The key part of Corinth is its two distinct firing modes. The primary mode is to semi-auto fire buckshot rounds. These pellets will dish out a total of 540 base Damage, with slightly under half of that being Puncture. Take note that when enemies are at Range, your pellets’ Damage will fall off after 18m, dropping to 33% total Damage at 36m. This firing mode is all set for Crit. With a base Crit Chance of 30%, it has the highest chance and highest Crit Multiplier at 2.8x among all Shotguns. Unlike most of our weapons, the Corinth reloads its shells one at a time rather than the full clip. As a result, it takes a couple of seconds to refill your magazine . This increases if you increase your magazine size. The reload sequence can be interrupted though, allowing you to fire again with only a partial magazine. This will allow you to run and gun, keeping just a couple of shells in the magazine until there is a lull for a full reload.
Corinth’s alternate mode switches things around quite a bit. Its Alt-Fire will launch a grenade that will auto-detonate after 20m, dishing out 404 base Blast Damage. If you’re able to hit a target directly, you will deal at base 100 Impact Damage with a guaranteed Impact Proc. In addition to swapping pellets for a grenade, the Alt-Fire also swaps your high Crit Chance for a high Status Chance, stating out at 28%. Be warned, you can damage yourself and squad mates with these grenades, and they will bounce off Nullifier Bubbles. As a final note, the grenades have the same reload mechanic as the pellet shells, allowing you to fire with a partial clip.