DEF%, Effect Resistance, Effect Hit, ACC

    Notes: if your Tank has DMG Reduction or good DEF buffs, you should probably still run Resistances.
    If the tank you are building doesn't have that, then just run Effect Resistance/Hit in Slot 4 and call it a day.
    Main Stat
    Slot 4: Magic Resistance
    Slot 5: Physical Resistance

    Substats:
    Magic Resistance, Physical Resistance, EVA, Effect Resistance, Effect Hit, ACC

    Notes: if your Tank has DMG Reduction or good DEF buffs, you should probably still run Resistances.
    If the tank you are building doesn't have that, then just run Effect Resistance/Hit in Slot 4 and call it a day.
    Support
    [Debuffer/Crowd Control]
    Main Stat
    Slot 4: Magic Resistance
    Slot 5: Physical Resistance

    Substats:
    Magic Resistance, Physical Resistance, Effect Hit, ACC, Effect Resistance

    Notes: focus on getting 99% resistances, but better if you get 115% Resistances and some Effect Hit.
    115% Resistances is to account for the 16% Magic/Physical Pierce that Red Mask Hwaryun and Regular Lero Ro provide to their teams. Not necessary, but could be helpful.
    Main Stat
    Slot 4: Effect Hit/Effect Resistance
    Slot 5: IRRELEVANT

    Substats:
    Effect Hit, ACC, Effect Resistance

    Notes: Effect Hit is important to apply Status Effects and Crowd Controls, in this scenario it is your priority.
    Main Stat
    Slot 4: Effect Hit/Effect Resistance
    Slot 5: IRRELEVANT

    Substats:
    EVA, Effect Hit, ACC, Effect Resistance

    Notes: Effect Hit is important to apply Status Effects and Crowd Controls.
    EVA will be important as well for extra survivability.
    Support
    [Buffer ONLY]
    Main Stat
    Slot 4: Magic Resistance
    Slot 5: Physical Resistance

    Substats:
    Magic Resistance, Physical Resistance, Effect Resistance, ACC, Effect Hit

    Notes: focus on getting 99% resistances, but better if you get 115% Resistances and some Effect Resistance.
    115% Resistances is to account for the 16% Magic/Physical Pierce that Red Mask Hwaryun and Regular Lero Ro provide to their teams. Not necessary, but could be helpful.
    Main Stat
    Slot 4: Effect Resistance
    Slot 5: IRRELEVANT

    Substats:
    Effect Resistance, ACC, ATK%, Effect Hit

    Notes: As you don't apply Status Effects and Crowd Controls you don't have to build Effect Hit. You can just focus on Effect Resistance.
    Main Stat
    Slot 4: Effect Resistance
    Slot 5: IRRELEVANT

    Substats:
    EVA, Effect Resistance, ACC, ATK%, Effect Hit

    Notes: EVA and Effect Resistance will be your main focus for extra survivability.

    Now that we have a generic overview, let's go over why and when some stats are important to build.
    Stat Why is it good? When should you build it?
    Magic/Physical Resistance It allows a unit to survive multiple hits without dying.
    Note: Resistances are effective up to 99%, but having more is still useful because it helps mitigate enemy Pierce and Resistance Decrease Debuffs.
    99% is the minimum amount you should have for both resistances.
    Anything less than that will result in you taking massive damage even at lower deficits.
    e.g. The difference between 99% and 90% is a tenfold increase to the damage you take.

