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When fully charged, this flak-cannon delivers a devastating shot. Perfect for taking down fast-moving interceptors.

The Corvas flak cannon is a heavy Archgun with shotgun properties. It can be rapidly fired to saturate an area with pellets or charged to release a more powerful scattershot.

Characteristics[]

  • This weapon deals primarily DmgFireSmall64 Heat damage.
  • Shots have a guaranteed DmgImpactSmall64 Impact proc.
  • Innate Naramon Pol polarity.

Advantages over other Archgun (Atmosphere) weapons (excluding modular weapons):

  • Second highest critical chance and critical multiplier of all Archguns, behind Velocitus Velocitus.
  • Atmosphere:
    • Tight pellet spread. Pellet spread can hit multiple targets per shot.
  • Good ammo efficiency.
  • Uncharged Shot (wiki attack index 1)
    • Very high average number of procs per shot (11.14)
    • Very high average number of crits per shot (4.4)
    • Very high total damage (880)
    • High crit chance (40.00%)
    • Above average crit multiplier (3.00x)
  • Charged Shot (wiki attack index 2)
    • High total damage (1,760)
    • High average number of procs per shot (11.14)
    • Very high average number of crits per shot (4.4)

Disadvantages over other Archgun (Atmosphere) weapons (excluding modular weapons):

  • Archwing:
    • Has linear damage falloff from 100% to ?% from 100m to 200m target distance (distances are affected by Projectile Speed).
    • Long reload delay of 3 seconds.
    • Extremly slow ammo regeneration rate.
  • Atmosphere:
    • Has linear damage falloff from 100% to 50% from 60m to 120m target distance (distances are affected Projectile Speed).
    • Fully charged shots cause a heavy recoiling effect that breaks zoom and knockback.
  • Low overall status chance.
  • Short maximum effective range even with charged shot.
  • Uncharged Shot (wiki attack index 1)
    • Low magazine (25)
    • Very low ammo max (100)
    • Very low status chance (1.30%)
    • Very low fire rate (2.000 attacks/sec)
  • Charged Shot (wiki attack index 2)
    • Low magazine (25)
    • Low ammo max (100)
    • Very low status chance (1.30%)
    • Low fire rate (2.000 attacks/sec)

Comparisons:

Acquisition[]

The Corvas's blueprint can be purchased from the Market. Its parts can be purchased from various Syndicates. All parts, except for the blueprint, are tradeable.

Item Location
Blueprint Market
GenericGunBarrel Barrel ArbitersofHexisSigil Arbiters of Hexis Offering
2 - Authentic ReputationLarge 20,000
GenericGunReceiver Receiver CephalonSudaSigil Cephalon Suda Offering
2 - Intriguing ReputationLarge 20,000
GenericGunStock Stock SteelMeridianSigil Steel Meridian Offering
2 - Valiant ReputationLarge 20,000


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
45,000
Barrel
1
Receiver
1
Stock
1
ArgonCrystal
2
Time: 12 Hour(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge 210 Blueprint2 Blueprints Price:Credits35,000

Notes[]

  • In Archwing mode, Corvas fires a wide energy projectile, similar to the ArcaPlasmor Arca Plasmor. In Atmospheric mode, it functions like a shotgun, and fires hit-scan pellets.

Tips[]

  • As a shotgun-like weapon, the Corvas is best used when engaging enemies at close range, where its scattershot spread can be used to deal massive damage against enemy units.
  • Charging this weapon is not advised, as after modding for fire rate, the added charge time reduces total dps more than the higher base damage compensates for it. In atmosphere, the fully-charged stagger further feeds the disparity.

Trivia[]

  • Corvas is derived from corvus, the Latin term for crow, a bird commonly viewed as a harbinger of death and destruction on battlefields in many northern European cultures. A corvus was also a Roman naval warfare device that was used to latch onto and board enemy vessels.
  • Prior to Hotfix 15.3.3 (2014-11-25), the charged mode was not working. Firing at objects at various ranges yielded no difference in the shot spread pattern and damage regardless of whether one charged the weapon or not.
  • The Ceramica Collection seems to be fashioned after the Corvas; the Pandero Ceramica Skin in particular bearing a striking resemblance.

Media[]

Corvas Skins

Edit

Patch History[]

Update 35.0 (2023-12-13)

ARCHGUN DEPLOYER: HEAVY WEAPON CHANGES

With the various buffs and adjustments we’ve made to Warframe weapons over the years, a common question we see in response is “but what about Archguns?”. These Heavy Weapons are meant to be heavy-hitters, but arguably have been overshadowed by the Primary and Secondary guns in your Arsenal. To address this feedback, we have made the following changes:

ON-DEPLOY OVERGUARD BUFF
Upon using an Archgun Deployer, players will now gain 2000 Overguard.

  • Effect has a 60s cooldown.
  • The Overguard gain is capped at 2000, so re-deploying your Archgun after the cooldown resets will refresh your Overguard up to the 2000 cap.

HEAVY WEAPON BUFFS
Overall, most Heavy Weapons (a.k.a. Archguns when used via the Archgun Deployer) have had their damage doubled. Some of the Archguns have also received buffs to their Archwing version, which we will indicate below.

