warframe

CODEX
Deliver a massive punch with each blast of this shotgun, or launch a round that explodes mid-air knocking down nearby enemies.

The Corinth is a large Tenno designed shotgun, featuring two firing modes. The primary fire is a powerful buckshot supported by incredible critical stats, while the Alternate Fire launches a grenade projectile that creates an 9.4-meter explosion after traveling for 20 meters in midair possessing high status chance.

Characteristics

Advantages over other Primary weapons (excluding modular weapons):

Disadvantages over other Primary weapons (excluding modular weapons):

See WARFRAME Wiki:Stat Comparison/Percentiles for more details.


Comparisons:

Acquisition

The Corinth's blueprint can be purchased from the Market.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
20,000
NitainExtract Nitain Extract
2
AlloyPlate Alloy Plate
13,000
Gallium Gallium
6
Cryotic Cryotic
725
Time: 12 Hour(s)
Rush: PlatinumLarge 40
MarketIcon Market Price: PlatinumLarge 240 Blueprint2 Blueprints Price:Credits25,000

Notes

Tips

Trivia

Bugs

Media

Corinth Skins

Edit

Patch History

Hotfix 32.1.3 (2022-11-08)

  • Fixed the Corinth using 3 rounds of ammo per alt-fire shot instead of the intended 1.

Hotfix 32.0.7 (2022-09-28)

  • Fixed the following weapons not correctly playing their intended animations between shots:
    • Corinth - Fixed the slide pump playing with no sound FX

Update 32.0 (2022-09-07)

Ammo Changes

We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.

Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.

Primary Weapon Ammo Pick Up Overrides

15 Ammo per Pick Up:

  • Corinth

Many weapons have also had their maximum ammo capacity adjusted.

Primary Weapons:

  • Corinth: From 132 to 135
Headshot Damage Changes

During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.

Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.

  • Radial damage no longer gains extra headshot damage or triggers headshot conditions.
    • This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.

Update 30.5 (2021-07-06)

  • Fixed shells not ejecting correctly from the Corinth while aiming.

Hotfix 28.0.1 (2020-06-11)

  • Fixed Corinth Air Burst Alt Fire Status Chance stat UI displaying a value less than expected.

Update 28.0 (2020-06-11)

Hotfix 27.3.13 (2020-04-14)

  • Fixed the Corinth Alt fire grenades shooting out sideways.

Update 27.2 (2020-03-05)

Self Damage Changes

We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.

The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.

In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.

This is no longer accurate after continued testing. What we are doing now is:

No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.

Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.

Greater than 100% Status having meaning

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

  • (Undocumented) Status chance per projectile increased from 2% to 6%.

Update 25.7 (2019-08-29)

  • Fixed shotgun shells floating if Corinth’s reload was interrupted.
  • Fixed Mirage’s Hall of Mirror clones sometimes using their Primary Fire instead of Alt Fire for the Corinth
  • Fixed reload circle filling instantly for weapons that reload individually (Corinth), instead of filling up individually for each round loaded.

Update 24.6 (2019-04-04)

  • Adjusted left hand position when holding the Corinth.

Update 24.4 (2019-03-08)

  • Corinth Mastery Rank requirement reduced to 8 from 10.

Hotfix 24.2.7 (2018-01-09)

  • Fixed lingering FX on the Corinth Alt-Fire.

Hotfix 24.2.3 (2018-12-19)

  • Fixed occasional missing reload sounds for the Corinth.

Update 22.12 (2018-02-09)

  • Reduced aimed zoom for all shotguns apart from the Astilla
  • Fixed Corinth reloading only one shell when spamming the alt-fire button without having enough ammo to fire or having Auto Swap On Empty disabled.

Update 22.10 (2018-01-25)

  • Fixed Corinth showing Astilla model on the ground when disarmed.

Update 22.9 (2018-01-17)

  • Fixed only reloading 1 bullet (instead of the whole magazine) if you use alt fire on the Corinth while reloading the first bullet.

Hotfix 22.8.3 (2018-01-11)

  • Fixed alt-fire short circuiting reload loops. This was specifically happening with the Corinth.

Update 22.8 (2017-12-21)

  • Introduced.

Last updated: Update 24.5 (2019-03-14)