Striking with massive twin blades, the Redeemer fires the killing blow with its built-in shotgun.
The 救贖者 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.
Enemies hit by the shot have a chance to be stunned for a moment, while enemies on close range will be ragdolled.
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 75 Blast damage without mods.
Relatively high stamina consumption
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.
While using a primary or secondary weapon, holding E will discharge a charged shot from the weapon, while spamming the melee button will use normal attacks. Likewise, When equipping the Redeemer, holding E will discharge the shotgun, however the final attack in its animation will also automatically discharge the weapon.
Unlike the Glaive or other throwing weapons, the Redeemer's ranged attack does not leave the user unable to use the weapon for several seconds, as the Redeemer never leaves the user's hands. Rapidly switching between ranged and melee attacks is thus possible with the Redeemer.
The Redeemer's shotgun blast shoots 10 pellets, each dealing the listed 75 thrown damage, giving the charged shot a total combined base damage of 750.
The Redeemer can be fired while sprinting unlike Primary and Secondary weapons. Charging the weapon to do so will momentarily slow the Warframe down at the start of the charge before resuming full sprint.
Surprisingly, the shotgun blast is silent, making it effective for stealth gameplay.
Unlike guns, the shotgun blast will not make a Volatile Runner explode on death, due to it being a melee weapon.
The Redeemer does not have an ammo limitation, so the shotgun can be fired as much as desired.
Firing the shotgun does not invalidate the "The Sword Alone" achievement.
Additionally, the Redeemer's shotgun will contribute to the "Swordsman" sub-mission.
The charge attack function is affected by attack speed mods and Warframe abilities.
The maximum range of the charged attack is affected by Reach.
Channeling the shotgun shot will consume energy for each enemy hit per pellet, ex. If shooting 1 enemy and 3 pellets hit, it will take away 3*(energy cost) so a standard channeling efficiency weapon will take away 15 energy if 3 shots hit.
While the Redeemer has a very low listed Status and Critical Chance, the shotgun blast calculates the chances for both individually for each pellet, thus making the weapon's actual Status and Critical Chance with its ranged charged attack much higher than listed.
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.
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'.