Corinth

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==
*This weapon deals primarily  damage on its primary fire and damage on its alt-fire.
*Primary Fire shoots a wide-spread, close-ranged buckshot:
**Innate multishot of 6 pellets.
*Alternate Fire launches a grenade that creates a 9.4 meter area of effect explosion after traveling 20 meters in midair (distance is affected by Projectile Speed).
**Physical contact with the grenade has a guaranteed proc.
**The 20 meter minimum arming distance mitigates self-stagger.
**Explosion does not need direct line of sight to deal damage and will penetrate walls.
*Reloads one shell at a time at a rate of 0.22 seconds per shell, which can be interrupted at any point, allowing for planned reloading.
*Innate two polarities.
*Air Burst Explosion:
**Lower base damage (404.00 vs. 2200.00)
**Lower status chance (28.00% vs. 50.00%)
**Higher fire rate (1.17 vs. 0.667)
**Lower range (9.4m vs. 9.8m)
==Acquisition==
The Corinth's blueprint can be purchased from the Market.
==Notes==
*Reload time is 1.2s + 0.22s per round, coming to 2.3 total seconds to reload a completely empty mag.
**This time will further increase if magazine mods such as are used.
*The Air Bursts detonate after traveling around 20 meters, and will not explode if hitting a surface, an enemy or a corpse before this time.
**Explosion radius is around 9.4 meters.
*The Corinth reloads rounds one at a time, which can be interrupted at any point, allowing for planned reloading.
**This also allows the Corinth to fire between reloading each round, allowing it to be used even if the magazine is not fully loaded.
*Modding the Corinth with Punch Through does not allow the grenades to pass through enemies or objects.
*The Air Burst's explosion can inflict self-stagger, although its distance-based fuse makes this very unlikely to occur. This can occur when accelerating while in Sky Archwing mode.
* halves the distance that the grenade has to travel before an explosion.
==Tips==
*While direct hits from the Alternate Fire deal significantly reduced damage, the guaranteed proc can be used to momentarily stun a priority target, allowing for a follow-up shot.
*The sound of the pump action when chambering the last shell in the magazine is noticeably different, providing an audible warning that reloading will be required.
==Trivia==
*While shell-fed shotguns (the series) and pump-action shotguns (the ) have always existed in WARFRAME, the Corinth is the first "true" pump-action, shell-fed shotgun in the game.
*As mentioned in Devstream 102, the Corinth's firing SFX includes a lion's roar.
**Interestingly, the Primary Fire's SFX is similar to that of the Protecta, a pump-action shotgun featured in Dark Sector.
*In antiquity, Corinth was a Greek city-state and is currently the capital city of the Corinthia region.
**Though the use of the city-state's name bears no direct reference, Ancient Corinth was involved in the Trojan War and among its participants was Odysseus, the legendary king of Ithaca. Thus, the Corinth's name is an indirect nod to the Ithaca 37, one of the most prolific pump-action shotguns ever produced.
**The Ithaca 37 is notable for having a dual purpose ejection/loading port located beneath its receiver, whereas the Corinth also has an ejection/loading port located on top of its receiver instead.
*The weapon deals predominantly puncture damage, despite being labeled as a Buckshot firearm. Buckshot fires low-velocity metal balls called "shot", which cannot be supplemented by rifled barrels. In a real-world scenario, it would be highly ineffective in penetrating armor.
==Bugs==
*While reloading, firing at the right time will sometimes not stop the reload process.
*If you try to manually reload the weapon right after you fired the shotgun, the weapon will start to reload on it's own after a short delay. However, manually reloading the weapon right after you fired a grenade will not make the weapon reload on it's own, making another manual reload necessary after a short delay.
*Specters equipped with the Corinth will animate reloading one shell but will refill the entire magazine.
*Secondary fire still has the pump action animation, but has no pump sound.
*From time to time when you reload while preforming a bullet jump, after both animations finish the weapon will be vertical as your Warframe holds it.
==Media==
PumpSgunCodex.png|Corinth in Codex.
Corinth Arsenal.png|Corinth as shown in the Arsenal
Corinth Arsenal 2.png
Corinth Arsenal 3.png
File:2e75a4103fb1baafe54a1529512a2a7c.jpg
Warframe Corinth, Absolutely DEVASTATING.. for now - 2 Forma Build thesnapshot
Warframe Corinth, The Pump Action Tigris Prime??
Warframe - CORINTH BUILD - Highest Critical Everything
Hunter Munitions On Corinth A Deal Breaker? (My New Build)
Warframe - All Tenno Primaries - Weapon Animations & Sounds (2012 - 2019)
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File:Two Main Corinth Prime Builds, Differences with God Rivens
==Patch History==
__NOTOC__
de:Corinth
es:Corinth
fr:Corinth
Category:Update 22
Category:Tenno
Category:Weapons
Category:Shotgun
Category:Blast Damage Weapons
uk:Коринф