“You're not supposed to be in here! You're going to ruin the surprise!” The following section contains spoilers.
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The Shedu is a Sentient Assault Rifle Arm-Cannon that fires Heat beams that explode in a 6.6-meter radius on impact with
Electricity damage and sports an ammo-less recharge capacitor. It also releases a 20-meter pulse when expending all ammo which staggers enemies with an
Impact proc and also removes Sentient damage resistances.
Characteristics[edit | edit source]
This weapon deals Heat damage.
Advantages:
- Shots have innate
Heat damage – effective against Cloned Flesh, Infested, and Infested Flesh.
- High critical chance and status chance.
- Above-average critical multiplier.
- Shots explode in a 6.6-meter radius after impacting a surface or enemy.
- Explosion has innate
Electricity damage – effective against Machinery and Robotic.
- Explosion can benefit from
Cautious Shot.
- Explosion has innate
- Fully depleting the magazine produces a 20-meter pulse that staggers nearby enemies with a guaranteed
Impact proc and removes Sentient and Shadow Stalker damage resistances.
- Does not use ammo pickups; ammo regenerates over time.
- Has a 1-second delay after the pulse before ammo begins to regenerate. If there are still rounds left, the delay is 0.4 seconds instead.
- Regenerates 28 ammo per second; takes 0.25 seconds to regenerate a fully depleted battery excluding the delay.
- Has a 1-second delay after the pulse before ammo begins to regenerate. If there are still rounds left, the delay is 0.4 seconds instead.
- Able to perform actions limited to secondary weapons, such as carrying objects or firing during bleedout.
- Innate two
polarities.
Disadvantages:
- Shots have innate
Heat damage – less effective against Proto Shields.
- Explosion has innate
Electricity damage – less effective against Alloy Armor.
- Explosion inflicts self-stagger.
- Explosion has linear damage falloff from 100% to 40% from central impact.
- Explosion range cannot be increased with
Firestorm (
Primed) and
Amalgam Furax Body Count.
- Projectiles have travel time.
- Small magazine size of 7 rounds.
Acquisition
The weapon blueprint is given to the player at the end of the Erra quest. Additional blueprints can be bought from Cephalon Simaris for 100,000.
The Shedu's components are rare drops from Symbilysts found in Sentient Anomalies that appear in the Veil Proxima during Empyrean missions. The ship occupies one random node for 30 minutes, indicated by a red flashing symbol, then rotates to a different node. Symbilysts were also found in Operation: Scarlet Spear and Operation: Orphix Venom. The parts can be traded between players.
Drop | Chance | Expected | Nearly Guaranteed |
---|---|---|---|
Barrel | 1% | 208 – 209 kills | 825 ± 229 kills |
Chassis | 1% | ||
Handle | 1% | ||
Receiver | 1% |
Expected refers to total number of attempts a player can expect to need in order to receive at least one of each drop associated with the respective values.
Nearly Guaranteed refers to the total number of attempts a player needs to obtain a 99%, 99.9%, and 99.99% probability to receive at least one of each drop associated with the respective values.
For more detailed definitions and information on how these number were obtained, visit here.
Manufacturing Requirements | |||||
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![]() 30,000 |
![]() 1 |
![]() 1 |
![]() 1 |
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Time: 24 hrs |
Rush: ![]() | |||||
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Notes[edit | edit source]
- The Shedu uses rifle mods.
- The Shedu's particle effects can make it very difficult to aim. To offset this, players may either change the Shedu's energy color to black or reduce particle density altogether via the Options menu.
- Unlike some other explosive/area-of-effect weapons such as
Penta and
Ogris, and more like
Astilla, the explosions made by shots from Shedu do not penetrate obstacles such as walls, floors and objects. thus, making it a bit trickier to utilize the full potential of its high radial attack range.
- The discharge explosion can be exploited by tapping the fire button quickly after the weapon drains, allowing the player to emit 3 more pulses in quick succession before the auto regeneration starts. Increasing the fire rate will boost the number of pulses able to be given off before the recharge happens, and increasing reload speed increases the window for when these extra pulses can be given off.
- It is unknown if this is a bug or intentional but is likely due to the fact that a pulse happens when you click the fire button and the weapon cannot be fired (aka the clip is empty), and since the weapon must fully regenerate before you can fire again there is a window where you can click again.
Tips[edit | edit source]
- As the
Heat and
Electricity damage portions are separate from one another, the Shedu can get a combination of
Gas and
Corrosive with only a
Toxin damage mod.
- A max rank
Fast Hands with no additional fire rate sources will allow for a bottomless magazine due to the short delay on the battery recharge. This prevents the radial pulse effect, however.
Trivia[edit | edit source]
- Shedu is an Assyrian guardian deity. The term also means demon or insanity in several other languages.
- After the
Miter, the Shedu is the second ever weapon to use a Chassis as a component. Beyond these two, only Warframes use Chassis as a manufacturing requirement.
- Due to the way the Shedu is attached to the Warframe model, certain visual effects on the Warframe will also cover the Shedu. These include
Iron Skin,
Parasitic Link, Bloodshed Sigil , and certain Ephemeras.
- The Shedu is currently the only weapon that always appears invisible when holstered.
- Despite being of Sentient design the weapon does not actually deal any
Tau damage.
- Curiously, it also has the ability to remove any Sentient's damage immunities.
Media[edit | edit source]
Patch History[edit | edit source]
- Fixed being forced to drop the Datamass when swapping to the Shedu.
- Fixed the Shedu not using the Heavy Weapon aim poses.
- Increased the size of the Shedu explosion FX to better visually represent its radius.
- Fixed ability to equip the Mending Shot Mod on the Shedu. Mending Shot is a Rifle (no AOE) Mod.
- Reduced Shedu’s projectile brightness FX.
- Fixed several script errors that could occur when transitioning to a new area while carrying the Shedu.
- The Shedu has been given explosion FX tweaks for visual and performance improvement.
- Fixed ability to trigger the Shedu’s radial explosion multiple times during its cooldown.
- Fixed the Shedu reload FX being visible while invisible.
- Fixed inability to Chat link Shedu and its parts.
Hotfix 27.2.2
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Shedu: 60%
- Decreased the distance to point of impact that Self Stagger is inflicted with the Shedu due to having a large AoE range.
- Self Damage Changes
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:
- Shedu
In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
- Fixed Wisp's Agile animation not idling properly when the Shedu is equipped.
- Removed the slight red tint that was always displayed on the Shedu glow, no matter your Energy color choices.
- The Shedu Blueprint has been added to Cephalon Simaris’ Lost & Found Offerings (only after acquisition Quest completion).
- Shedu now uses its clip mesh when disarmed (the whole gun is too big!)
- Added pickup text to Shedu.
- Fixed Wisp's movement when equipped with the Shedu.
- Fixed an issue where the Shedu would get stuck after regenerating ammo.
- Fixed the Shedu being unable to use Projectile-based Mods (Speed, etc).
- (Undocumented) Introduced.
Last updated: Update 27.0