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Components


…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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Purchase Information
In-Game Cost 10,000 Components or 7,500 Gold
Real Value Icn info for user popup.png $60
Exp Level Icn info for user popup.png 20
Type
Hardpoint Icn info for user popup.png Heavy
Tier Icn info for user popup.png IV
Redeemer.png
Base Statistics Attributes
PilotRankPrivate icon.png Level 1 Energy Energy


WeaponDamage.png Damage 2,550 per plasmoid Manual Manual


WeaponRange.png Range 350 meters Automatic Automatic


WeaponReload.png Reload 5 seconds Magazine Magazine


Capacity 21 plasmoids Energy Energy


Unload 10.9 seconds Energy Energy


Workshop Production Information
1 Day Cost Silver 3 Day Cost Silver
150,000 510,000
Components Components Components Components
60 170


Introduction

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

Strategy

The Redeemer is very similar to the Taran, but has more than twice the power in a single burst at the cost of less ammunition per clip and a slower rate of fire. The Reddemer has a 5-second reload time and a clip that depletes in around 10 seconds. Like the Taran, the Redeemer has a high DPS (Damage per Second), a range of 350 meters, and being a plasma (energy) weapon it bypasses built-in or mounted Ancile shields. Lastly, it features very fast and accurate projectiles.

Good options for this weapon include mounting them on a Fury, Lancelot, Inquisitor, Ao Jun, 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.

Recent meta builds are Behemoth and Ao Jun, since the former has unparalleled firepower of 4 heavy hardpoints, and the latter has stealth and mobility while its abiity is active, avoiding most of the cons of the Redeemer.

Finally, the Raijin, which receives a damage increase of 30% while in Bastion mode, gives the bot 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)

Pros and Cons

Pros

  • Energy attribute allows it to penetrate energy shields
  • High accuracy-damage doesn't decrease the further the target is from the robot
  • Extreme damage per clip (slightly lower than Ember)
  • Extremely good at sustained fighting
  • Short reload
  • Very effective against light robots

Cons

  • Ineffective against physical shields
  • 350-meter range is relatively short
  • Must expose robot for a long time to maximize damage potential
  • Must empty clip before reloading
  • Tends to be hard to aim

Mark I Statistics

Purchase Information

Level Cost Damage Cycle
Damage
Burst
DPS
Cycle
DPS
1 10,000 Components or 7,500 Gold 2550 53550 4913 3368

Upgrade Information

Level Cost AgIcon.png Time Damage Cycle
Damage
Burst
DPS
Cycle
DPS
2 100,000 2 hours 2800 58800 5394 3698
3 200,000 5 hours 3080 64680 5934 4068
4 400,000 14 hours 3390 71190 6531 4477
5 2,000,000 1 day 3730 78330 7186 4926
6 4,000,000 1 day 16 hours 4100 86100 7899 5415
7 6,000,000 2 days 20 hours 4510 94710 8689 5957
8 11,000,000 3 days 14 hours 4960 104160 9556 6551
9 17,000,000 4 days 12 hours 5460 114660 10519 7211
10 32,000,000 5 days 6010 126210 11579 7938
11 43,000,000 5 days 8 hours 6510 136710 12542 8598
12 55,000,000 5 days 16 hours 7270 152670 14006 9602
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

Level Cost Damage Cycle
Damage
Burst
DPS
Cycle
DPS
1 500 Gold 7270 152670 14006 9602

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

Upgrade Information

Level Cost AgIcon.png Time Damage Cycle
Damage
Burst
DPS
Cycle
DPS
2 2,000,000 1 day 7400 155400 14257 9774
3 4,000,000 2 days 7530 158130 14507 9945
4 8,000,000 3 days 7660 160860 14758 10117
5 19,500,000 3 days 7790 163590 15008 10289
6 19,500,000 3 days 7920 166320 15259 10460
7 19,500,000 3 days 8050 169050 15509 10632
8 19,500,000 3 days 8180 171780 15760 10804
9 19,500,000 3 days 8310 174510 16010 10975
10 19,500,000 3 days 8440 177240 16261 11147
11 19,500,000 3 days 8570 179970 16511 11319
12 19,500,000 3 days 8700 182700 16761 11491
Cost Time
Totals 170,000,000 30 days


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

Update History

Version Changes
6.3.0 now pairs better with Taran (ammo: 21 → 32; particles per burst: 3 → 4; damage per particle: ↓ 45%)
6.0.1 Workshop Prices Changed (Ag/Components): 1 day; 200,000/60⟶150,000/60
3 day; 660,000/170⟶510,000/170
Now available for 7,500 gold (can still be produced via Workshop 2.0)
5.3.0 Clip size increased from 18 plasmoids → 21 plasmoids
5.0.0 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
4.5.0 Total Upgrade Cost: 135,700,000 Ag⟶170,700,000 Ag
4.3.0 Damage increased by 14%
4.1.0 Bug fix: Projectiles can no longer phase through enemy targets with a mass (wall, hill, etc.) behind them
4.0.0 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


Trivia

  • The shape of the Redeemer 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).
  • The Redeemer is one of the weapons in the game that got no nerfs throughout the years. It used to be an extremely underestimated weapon which was rarely used.
  • Prior to version 5.3, the clip capacity of the Redeemer has been more than doubled, rising from a mere 10 shots to 21.
  • There is a bug, that makes the Redeemer reload much slower (almost double its reload time) and has a glitched reload animation on the test server.

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