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



Introduction

The Redeemer is a 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.

Mounting Options

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. The Lancelot or Inquisitor along with 2 Tarans due to the synergy between the two 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 (approximately) 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.

Base Stats

Purchase
Level
Damage Purchase
Cost
Burst DPS Cycle Damage Cycle DPS
1 3010 10,000 Components 3843 36120 2508
  • This table shows the damage of each individual plasmoid.

Upgrade Details


Standard

Level Damage Cost (Ag) Time Burst DPS Cycle Damage Cycle DPS
2 3310 24,000 11 minutes 4226 39720 2758
3 3640 (+10%) 48,000 1 hour 4647 43680 3033
4 4000 (+10%) 96,000 2 hours 5106 48000 3333
5 4400 (+10%) 480,000 8 hours 5617 52800 3667
6 4830 (+10%) 960,000 17 hours 6166 57960 4025
7 5310 (+10%) 1,900,000 1 day 9 hours 6779 63720 4425
8 5830 (+10%) 3,600,000 1 day 18 hours 7443 69960 4858
9 6410 (+10%) 7,200,000 2 days 2 hours 8183 76920 5342
10 7040 (+10%) 12,000,000 2 days 13 hours 8987 84480 5867
11 7740 (+10%) 19,000,000 3 days 11 hours 9881 92880 6450
12 8500 (+10%) 31,000,000 4 days 18 hours 10851 102000 7083
  • This table shows the damage of each individual plasmoid.


Mark II

Level Damage Cost Burst DPS Cycle Damage Cycle DPS
1 3620 500 Au 4621 43440 3017
  • This table shows the damage of each individual plasmoid.
Level Damage Cost (Ag) Time Burst DPS Cycle Damage Cycle DPS
2 3980 24,000 11 minutes 5081 47760 3317
3 4370 (+10%) 48,000 1 hour 5579 52440 3642
4 4800 (+10%) 96,000 2 hours 6128 57600 4000
5 5270 (+10%) 480,000 8 hours 6728 63240 4392
6 5790 (+10%) 960,000 17 hours 7391 69480 4825
7 6360 (+10%) 1,900,000 1 day 9 hours 8119 76320 5300
8 6990 (+10%) 3,600,000 1 day 18 hours 8923 83880 5825
9 7680 (+10%) 7,200,000 2 days 2 hours 9804 92160 6400
10 8440 (+10%) 12,000,000 2 days 13 hours 10774 101280 7033
11 9280 (+10%) 19,000,000 3 days 11 hours 11847 111360 7733
12 10200 (+10%) 31,000,000 4 days 18 hours 13021 122400 8500
  • This table shows the damage of each individual plasmoid.


Update History

Version Changes
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


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 similarly represents Zeus