Redeemer Prime

Redeemer Prime is the Primed variant of the , acting as a direct upgrade. It was released alongside and .
==Characteristics==
*This weapon deals primarily damage with swinging attacks and damage with gunblade shots.
*Stance slot has polarity, matching and stance.
*Gunblade shots functions similarly to a shotgun, firing multiple pellets simultaneously.
**Shots have innate damage.
**Innate multishot of 10 pellets.
**Innate 1 meter punch through.
**Shots have a chance to either stagger or knockdown enemies.
**Firing within 4 meters of an enemy will ragdoll them.
**Shots do not use ammo.
**Has linear damage falloff from 100% to 6.25% from 10m to 30m target distance (distances are affected by Projectile Speed, for melee weapons only via ).
**Zero damage - cannot benefit from .
**Alarming.
*Two innate polarities.
==Acquisition==
==Notes==
*The Melee combo counter will increase by 5 for each enemy hit by the shotgun blast, regardless of how many pellets actually connect with each target. Hitting multiple targets via shotgun spread or punch through will increase the counter by five times the number of enemies hit.
** synergizes very well with this, doubling the combo counter amount granted by each hit. (Though, it is currently bugged to do 4x the base combo, resulting in 20 combo per enemy hit instead of the supposed 10.)
**Due to this, and the fact that hitting an enemy with the blade part of the weapon will also build the combo, it is occasionally possible to get a combo count of 221. This will not effect the heavy damage multiplier as it will still max out at 12.
*If a shot is performed at "point blank" range, the 4m ragdoll effect will often move the target out of harm's way.
*Heavy attack shots performed outside of the "point blank" range of 4m have a guaranteed impact proc for each pellet.
*Using a negative range melee Riven Mod will affect both the melee range and shots for the redeemer. However the 4m ragdoll remains constant.
*Using a Riven Mod with a negative physical damage modifier such as -Slash will not affect damage dealt by shotgun blasts.
*Finishers on enemies have silenced and unsilenced variants, depending on the enemy type and position the finisher was initiated on. On humanoid enemies, stealth finishers from behind will result in a blade slash and be silent, however finishers from the front will discharge the shotgun blast and alert nearby enemies. Finishers on enemies who are knocked down will also discharge the weapon in a similar manner so if stealth is preferred always go for rear finishers.
*Despite shots alarming enemies, they won't break 's .
==Bugs==
*Ingame, the Heavy Attack damage displayed is 1,060, the actual value is 3,200 however.
**The displayed Heavy Attack damage is a 5x multiplier of the Redeemer Prime's 212 base damage, the actual value is only a 4x multiplier from the Redeemer Prime's shot damage of 800.
==Gallery==
MesaPrimeAccessPoster.jpg
File:Enrico-santi-enrico-santi-redeemerprime1.jpg
File:Marco-hasmann-mh-redeemer-prime-final.jpg
File:Marco-hasmann-mh-redeemer-prime-second-pass.jpg
File:Marco-hasmann-mh-redeemer-prime-sketches.jpg
==Media==
Redeemer Prime Is INSANE Now (NO Riven Setup!)
Warframe OVERPOWERED COMBO FOR IVARA PRIME-0
Redeemer Prime Build - The Bladed Scattershot 2021 (Guide) - Warframe
==Patch History==
==See Also==
*, the original counterpart of this weapon.
de:Redeemer Prime
es:Redeemer Prime
pt:Redeemer Prime
fr:Redeemer Prime
Category:Update 24
Category:Weapons
Category:Melee Weapons
Category:Prime
Category:Prime Weapons
Category:Gunblade
Category:Blast Damage Weapons
uk:Визволитель-прайм