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…I always strike twice: first right on the head, and second on the coffin lid… – in-game description



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Introduction

The Redeemer is a close-range (up to 350 meters) heavy energy weapon.

Strategy

This weapon being a plasma (energy) weapon allows it to bypass built-in or mounted Ancile shields. The Redeemer can quickly destroy a light robot and can cause severe damage to medium and heavy robots.

This weapon is similar to the Taran, having almost twice the power in a single burst, but at the cost of less ammunition per clip and a slower rate of fire. Also having a 5-second reload time, and a clip that can be depleted in around 10 seconds. The Redeemer, like the Taran, has a high DPM (Damage per Minute) and a range of 350 meters. Lastly, it features very fast and accurate projectiles.

Good options for this weapon include mounting them on a Fury, Lancelot, Inquisitor, or the Raijin. The Fury can fire with 3 of them which allows for destructive energy damage. However, the Fury’s large size, slow speed and lack of shielding makes it vulnerable as a brawler.

The Lancelot or Inquisitor along with 2 Tarans are also viable setups due to the synergy between the two types of weapons. The former using it's Rush ability to get in range, along with its built-in physical frontal shield giving it staying power. The latter using Descend to close in quickly and deal tremendous plasma damage without fear of retaliation.

Finally, the Raijin, which receives a damage increase of 30% while in Bastion mode, allowing for the firepower equivalent of 2.6 Redeemers along with a physical shield, at the cost of being stationary. Mounting 4 of them on a Butch is not recommended as the Quick Draw ability cooldown is much slower than the Redeemer's unload time, as well as the fact that its large size and average health make it unsuitable as a brawler. Although it does less damage than the Ember and cannot ignore physical shields, it does deal damage in significantly less time per barrage, and is cheaper to obtain. However, pilots must be aware of its slow firing speed which can lead to poor accuracy, especially when being circled or against fast-moving targets (e.g Pursuer)


Mark I Statistics

For equipment purchased before Update 4.0, upgrade times can be found here.

Purchase Information

Purchase
Level
Purchase
Cost
Damage Cycle
Damage
Burst
DPS
Cycle
DPS
1 10,000 Components 3560 42720 4545 2967

Upgrade Information

Level Cost (Ag) Time Damage Cycle
Damage
Burst
DPS
Cycle
DPS
2 100,000 2 hours 3980 47760 5081 3317
3 200,000 5 hours 4400 52800 5617 3667
4 400,000 14 hours 4820 57840 6153 4017
5 2,000,000 1 day 5240 62880 6689 4367
6 4,000,000 1 day 16 hours 5760 69120 7353 4800
7 6,000,000 2 days 20 hours 6380 76560 8145 5317
8 11,000,000 3 days 14 hours 7010 84120 8949 5842
9 17,000,000 4 days 12 hours 7640 91680 9753 6367
10 32,000,000 5 days 8380 100560 10698 6983
11 43,000,000 5 days 8 hours 9220 110640 11770 7683
12 55,000,000 5 days 16 hours 10160 121920 12970 8467
Cost Time
Totals 170,700,000 30 days 11 hours


  • The damage column shows the damage of each individual plasmoid (out of 12 plasmoids)

Mark II Statistics

Purchase Information

Purchase
Level
Purchase
Cost
Damage Cycle
Damage
Burst
DPS
Cycle
DPS
1 500 Au 4270 51240 5451 3558

Note: Level 12 Mark I is required to upgrade (purchase) to Mark II.

Upgrade Information

Level Cost (Ag) Time Damage Cycle
Damage
Burst
DPS
Cycle
DPS
2 100,000 2 hours 4780 57360 6102 3983
3 200,000 5 hours 5280 63360 6740 4400
4 400,000 14 hours 5780 69360 7379 4817
5 2,000,000 1 day 6290 75480 8030 5242
6 4,000,000 1 day 16 hours 6910 82920 8821 5758
7 6,000,000 2 days 20 hours 7660 91920 9779 6383
8 11,000,000 3 days 14 hours 8410 100920 10736 7008
9 17,000,000 4 days 12 hours 9170 110040 11706 7642
10 32,000,000 5 days 10060 120720 12843 8383
11 42,000,000 5 days 8 hours 11060 132720 14119 9217
12 55,000,000 5 days 16 hours 12190 146280 15562 10158
Cost Time
Totals 170,700,000 30 days 11 hours


  • The damage column shows the damage of each individual plasmoid (out of 12 plasmoids)

Update History

Version Changes
4.8.0 Total Upgrade Time: 37 days 30 minutes⟶30 days 11 hours
4.7.0 Damage increased by 5%
Total Upgrade Time: 45 days 17 hours⟶37 days 30 minutes
4.5 Economy Changes:
Total Upgrade Cost: 135,700,000 Ag⟶170,700,000 Ag
4.3 Damage increased by 14%
4.1 Bug fix: Projectiles can no longer phase through enemy targets with a mass (wall, hill, etc.) behind them
4.0 Economy Changes (July 5):
Value (USD): $100⟶$75
Total Upgrade Cost: 76,308,000 Ag⟶135,700,000 Ag
Total Upgrade Time: 17 days 3 hours 11 minutes⟶45 days 17 hours
3.7.0 Delay between shots reduced from 2 to 1.5 seconds
Damage per shot reduced by 13% (level 12 from 9770 to 8500 per plasmoid)
Ammo capacity increased from 10 to 12 plasmoids
3.5.0 Weapon was added to the game


Poll

What balance change does the Redeemer need after the 4.7.0 update (+5% damage)?
 
2
 
12
 
3
 
0
 
0
 

The poll was created at 00:46 on February 20, 2019, and so far 17 people voted.


Trivia

  • The Redeemer is the only weapon that fires two shots a burst. The second burst is fired 1/4th of a second after the first shot.
  • The shape is similar to the Zeus.
  • It was able to be won through the Halloween 2018 event, but only parts at a time.
  • The definition of redeem is to compensate for the faults or bad aspects of something.
  • It has the second slowest unload speed of all energy weapons, falling behind the Ember and Taran, with 9.4 seconds compared to their 10 seconds.