Redeemer

The Redeemer is a hybrid gunblade that merges the functions of a shotgun with a melee weapon. Apart from its normal melee abilities, the Redeemer can also fire off a charged shotgun blast to hit enemies at range.

Characteristics
This weapon deals primarily damage.

Advantages:
 * High damage – effective against Infested, Flesh and Cloned Flesh.
 * High charged attack damage.
 * Can attack enemies at range using the charge attack function.
 * Charge builds up very quickly.
 * Charged shot has innate Punch Through.
 * Charged shot is silent.
 * Enemies hit by the shot have a chance to be stunned for a moment, while enemies on close range will be ragdolled. Ragdoll affects all nearby enemies up to 4m.
 * Ranged charged attack benefits from x4 stealth damage multiplier.
 * Does not use ammunition.
 * Charged attack deals very high total damage.
 * Listed charge damage is per pellet, i.e. each pellet deals 30 damage without mods.
 * The charged shot can be infinitely used by pressing and holding E with the right timing (rather than making a first melee attack followed by a shot).
 * This holds true also for charged shots while sliding, with the right timing.
 * Channeling affects the charged shot.

Disadvantages:
 * Charged shots have damage falloff.
 * Slow attack speed.
 * Low critical chance.
 * Attacks are queued which can result in the player stopping the combo before the final attack animation yet the weapon will continue the animation into the gunshot, which makes the player vulnerable to attack.
 * Jumping is impossible until the charging shot animation has fully finished.
 * Due to the unique animation, it's possible for the weapon's ground finisher to miss its target as the shot is fired downwards at an angle.

Tips

 * If melee auto-aim is enabled, this allows your character to automatically aim directly at the nearest enemy in range and fire without additional aiming required.
 * Each pellet benefits from the bonus damage of Energy Channel, meaning a shotgun blast after using a Warframe's fourth skill could do an additional 2000 damage before any other bonuses.
 * Try to avoid standing extremely close to targets when firing the shotgun; it only does minimal damage and ragdolls as stated above. Stay at least five meters away when using the gun to ensure the majority of the pellets connect

Trivia

 * The concept of a sword integrated with a gun is based off the real life concept of the Pistol Sword, although the Redeemer uses a shotgun instead of a pistol.
 * In particular, the Redeemer's grip stance with the blade parallel to the user's arm is reminiscent of the concept of the Indian Dagger Katar.
 * The Redeemer is the first weapon that requires two different weapons - the Vasto and the Dual Skana - as crafting materials.
 * The in-game description does not match the crafting requirements. It says it has an in-built shotgun, but the gun used to build it is a Vasto, which is a revolver. This could be a reference to the Pistol Sword that the Redeemer is based off of.
 * The shotgun on the Redeemer also consists of two barrels -one on each side of the blade- fitted to a drum-like clip akin to that of the Vasto.
 * It is stated in the design council that the Redeemer's design is based on the design of the Tigris shotgun.
 * Unlike most weapons, the Redeemer is twirled through the air into players' hands and back when equipped and unequipped rather than simply be drawn and sheathed.

Bugs

 * Charging the blast with quick-melee and then jumping to cancel it will result in the Redeemer being held in combination with your current weapon.
 * The Redeemer is not properly aligned with the hands of some, if not all Warframe models, causing the already thin handle to clip into the user's hand, giving the appearance that the Redeemer is 'floating'.
 * If a weapon is fired until the magazine is fully depleted, the charged shot and reloading will sometimes happen concurrently. This is most visible with the Tigris, but has also been noted with other primaries.
 * Even though the UI states it has 30 base damage on the throw attack (which is per pellet) quick testing on a nullifier bubble clearly shows an un-modded version dealing 90 damage per pellet.