Heavy in the hand with a bone-crushing kickback. This Prime version of this shotgun adds remote detonation of the weapon's airburst round.

The Corinth Prime is the primed variant of the TnHeavyShotgun.pngCorinth shotgun with improved status chance, magazine size, buckshot fire rate, and air burst damage. The air burst no longer has a delayed fuse, and must be manually detonated with Alternate Fire. Instead of individual rounds, the weapon reloads the entire magazine at once with a slower reload speed. Corinth Prime was released alongside TitaniaPrimeMain.pngTitania Prime and PangolinPrime.pngPangolin Prime.

Characteristics[edit | edit source]

This weapon deals primarily DmgPunctureSmall64.pngPuncture damage on its primary fire and DmgBlastSmall64.pngBlast damage on its alt-fire.


  • Primary Fire shoots a wide-spread, close-ranged buckshot:
  • Alternate Fire launches a grenade that creates a 9.8 meter area of effect explosion after remotely detonated with Alternate Fire.
    • Physical contact with the grenade has a guaranteed DmgImpactSmall64.pngImpact proc.
    • High DmgBlastSmall64.pngBlast damage – effective against Machinery and Fossilized.
    • Tied with Cedo.pngCedo's alt fire and Trumna.pngTrumna alt fire for the highest status chance of all primary launchers.
  • Large magazine size.
  • Innate two V and one Bar polarities.


  • Primary Fire:
    • Has linear damage falloff from 100% to 33% from 18m to 36m target distance (distances are affected by Projectile Speed).
  • Alternate Fire:
    • Innate DmgBlastSmall64.pngBlast damage – less effective against Ferrite Armor and Infested Sinew.
      • Physical contact with the grenade deals lower DmgImpactSmall64.pngImpact damage.
      • Damage cannot be increased with DmgPunctureSmall64.pngPuncture or DmgSlashSmall64.pngSlash mods.
        • The physical contact grenade deals only DmgImpactSmall64.pngImpact damage, while explosion itself deals only DmgBlastSmall64.pngBlast damage, therefore the explosion does not benefit from any physical damage mods.
    • Grenade only explodes in midair; does not explode if it hits a surface or an enemy.
    • Grenades have travel time, heavy arcing, and needs to be manually detonated.
      • A grenade hitting an enemy without exploding causes much less damage compared to the explosion.
    • Extremely low critical chance.
    • Low critical multiplier.
    • Explosion inflicts self-stagger.
      • Manual detonation should prevent accidental self-stagger unless mistiming or rapidly moving towards the grenade's impact area before it explodes.
    • Explosion has linear damage falloff from 100% to 10% from central impact.
    • Consumes 4 ammunition per shot.
  • Slow reload speed.


  • Corinth Prime, compared to Corinth:
    • Higher status chance (9% vs. 6%)
    • Higher fire rate (1.42 rounds/sec vs. 1.17 rounds/sec)
    • Larger magazine (20 rounds vs. 5 rounds)
    • Smaller max ammo capacity (120 rounds vs. 132 rounds)
    • Slower reload speed (3 s vs. 2.3 s)
    • Different polarities (VVBar vs. VV)
    • Higher Mastery Rank required (14 vs. 8)
    • Lower disposition (0.9 vs. 1.1)
    • Air Burst Explosion:
      • Higher base damage (2200.0 vs. 404.0)
      • Higher status chance (50% vs. 28%)
      • Lower fire rate (0.667 vs. 1.17)
      • Larger range (9.8m vs. 9.4m)


Corinth Prime's main and component blueprints are acquired from the following Void Relics.

Blueprint BarrelBarrel ReceiverReceiver StockStock
Lith T5 Common
Meso I1 Common
Neo E2 Common (V)
Axi T4 Common (V)
Axi C6 Rare
Meso C5 Rare (V)
Axi C5 Rare (V)
Meso P4 Uncommon
Lith D3 Uncommon (V)
Neo R4 Uncommon (V)
Meso C6 Rare
Lith C6 Rare (V)
Lith, Meso, Neo, and Axi refer to Void Relics  |  (V) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic

Manufacturing Requirements
Time: 12 hrs
Rush: Platinum64.png 50
MarketIcon.png Market Price: Platinum64.png N/A Blueprint2.svg Blueprints Price:N/A

Notes[edit | edit source]

  • The Air Burst is fired using Alternate Fire, and then manually detonated with Alternate Fire again. It will not explode if hitting a surface, an enemy or a corpse.
  • Modding the Corinth Prime with Punch Through does not allow the grenades to pass through enemies or objects.
  • The grenade does explode on its own, but only after traveling about 90 meters in its 2 second lifespan. Improving Projectile Speed will increase the distance it will travel before exploding on its own and vice versa if flight speed is reduced the grenade will explode closer to the player.
    • Reducing flight speed will also decrease the minimum and maximum ranges in which falloff occurs on the normal fire, which is not recommended.
  • Corinth Prime has a different reload animation, unlike its regular counterpart. In this case, similar to reloading a magazine in general.
    • Because Corinth Prime has slower reload speed than its regular counterpart, equipping a skin may result in sluggish reload animation on their respective skin.

Tips[edit | edit source]

  • While direct hits from the Alternate Fire deal significantly reduced damage, the guaranteed DmgImpactSmall64.pngImpact proc can be used to momentarily stun a priority target, allowing for a follow-up shot.
  • An efficient way of using the weapon's Alternate Fire is by detonating it slightly overhead enemies. Not only does aiming overhead reduce the chance of the shells prematurely hitting anything and wasting potentially powerful crowd control, the resulting explosion can also trigger headshots dealing far more damage within the blast radius.
  • IvaraIcon272.pngIvara's Navigator130xDark.pngNavigator halves the distance that the grenade has to travel before an explosion.
  • 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.
  • The Corinth's alt-fire can effectively set up enemies for finishers. This makes it useful when accompanied by any melee weapon with Mod TT 20px.pngFinishing Touch.

Trivia[edit | edit source]

Media[edit | edit source]

Corinth Prime Skins Edit

Patch History[edit | edit source]

Hotfix 29.1.2

  • Fixed the Corinth Prime Blueprint using the wrong icon for the Corinth Prime Stock.

Update 28.3

  • Made a slight boost to the muzzle flash size to improve visibility on Corinth Prime.

Hotfix 28.0.6

  • Fixed incorrect Corinth Prime reload sounds if the Solstice Skin is equipped.

Update 28.0

  • Fixed Corinth Prime’s custom reload animations not appearing correctly when equipped with Skins.

Update 27.4

  • Made some slight changes to Corinth Prime’s sound mix.
  • Fixed the Corinth Prime playing an Alt Fire animation that does no damage if only 3 shots are left with no Ammo remaining.

Hotfix 27.3.13

  • Fixed the Corinth Prime Alt fire grenades shooting out sideways.

Hotfix 27.3.11

  • Fixed the Corinth Prime alt-fire Projectile having incorrect orientation.

Hotfix 27.3.10

  • Fixed holding the Corinth Prime incorrectly if the Solstice Skin is equipped on it.

Hotfix 27.3.9

  • Fixed Corinth Prime Alt Fire not being affected by Multishot Mods.

Hotfix 27.3.8

  • Fixed the Corinth Prime missing its pump action animation.

Hotfix 27.3.6

  • Introduced.
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