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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 pull it out to release a shower of DmgElectricitySmall64.png Electricity.


  • This weapon deals primarily DmgPunctureSmall64.png Puncture and DmgSlashSmall64.png Slash damage.
  • Unique Block Combo thrusts the weapon into the ground, then pulls it out to release a 11 meter shockwave that deals DmgElectricitySmall64.png Electricity damage.
    • Initial thrust has a guaranteed DmgElectricitySmall64.png Electricity and Knockdown b.png Knockdown proc.
    • Pulling out the weapon deals another melee hit that Ragdoll b.png Ragdolls and inflicts a guaranteed DmgSlashSmall64.png Slash proc.
    • Shockwave slam has a guaranteed DmgImpactSmall64.png Impact proc and a chance for another DmgElectricitySmall64.png Electricity proc.
  • Innate Madurai Pol.svg polarity.


  • Normal Attack
    • Above average crit chance
    • High damage
    • High attack range
    • Above average status chance
    • Above average crit multiplier


  • Normal Attack
    • Very low disposition


Koruum's blueprint is acquired from Narmer Bounties after completion of The New War on the Plains of Eidolon's day cycle and on Orb Vallis during the Plains' night cycle.

Item Source Chance Expected Nearly Guaranteed
Korumm.png Blueprint Narmer Fortuna Bounty Lvl 50-70 Stage 4 / C 5.45% ~ 18 Stages 123 ± 41 Stages
Korumm.png Blueprint Narmer Cetus Bounty Lvl 50-70 Stage 5 / C 7.50% ~ 13 Stages 88 ± 29 Stages
Korumm.png Blueprint Narmer Fortuna Bounty Lvl 50-70 Stage 5 / C 7.50% ~ 13 Stages 88 ± 29 Stages
Korumm.png 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. Drop chances are rounded to two decimal places, following the official drop tables repository.
Expected means a player can expect to obtain at least one of a drop every N attempts on average.
Nearly Guaranteed refers to the total number of attempts a player needs to obtain a 1 in 10^2,3, and 4 probability not to have recieved a single drop (99%, 99.9%, and 99.99% probability to have received at least one drop).
The combined probability of multiple drops is 1 - ((1-A%) * (1-B%) * ...) (add drops in same rotation)

For more detailed definitions and information, visit here.

Manufacturing Requirements
Time: 12 hrs
Rush: Platinum64.png 25
MarketIcon.png Market Price: Platinum64.png 180 Blueprint2.svg Blueprints Price:N/A


Default Combos of Stance or Weapon
Combo Name Attack Multipliers
and Forced Procs
Avg Dmg Multi/s Length Animation
Korumm Block (unofficial)
(While Blocking)
Default Melee Attack
Default Melee Attack 200% DmgElectricitySmall64.pngKnockdown b.png
Default Melee Attack 300% DmgSlashSmall64.pngRagdoll b.png
Slam 400% DmgImpactSmall64.png
120.5%/s 4.2s File:KorummComboBlock.gif
360° Attack 360°/Spin Attack • Slam Slam Attack • Ranged Ranged Attack • Thrust Thrust Attack
View Full Legend
Key Inputs
Default Melee Attack Basic Melee  (PC default LMB or E; XBX, PSN, and NSW default right button)
Heavy Attack Heavy Attack  (PC default MMB; XBX, PSN, and NSW default left trigger)
Block Block  (PC default RMB; XBX, PSN, and NSW default right trigger)
Up Forward Movement  (PC default W; XBX, PSN, and NSW default tilt up right thumbstick)
Multipliers and Hits
Default Melee Attack
 Attack does double damage 
Default Melee Attack
 2x 100%
 Attack hits twice 
Forced Procs
DmgImpactSmall64.png Knockback
DmgPunctureSmall64.png Frailty
DmgSlashSmall64.png Bleeding
DmgBlastSmall64.png Flashbang
Knockdown b.png Knockdown
Lifted b.png Lifted
Panel.png Stagger
Ragdoll b.png Ragdoll
Finisher b.png Finisher (front, back, or ground) 
DmgImpairSmall64.png Impair (PvP only) 

*Combos that are shared across all stances of the weapon type.
Average Damage Multiplier per second only applies to single target DPS calculations. Note that hits marked as "Slam Attacks" 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.


  • The final slam hit has a chance for 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.
  • The Slam hit on the special combo has ~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.png Seismic Wave.


  • 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.


  • 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 have been based on Vaykor Sydon's (Sydon) code, it can build up the Charges through blocking as well, to create a RadialBlind130xDark.png Radial Blind, but since that mechanic shouldn't been applied to the Korumm, it's usage is greatly unstable, being able to work incorrectly and only in squads (doesn't work in Solo).


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 (2021-12-15)

  • Introduced.

See Also[]