Charged shot is silent. (currently bugged, only silent if it does not hit a target)
Benefits from stealth damage multiplier.
Charged shot fires 2 bursts making it effective against nullifier bubbles.
Enemies hit by the shot have a chance to be stunned for a moment, while enemies on close range will be ragdolled. Ragdoll affects all nearby enemies up to 4m.
Does not use ammunition.
Channeling affects the charged shot.
Status chance is not divided between bullets, unlike the Redeemer, although the status chance is still average.
Charged shots have damage falloff.
Charged shots have a wide spread.
Low critical chance.
Attacks are queued which can result in the player stopping the combo before the final attack animation yet the weapon will continue the animation into the gunshot, which makes the player vulnerable to attack.
Jumping is impossible until the charging shot animation has fully finished.
This weapon has innate punch through on its charge attack when firing through enemies and non-terrain objects, i.e. Grineer Blunts.
It appears that the pellets from the shot seek targets within 50m, and inside the reticle. (Needs to be confirmed)
The 'Shot' for this weapon will always fire 2 bursts in quick succession regardless of it is a charge attack or a stance combo shot.
The varying pellets also apply to stance combos. Currently, tested values for High Noon show:
'Vagabond Blitz' - 3rd attack has 5 pellets
'Final Showdown' - 3rd attack has 5 pellets
'Desperado Zeal' - 4th attack has 5 pellets, 5th has 2-3
Unlike the Redeemer's charged attack which treats the pellets like shotgun blasts, the Sarpa's does not. This means that each pellet has the listed status chance, not divided between them, which means against single targets the Sarpa can deal far more status effects in a short period.
It can be used to more quickly bring down heavily armored enemies like the Grineer quicker, at least in non-stealth situations.