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…Heavy close-range energy weapon which strikes enemies with bursts of plasma. High damage and moderate rate of fire, quite dangerous for any target within range… – 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 more than 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 2540 53340 4894 3355

Upgrade Information

Level Cost (Ag) Time Damage Cycle
Damage
Burst
DPS
Cycle
DPS
2 100,000 2 hours 2790 58590 5375 3685
3 200,000 5 hours 3070 64470 5915 4055
4 400,000 14 hours 3380 70980 6512 4464
5 2,000,000 1 day 3720 78120 7167 4913
6 4,000,000 1 day 16 hours 4090 85890 7880 5402
7 6,000,000 2 days 20 hours 4500 94500 8670 5943
8 11,000,000 3 days 14 hours 4950 103950 9537 6538
9 17,000,000 4 days 12 hours 5450 114450 10500 7198
10 32,000,000 5 days 5990 125790 11540 7911
11 43,000,000 5 days 8 hours 6590 138390 12696 8704
12 55,000,000 5 days 16 hours 7250 152250 13968 9575
Cost Time
Totals 170,700,000 30 days 11 hours


  • The damage column shows the damage of each individual plasmoid (out of 21 plasmoids)

Mark II Statistics

Purchase Information

Purchase
Level
Purchase
Cost
Damage Cycle
Damage
Burst
DPS
Cycle
DPS
1 500 Au 3050 64050 5876 4028

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 3350 70350 6454 4425
3 200,000 5 hours 3680 77280 7090 4860
4 400,000 14 hours 4060 85260 7822 5362
5 2,000,000 1 day 4460 93660 8593 5891
6 4,000,000 1 day 16 hours 4910 103110 9460 6485
7 6,000,000 2 days 20 hours 5400 113400 10404 7132
8 11,000,000 3 days 14 hours 5940 124740 11444 7845
9 17,000,000 4 days 12 hours 6540 137340 12600 8638
10 32,000,000 5 days 7190 150990 13852 9496
11 42,000,000 5 days 8 hours 7920 166320 15259 10460
12 55,000,000 5 days 16 hours 8700 182700 16761 11491
Cost Time
Totals 170,700,000 30 days 11 hours


  • The damage column shows the damage of each individual plasmoid (out of 21 plasmoids)

Update History

Version Changes
5.3 Clip size increased from 18 plasmoids → 21 plasmoids
5.0 Clip size increased from 12 plasmoids → 18 plasmoids
Plasmoids per shot increased from 2 → 3
Delay between plasmoids decreased from 0.2 seconds → 0.15 seconds
Delay between shots 1.5 seconds → 1.3 seconds
Damage per plasmoid decreased by 29%
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 5.0 balance update?
 
14
 
56
 
29
 
1
 
1
 

The poll was created at 05:13 on April 25, 2019, and so far 101 people voted.


Trivia

  • 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.
  • Prior to the 5.0 update, Redeemer was the only weapon that fired two shots per burst. In 5.0, it was tweaked so it fired three shots per burst, but the individual projectiles' damage was reduced slightly.
  • The Redeemer's current burst fire (3 plasma bolts per burst) no longer fits with it's "special description" (I always strike twice).
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