FIELD GUIDE / ABILITIES
Ignite or Inferno: Which Should You Choose?
After defeating The Deserter in Central, choose Ignite if your weapon combos already feel good and you want them to build Burn. Choose Inferno if you want Fire itself to be a dedicated attack and can afford its heavier Power use. Both help against…
After defeating The Deserter in Central, choose Ignite if your weapon combos already feel good and you want them to build Burn. Choose Inferno if you want Fire itself to be a dedicated attack and can afford its heavier Power use. Both help against the Mold in The Park, and neither is a permanent “wrong” answer, but the ability you choose now is the one available for the next stretch of your run.
DECISION GRID
Ignite or Inferno
| Compare | Ignite | Inferno |
|---|---|---|
| How it works | Adds Fire and Burn buildup to attacks you are already making | Releases increasingly strong fire waves |
| Best fit | Regular melee strings and a mixed ability kit | Ability-led Burn, Damage, and Falter pressure |
| Power demand | Drains while active; you control when to turn it off | Spends more Power on direct fire offense |
| Main risk | Wasting Power by leaving it active while not attacking | Leaving too little Power for defense and mobility |
| Mold routes | Reliable Fire on repeated ordinary hits | Fast concentrated Fire against a hard target |
After defeating The Deserter in Central, choose Ignite if your weapon combos already feel good and you want them to build Burn. Choose Inferno if you want Fire itself to be a dedicated attack and can afford its heavier Power use. Both help against the Mold in The Park, and neither is a permanent “wrong” answer, but the ability you choose now is the one available for the next stretch of your run.
Pick Ignite to keep your current rhythm
Ignite modifies Dylan's normal attacks instead of demanding a separate attack window. If you have learned a form's range and can consistently punish after a dodge, switching on Ignite turns those familiar openings into Burn buildup. The supplied ability guide also describes Fire synergy with Barrage, Shield, and Volatile Anomaly, so it can support more than one style of play.
Its drain still matters. Turn it on when an enemy is in reach and turn it off during long repositioning or an execution animation if the effect continues consuming Power there. This is a practical choice for a player who needs enough reserve for Shield or another emergency ability. It also makes general exploration in The Park easier because Mold enemies and some barriers are susceptible to Fire.
Pick Inferno to make Fire the attack
Inferno produces waves that build Burn quickly while applying direct Damage and Falter. Its appeal is concentrated pressure: instead of adding a little Fire to every ordinary opening, you commit an attack window and Power to the fire move itself. This fits a loadout built for Power recovery or for status pressure, especially when a tougher Mold enemy needs to be burned quickly.
If your build already runs expensive control and defensive abilities, ask what you will stop using to fund Inferno. Choosing it solely because the effect looks stronger in a short clip can leave the rest of your rotation starved.
Can you get the other ability later?
Yes, but not immediately or without another progression resource. The supplied Epic Games ability guide identifies a Resonant Token from Pope's Research in the Unknown that can unlock another offered Combat Ability in The Gap. Reset Items can also alter a prior choice. Those options compete with other missed boss rewards, so base the initial Deserter decision on the route ahead. Ignite is the easier default for a weapon-focused first run; Inferno makes sense when your plan deliberately centers on fire waves.
The abilities overview shows the other boss choices. The build guide helps with the Power tradeoff, and the boss index shows where the Deserter fits. Return to the guide hub for quest and exploration help.
Sources and notes
Game details are based on the linked guides and supplied research. They have not all been independently tested in game.