    115% Resistances is a good value to aim at if you want to mitigate the 16% Pierce that units like Red Mask Hwaryun and Regular Lero Ro provide to their teams.
    When you are playing below approx. 300 level deficit.
    Magic/Physical Pierce It allows a unit to ignore a % of the enemy Resistance.
    Note: it is subject to diminishing returns, so the more you have the lower the damage increase that you will get.
    It does NOT improve Max HP% Damage.
    When the damage of your DPS unit scales with ATK%.
    Critical Hit Rate It allows a unit's attacks to crit for additional damage.
    Note: overcapping at times can still be good because enemies can have Critical Hit Resistance (This value would be subtracted to your Critical Hit Rate)
    It does NOT improve Max HP% Damage.
    When the damage of your DPS unit scales with ATK% and they do NOT have Critical Hit Rate in their Revolution subnodes.
    Critical DMG Increase It increases the damage of a critical hit, it has a bade hidden 50% value that is not shown in the stat page of the unit.
    It does NOT improve Max HP% Damage.
    When the damage of your DPS unit scales with ATK% and they aim for 100% Critical Hit Rate.
    Effect Resistance It allows a unit to resist Status Effect and Debuffs.
    This stat needs to be higher than the Enemy Effect Hit or it will not do anything.
    We get 80 Effect Resistance from Origin Orb, but this is often not enough and it is recommended that you level it up on units that have this stat as a Revolution subnode.
    When a unit doesn't have built-in Status Effect Resistance or if their performance gets noticeably worse when affected by certain Debuffs.
    Effect Hit It allows a unit to successfully land Status Effect and Debuffs.
    This stat needs to be higher than the Enemy Effect Resistance or you will start to miss frequently.
    We get 80 Effect Hit from Origin Orb, but this is often not enough and it is recommended that you level it up on units that have this stat as a Revolution subnode.
    When a unit has certain Debuffs or Status Effect they rely on to provide value to the team.
    ACC It determines whether a unit will land their attacks or not.
    Note: This stat needs to be higher than the Enemy EVA or you will start to miss frequently.
    If the attack does NOT land, neither will the attached Debuff or Status Effect, so it is important on Supports and Tanks too.
    When hitting enemies with your attacks is crucial for the unit's kit to work.
    For example units that ONLY buff the team will NOT need this.
    EVA It allows a unit to dodge an enemy attack.
    Note: This stat needs to be higher than the Enemy ACC or it will not do anything.
    For EVA to be considered consistent enough, it should be at least 200 higher than the enemy ACC, if you cannot achieve this it is recommended that you do NOT go for this stat.
    When you have a good Archive and you are running EVA on your Tri-Essence.

    How does the Rerolling System works?

    To use the reroll system you will need some specific items:
  • Soul Dice
  • Ignition Dice
  • Note: You can only use these items on a +20 Ignition Weapon piece.
    I already made a video on this topic, feel free to check it out!

    Soul Dice
    The Soul Dice will change which stats received the upgrade during the leveling process and will also randomize the high/low rolls.
    Refer to the image below for an example.
    As you can see both the number of upgrades and the values changed.
    For example the piece on the left went from no upgrades on Magic Resistance (2.5%) to 1 high roll upgrade (4.5%+4.5%).
    Before Soul Dice
    Before the Soul Dice
    After Soul Dice
    After the Soul Dice
    Ignition Dice
    The Ignition Dice is a lot simpler, it will only randomize the values without changing the upgrade distribution.
    For example, if you have a piece with 5 upgrades on Physical Resistance but the total value is only 10%, you could use the Ignition Dice to change High/Low rolls and get up to 27% Physical Resistance.
    Before Soul Dice
    Before the Ignition Dice
    After Soul Dice
    After the Ignition Dice

    Note: I would recommend to ONLY use the Ignition Dice on a piece that has at least 4 Upgrades on the stat you want, as they are 10 times more expensive than the Soul Dice.








    Restoration Powder
    If you had a decent roll before and the Dice you used messed it up, you can use the Restoration Powder to roll back to the previous values.

    This item will only be needed when you are in the process of min-maxing your Ignition Weapons.
    Restoration Powder




    Weapon Fragments Exchange Store
    How do you obtain the Dice?
    1. Dismantling IW Pieces
    You can obtain Weapon Fragments by breaking down unused Ignition Weapons:
  • C rank gives 1 Weapon Fragment
  • B rank gives 2 Weapon Fragments
  • A rank gives 3 Weapon Fragments

  • You can then get the Dice and the Restoration Powder from the Exchange Shop:
  • Soul Dice = 23 Weapon Fragments
  • Ignition Dice = 230 Weapon Fragments
  • Restoration Powder = 46 Weapon Fragments
  • On average, if you don't dismantle A rank pieces, you would get around 100 Weapon Fragments with 100 Master Keys.

    2. Pioneer Shop
    You can also get the Dice from the Pioneer Shop, but they feel a bit expensive:
  • Soul Dice = 2900 Pioneer Remnants [Exchange Limit 50]
    Unlocked at Hard Mode 101-1
  • Soul Dice = 4100 Pioneer Remnants [Exchange Limit 30]
    Unlocked at Hard Mode 151-1
  • Ignition Dice = 29000 Pioneer Remnants [Exchange Limit 10]
    Unlocked at Hard Mode 151-1

  • 3. Shop
    You can buy 1 Soul Dice for 500 Suspendium in the Shop, daily limit of 5 exchanges.
    I would NOT recommend it.

    4. Event Exchange Shop
    You can obtain the Dice also from the Story Campaign Event Exchange Shop:
  • Soul Dice = 1500 Event Currency [Exchange Limit 50]
  • Ignition Dice = 15000 Event Currency [Exchange Limit 20]