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Archon Boreal’s signature trident. Thrust Korumm into the ground with a Tactical Combo and then rip it out in a shower of electricity.

Korumm is the signature polearm of Archon Boreal. Blocking Combo is replaced by a Tactical Combo that slams the trident into the ground and then pulls it out to release a shower of DmgElectricitySmall64 Electricity.

Characteristics[]

  • This weapon deals primarily DmgPunctureSmall64 Puncture and DmgSlashSmall64 Slash damage.
  • Unique Block Combo thrusts the weapon into the ground, then pulls it out to release a 11 meter shockwave that deals DmgElectricitySmall64 Electricity damage.
    • Initial thrust has a guaranteed DmgElectricitySmall64 Electricity and Knockdown b Knockdown proc.
    • Pulling out the weapon deals another melee hit that Ragdoll b Ragdolls and inflicts a guaranteed DmgSlashSmall64 Slash proc.
    • Shockwave slam has a guaranteed DmgImpactSmall64 Impact proc and a chance for another DmgElectricitySmall64 Electricity proc.
  • Innate Madurai Pol polarity.
  • Stance slot has Zenurik Pol polarity, matching Mod TT 20px Shimmering Blight and Mod TT 20px Argent Scourge (Conclave only) stance.

Advantages over other Melee weapons (excluding modular weapons):

  • Normal Attack (wiki attack index 1)
    • Above average crit chance (24.00%)
    • High total damage (260)
    • High attack range (2.90 m)
    • Above average status chance (30.00%)
    • Above average crit multiplier (2.20x)

Disadvantages over other Melee weapons (excluding modular weapons):

  • Normal Attack (wiki attack index 1)
    • Below average disposition (●●●○○ (1.10x))

Acquisition

Korumm's blueprint is acquired from Narmer Bounties after completion of The New War.

Item Source Chance Expected Nearly Guaranteed
Korumm Blueprint Narmer Fortuna Bounty Lvl 50-70 Stage 4 / C 5.45% ~ 18 Stages 123 ± 41 Stages
Korumm Blueprint Narmer Cetus Bounty Lvl 50-70 Stage 5 / C 7.50% ~ 13 Stages 88 ± 29 Stages
Korumm Blueprint Narmer Fortuna Bounty Lvl 50-70 Stage 5 / C 7.50% ~ 13 Stages 88 ± 29 Stages
Korumm Blueprint Narmer Cetus Bounty Lvl 50-70 Stage 4 / C 5.45% ~ 18 Stages 123 ± 41 Stages

All drop rates data is obtained from DE's official drop tables. See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information, visit here.

Manufacturing Requirements
📝 Edit blueprint requirements
Credits
20,000
NarmerIsoplast
16
RadiantZodian
6
CopriteAlloy
60
Rubedo
3,200
Time: 12 Hour(s)
Rush: PlatinumLarge 25
MarketIcon Market Price: PlatinumLarge 180 Blueprint2 Blueprints Price:N/A

Combos

Default Combos of Stance or Weapon (📝 Edit Stance Data)
Combo/Attack Name Attack Multipliers and Forced Procs Avg Dmg Multi/s Length @
1.0 Attack Speed
Animation
Block
(While Blocking)
Korumm Block (unofficial)
Default Default
 200% DmgElectricitySmall64Knockdown b
 300% DmgSlashSmall64Ragdoll b
Slam Default 400% DmgImpactSmall64
120.5%/s 4.2s KorummComboBlock

Default Default Default "Sweep" Attack • 360 Default 360°/Spin Attack • Direct Default Direct Slam Attack • Slam Default Radial Slam Attack • Ranged Default Ranged Attack • Thrust Default "Thrust" Attack

View Full Legend
Key Inputs
Default Default Basic Melee  (PC default LMB or E; XBX, PSN, and NSW default right button)
Default Heavy Heavy Attack (PC default MMB; XBX, PSN, and NSW default left trigger)
Default Block Block  (PC default RMB; XBX, PSN, and NSW default right trigger)
Default Up Forward Movement  (PC default W; XBX, PSN, and NSW default tilt up right thumbstick)
Multipliers and Hits
Default Default
 200%
 Attack does double damage 
Default Default
 2x 100%
 Attack hits twice 
Forced Procs
DmgImpactSmall64 Knockback
DmgPunctureSmall64 Weakened
DmgSlashSmall64 Bleed
DmgBlastSmall64 Inaccuracy
Knockdown b Knockdown
Lifted b Lifted
RollingDroneAvatar Stagger
Ragdoll b Ragdoll
Finisher b Finisher (front, back, or ground) 
DmgImpairSmall64 Impair (PvP only) 
Melee Attack Explanations
  • A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox).
  • A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox).
  • A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°).
  • A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack.
  • A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the Seismic Wave mod.
  • A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range.
View Full Legend
  • Average Damage Multiplier per second only applies to single-target DPS calculations.
  • Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations.
  • Combo animation lengths are approximate and are only accurate within a few tenths of a second.
  • Each tile marking in stance preview gifs are 2m apart.
  • Combos labeled with an asterisk (*) are shared between weapons within the same weapon type.

Notes[]

  • The final slam hit has a chance for a second electric proc in addition to the guaranteed one on the first hit. This proc does not adopt modded elemental types and is not affected by modded status chance on the weapon.
  • The Slam hit on the special combo has a ~10m radius, 400% slam damage and no radial falloff. However like all slam attacks, it is only affected by slam bonuses such as Mod TT 20px Seismic Wave.

Trivia[]

  • Korumm's coding is based in the Sydon. Due to this, when it was first released, it was also compatible with Sydon-exclusive Riven Mods.

Bugs[]

  • Will alert enemies in a massive radius (~30 meters) on every single attack of the weapon, whether or not it hits anything, even slam attacks making it ill suited for stealth gameplay. The only exceptions are standing finishers.
  • Interrupting the Tactical Combo partway through causes the static effect to remain until it is fully finished.
  • Since the weapon coding is based on Vaykor Sydon's (Sydon) code, it can build up the Charges through blocking as well, to create a RadialBlind130xWhite Radial Blind, but since that mechanic shouldn't apply to the Korumm, it's usage is greatly unreliable, with it only working in squads (doesn't work in Solo).

Media[]

Patch History[]

Update 31.5 (2022-04-27)

  • Fixed Korumm using Vaykor Sydon VFX and HUD icons when blocking.

Hotfix 31.0.7 (2022-01-07)

  • Fixed ability to put Sydon Rivens on the Korumm.

Hotfix 31.0.4 (2021-12-21)

  • Removed Trading eligibility for the Korumm.

Update 31.0 (2021-12-15)

  • Introduced.

See Also[]

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