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“Market forces dictate that you need to evolve or die.”
Redeemer Prime is Vaulted.
The Void Relics for this item have been removed from the drop tables and do not drop during missions at this time. Check the current Prime Resurgence rotation to see if Varzia offers relics for this item. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or traded between players.

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

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


Characteristics[]

  • This weapon deals primarily DmgSlashSmall64 Slash damage with swinging attacks and DmgBlastSmall64 Blast damage with gunblade shots.
  • Stance slot has Madurai Pol polarity, matching Mod TT 20px Bullet Dance and Mod TT 20px High Noon stance.
  • Gunblade shots functions similarly to a shotgun, firing multiple pellets simultaneously.
    • Shots have innate DmgBlastSmall64 Blast damage.
    • Innate multishot of 10 pellets.
    • Innate 1 meter punch through.
    • 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.
    • Has linear damage falloff from 100% to 6.25% from 10m to 30m target distance (distances are affected by Projectile Speed, for melee weapons only via Mod TT 20px Jet Stream).
    • Zero DmgImpactSmall64 Impact damage - cannot benefit from Mod TT 20px Shattering Impact.
    • Alarming.
  • Two innate Madurai Pol polarities.

Advantages over other Melee weapons (excluding modular weapons):

  • Second highest base damage of all gunblades, behind Stropha Stropha.
  • Second highest critical chance and critical multiplier of all gunblades, behind Stropha.
  • Second highest status chance of all gunblades, behind Vastilok Vastilok.
    • Synergizes with Mod TT 20px Condition Overload, as each pellet has a chance of procing a status effect.
    • Synergizes with Mod TT 20px Healing Return as the first shot allows for healing and each of the 10 pellets can heal a separate instance of health.
  • Normal Attack (wiki attack index 1)
    • Above average crit chance (24.00%)
    • Above average status chance (30.00%)
    • Above average crit multiplier (2.20x)
  • Ranged Attack (wiki attack index 2)
    • Above average crit chance (24.00%)
    • High total damage (800)
    • High attack speed (2.50x animation speed)
    • Very high average number of crits per shot (2.4)
    • Very high average number of procs per shot (10.9)

Disadvantages over other Melee weapons (excluding modular weapons):

  • Normal Attack (wiki attack index 1)
    • Low attack speed (0.92x animation speed)
    • Low attack range (2.00 m)
    • Very low disposition (●○○○○ (0.60x))
  • Ranged Attack (wiki attack index 2)
    • Below average active falloff slope (21.3m/%)
    • Below average maximum falloff distance (30.0 m)
    • Very low status chance (9.00%)
    • Very low disposition (●○○○○ (0.60x))

Comparisons:

  • RedeemerPrime Redeemer Prime (Ranged Attack), compared to Redeemer Redeemer (Ranged Attack):

Acquisition[]

Lith, Meso, Neo, and Axi refer to Void Relics  |  (V) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic
Redeemer Prime's Relic Drops
Handle RedeemerPrime Blueprint Blade
AxiRelicIntact Axi R2 Rare (V)
AxiRelicIntact Axi R3 Rare (V)
LithRelicIntact Lith R1 Rare (V)
NeoRelicIntact Neo R3 Rare (V)
NeoRelicIntact Neo R4 Rare (V)
NeoRelicIntact Neo R5 Rare (V)
AxiRelicIntact Axi G2 Uncommon (V)
AxiRelicIntact Axi M4 Uncommon (V)
LithRelicIntact Lith B6 Uncommon (V)
LithRelicIntact Lith D2 Uncommon (V)
MesoRelicIntact Meso B4 Uncommon (V)
MesoRelicIntact Meso B7 Uncommon (V)
NeoRelicIntact Neo C1 Uncommon (V)
NeoRelicIntact Neo Z4 Uncommon (V)
LithRelicIntact Lith D5 Common (V)
LithRelicIntact Lith L2 Common (V)
LithRelicIntact Lith M5 Common (V)
LithRelicIntact Lith N9 Common (V)
MesoRelicIntact Meso Z2 Common (V)
NeoRelicIntact Neo G2 Common (V)
NeoRelicIntact Neo N10 Common (V)
NeoRelicIntact Neo P1 Common (V)
NeoRelicIntact Neo S12 Common (V)
NeoRelicIntact Neo T3 Common (V)


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
15,000
GenericWeaponPrimeBlade
1
GenericWeaponPrimeHilt
1
OrokinCell
15
Time: 12 Hour(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price:N/A

Notes[]

  • 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 True 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 Ivara's Prowl130xWhite Prowl.

Bugs[]

  • 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[]

Media[]

Redeemer Prime Skins

Edit

Patch History[]

Update 27.4 (2020-05-01)

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

Update 27.3 (2020-03-24)

  • 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 (2020-03-05)

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

Update 26.0 (2019-10-31)
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 (2019-08-29)

  • 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 (2019-03-08)

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

Hotfix 24.2.2 (2018-12-18)

  • Introduced.

Last updated: Update 26.0 (2019-10-31)

See Also[]

  • Redeemer Redeemer, the original counterpart of this weapon.
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