Deal double-bladed, double-barreled death with this primed gunblade.

Redeemer Prime is the Primed variant of the TnoGunblade.png Redeemer, acting as a direct upgrade. It was released alongside MesaPrimeIcon272.png Mesa Prime and AkjagaraPrime.png Akjagara Prime.


Characteristics[edit | edit source]

This weapon deals primarily Slash b.svg Slash damage.

Advantages:

  • Second highest high base damage of all gunblades, behind Stropha.png Stropha.
  • Second highest critical chance and critical multiplier of all gunblades, behind Stropha.
  • Highest status chance of all gunblades.
    • Synergizes with Mod TT 20px.pngCondition Overload, as each pellet has a chance of procing a status effect.
    • Synergizes with Mod TT 20px.pngHealing Return as the first shot allows for healing and each of the 10 pellets can heal a separate instance of health.
  • Gunblade shots functions similarly to a shotgun, firing out 10 pellets at once.
    • Shots have innate Blast b.png Blast damage – effective against Machinery and Fossilized.
    • Shots have a chance to either stagger or knockdown enemies.
    • Firing within 4 meters of an enemy will ragdoll them.
    • Shots do not use ammo.
    • Shots have innate punch through.
  • Innate two Madurai Pol.svg polarities.

Disadvantages:

Comparisons:

Acquisition

Redeemer Prime's main and component blueprints are acquired from the following Void Relics.

Blueprint BladeBlade HandleHandle
Lith B6 Uncommon (V)
Lith D2 Uncommon (V)
Meso B4 Uncommon (V)
Neo C1 Uncommon (V)
Neo Z4 Uncommon (V)
Axi G2 Uncommon (V)
Lith L2 Common (V)
Lith M5 Common (V)
Meso Z2 Common (V)
Neo G2 Common (V)
Neo N10 Common (V)
Neo P1 Common (V)
Neo S12 Common (V)
Neo T3 Common (V)
Neo R3 Rare (V)
Neo R4 Rare (V)
Axi R2 Rare (V)
Axi R3 Rare (V)
Lith, Meso, Neo, and Axi refer to Void Relics  |  (V) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic

Manufacturing Requirements
Credits64.png
15,000
Blade
1
Handle
1
OrokinCell64.png
15
Time: 12 hrs
Rush: Platinum64.png 50
MarketIcon.png Market Price: Platinum64.png N/A Blueprint2.svg Blueprints Price:N/A

Notes[edit | edit source]

  • The Melee combo counter will increase by 5 for each enemy hit by the shotgun blast, regardless of how many pellets actually connect with each target. Hitting multiple targets via shotgun spread or punch through will increase the counter by five times the number of enemies hit.
    • Mod TT 20px.pngTrue Punishment synergizes very well with this, doubling the combo counter amount granted by each hit. (Though, it is currently bugged to do 4x the base combo, resulting in 20 combo per enemy hit instead of the supposed 10.)
    • Due to this, and the fact that hitting an enemy with the blade part of the weapon will also build the combo, it is occasionally possible to get a combo count of 221. This will not effect the heavy damage multiplier as it will still max out at 12.
  • If a shot is performed at "point blank" range, the 4m ragdoll effect will often move the target out of harm's way.
  • Heavy attack shots performed outside of the "point blank" range of 4m have a guaranteed impact proc for each pellet.
  • Using a negative range melee Riven Mod will affect both the melee range and shots for the redeemer. However the 4m ragdoll remains constant.
  • Using a Riven Mod with a negative physical damage modifier such as -Slash will not affect damage dealt by shotgun blasts.
  • Finishers on enemies have silenced and unsilenced variants, depending on the enemy type and position the finisher was initiated on. On humanoid enemies, stealth finishers from behind will result in a blade slash and be silent, however finishers from the front will discharge the shotgun blast and alert nearby enemies. Finishers on enemies who are knocked down will also discharge the weapon in a similar manner so if stealth is preferred always go for rear finishers.
  • Despite shots alarming enemies, they won't break IvaraIcon272.png Ivara's Prowl130xDark.png Prowl.

Tips[edit | edit source]

Weapon Loadouts[edit source]

Bugs[edit | edit source]

  • Ingame, the Heavy Attack damage displayed is 1,060, the actual value is 3,200 however.
    • The displayed Heavy Attack damage is a 5x multiplier of the Redeemer Prime's 212 base damage, the actual value is only a 4x multiplier from the Redeemer Prime's shot damage of 800.

Gallery[edit | edit source]

Media[edit | edit source]

Redeemer Prime Skins

Patch History[edit | edit source]

Update 27.4

  • Fixed icons for the Redeemer Prime showing blue energy instead of the intended orange.

Update 27.3

  • Increased Status Chance for the Gunblade type weapons to match new Shotgun Status Chance values.
    • (Undocumented) Increased status chance per projectile for heavy attacks from 3% to 9%.
  • Fall Off increased from 20-40m to 10-30m.

Update 27.2

  • Fixed ugly and busted blast FX for the Redeemer Prime.

Update 26.0
Actual patch notes made a mistake on new range.

  • Damage increased from 80 to 212.
  • Range increased from 0.5 to 2.
  • Status Chance increased from 28% to 30%.
  • Critical Chance increased from 16% to 24%.
  • Slam Attack increased from 80 to 636.
  • Slide Attack increased from 240 to 424.
  • Parry Angle set to 45.

Update 25.7

  • Tweaked the Redeemer and Redeemer Primes equipped position so it sits more in Warframes' hand.
  • Fixed incoming fire interrupting Gunblade charge attacks.
  • Fixed Ash’s Rising Storm combo building much faster than intended due to an interaction with Relentless Combo and a Gunblade weapon.

Update 24.4

  • Fixed issue where Redeemer and Redeemer Prime charged attacks had no Critical Chance.

Hotfix 24.2.2

  • Introduced.

Last updated: Update 26.0

See Also[edit | edit source]

  • TnoGunblade.png Redeemer, the original counterpart of this weapon.
Community content is available under CC-BY-SA unless otherwise noted.