Press guides3 min readLast updated: October 17, 2026

Control Resonant Ignite or Inferno: Which Should You Pick?

The Deserter’s two fire powers side by side: what they do, how much Power they burn, which build each suits and how to undo the choice.

Short answer

Pick Ignite unless you are building around fire. Ignite coats your melee (and Barrage, Shield and Volatile Anomaly) in Fire and Burn while it is switched on. Inferno sends out growing fire waves for burst Fire damage and Falter. Both are good against Mold, and the choice is not permanent.

Jump to: Comparison · Which to pick · Mold · Swapping

Ignite vs Inferno: Power cost, effect and how to swap the Deserter’s fire ability
Both fire powers side by side. Our own summary card, not a game screenshot or promotional image.Diagram by Control Resonant Wiki · Based on: Gamerblurb · Destructoid

Ignite vs Inferno at a glance

Both are offered by the Deserter, the Resonant of Central, and you keep one.

IgniteInferno
What it doesMelee builds Fire and Burn while active; also adds Fire to Barrage, Shield and Volatile AnomalyFire waves that grow stronger and build Burn fast
Power (Destructoid)150 to switch on, then 45 per second200 per cast
StrengthSteady damage over a whole fightBurst Fire damage and Falter
Best forMelee combo builds, explorationDedicated fire builds, tough single fights

Gamerblurb says Inferno drains Power faster; MMOExp says the opposite. The listed costs depend on how long you keep Ignite running, so check your own ability screen.

Which one to pick

  • Take Ignite if you like your current Aberrant form and want more damage from the combos you already do. Turn it off before an Execution so the drain does not tick through the animation (Gamerblurb).
  • Take Inferno if you want Burn to be the core of your offence, or you build for Power and want a big hit on demand.
  • Pairing: the Physicist’s Spike and Astral Rebuke apply Astralized, which speeds up Burn buildup. See the Underpass Resonant guide.

For full loadouts around either fire power, see best builds and the Artifacts that stack with them.

Mold and fire barriers

Mold enemies are weak to Fire, so either choice helps in the Park. Gamerblurb rates Ignite better for clearing repeated fights while exploring and Inferno better for heavy pressure on tough Mold targets.

Some Mold-covered barriers can only be burnt through with a fire ability. If a route in the Park or a camera puzzle looks impossible, come back once you have Ignite or Inferno.

Changing your mind

  • Reset Item: use one at the mural in the Gap to redo the Deserter pick.
  • Resonant Token: finishing Pope’s Research adds one extra combat power you passed on, without giving up the current one. It competes with every other Resonant’s leftovers, so spend it carefully.

Every other combat power and where it comes from: all abilities.

Ignite or Inferno FAQ

Where do you choose Ignite or Inferno? After you beat the Deserter, the Central Resonant in the Patterned Factory. It offers the two fire abilities and you take one.

Is Ignite or Inferno better? Gamerblurb and most guides recommend Ignite for most builds because it adds Fire and Burn to the melee you already use. Inferno is the pick if you want fire to be the centre of your build.

Which costs more Power? Destructoid lists Ignite at 150 Power plus 45 per second while active and Inferno at 200. Guides disagree on which drains faster in practice, so check the numbers on your own ability screen.

Can you get the other fire ability later? Yes. A Reset Item at the mural in the Gap lets you redo the pick, and the Resonant Token from Pope’s Research adds an extra combat power you passed on.

Sources