Archgun Damage Resistance

Before we get into the stats, we have added a 50% Archgun Damage Resistance to the Profit Taker. Since these weapons have had their damage buffed, this resistance keeps these fights to the same difficulty as before.

  • Exceptions: The Kuva Grattler, Grattler, Mausolon and Kuva Ayanga have unique Damage Resistance values when used against the Profit Taker. These are adjusted to keep their damage output the same against these foes -- as these weapons did not have their damage doubled, the amount of damage resistance is balanced to account for their buffs.
  • Corvas Prime’s damage stats were untouched so we did not implement Damage Resistance for this weapon.
  • The Orowyrm also received a 50% Damage Reduction against the Imperator to balance against its buffs.

Heavy Weapon Stat Changes
Note: these apply only to Archgun Deployer versions of these weapons unless otherwise specified.

CORVAS

  • Quick Shot: Total Damage increased from 440 to 880
    • Impact Damage increased from 32 to 64
    • Puncture Damage increased from 4 to 8
    • Slash Damage increased from 4 to 8
  • Charged Shot: Total Damage increased from 880 to 1760
    • Impact Damage increased from 64 to 128
    • Puncture Damage increased from 8 to 16
    • Slash Damage increased from 8 to 16
  • Punch Through increased from 0.0m to 2.4m

Update 32.3 (2023-02-15)

  • (Undocumented) Added new "BATTERY" CompatibilityTag.

Update 31.6 (2022-06-09)

  • Fixed the Corvas’ reload sound FX spamming.

Update 27.4 (2020-05-01)

  • Archwing Gun stats normalized - space combat now uses ground “Heavy Weapon” stats.
  • Minimum Fall Off Damage increased from 175 to 440.
  • Charged Shot Critical Damage increased from 2.6 to 3x.

Update 27.2 (2020-03-05)

  • Increased the speed of Corvas projectiles to fix them dying before reaching their intended falloff ranges.

Hotfix 24.2.6 (2018-12-20)

  • Shared Affinity gain now applies to Atmosphere Arch-Guns but only while equipped in the main hand.
  • Fixed not having a Arch-Gun equipped by default (if they own an Archwing primary weapon with the Gravimag installed) when changing Loadouts.
  • Fixed an issue where players with Arch-Guns in their loadout couldn't Wall Latch.
  • Fixed Chroma not playing Arch-Gun equip/charged fire animations.

Hotfix 24.2.5 (2018-12-20)

  • Changed the Arch-Gun Deployer cooldown timer to scale based on remaining Atmosphere Arch-Guns Ammo pool upon unequipping.
  • Removed unintentional ability to summon Arch-Gun in Melee Only Sorties.

Hotfix 24.2.4 (2018-12-19)

  • Arch-Gun Ammo pool increased by 2x for all Arch-Guns in Atmosphere mode.
  • Arch-Gun Deployer cooldown has been reduced to 5 minutes instead of 10.
  • Fixed Clients not hearing the Atmosphere Arch-Gun equip sound.

Hotfix 24.2.1 (2018-12-18)

  • Removed the dissolve FX when equipping your Atmosphere Arch-Gun.

Update 24.2 (2018-12-18)
‘ATMOSPHERE’ ARCH-GUN WEAPONS
It’s time we equipped some serious floor firepower! All Arch-Guns can be used on the ground - or as we like to call it ‘Atmosphere’ - with the use of a ‘Gravimag’. Gravimag is obtained from Clan Research, or as a one-time reward from the Orb Heist Phase 3 Bounty, and can be installed on any Arch-Gun (with an Orokin Catalyst installed) via the Upgrade Arsenal - similar to installing a Catalyst.

Comparable to the Archwing and K-Drive Launchers, a respective Gear item known as the Archweapon Deployer is required to activate your Atmosphere Arch-Gun. The Archweapon Deployer can be obtained by completing the Orb Heist Phase 3 Bounty.

Atmosphere Arch-Gun General Changes:

  • Atmosphere Arch-Guns consume Ammo as opposed to unlimited Ammo/Battery in Archwing. Specifically new Heavy Ammo Drops which can be found from Corpus enemies in Orb Heist missions. Heavy Ammo Drops also reset the 10 minute cool-down when picked up, or replenish Ammo if needed.
  • Atmosphere Arch-Gun can be summoned in normal missions with the Archweapon Deployer, but once Ammo has been depleted there is a 10 minute cool-down until you can summon again. The intent here is to allow you moments of beefy damage output, and not become just another Primary/Secondary weapon. 

All stat changes are for Atmosphere Arch-Gun mode, Mastery Rank changes are global:

  • Mastery Rank increased from 0 to 1.
  • Damage increased from 35 to 40
  • Critical Chance increased from 15% to 40%.
  • Critical Damage increased from 2x to 2.6x.
  • Status Chance increased from 10% to 14%.
  • Ammo Capacity set at 50.
  • Damage fall off reduced from 100-350 to 60-120.
  • Reload speed set at 2 seconds.

Update 15.0 (2014-10-24)

  • Introduced.

See also[]

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