Corki Build Guide by Joxuu

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League of Legends Build Guide Author Joxuu

[AD] Corki - Updated for 4.14

Joxuu Last updated on August 24, 2014

Table of Contents




Hello viewer. My name is jjoxuu and I am a bot lane fanatic. I enjoy playing support role the most, but I'm also into the role of ADC and jungle. I can't back-up my guide for being in challenger or diamond, but I have knowledge and experience of playing Corki. I will take the coding frommy Lulu guide as I found this quite fun. I noticed some guides out there, but I don't think they're updated over to S3. Making this guide out of my own interest also. Usually I have just focused on filling guides for champions that lacked proper ones in my opinion, but this one is different.



What is the purpose of this ?

I want to discuss a little of ADC's playstyle, why would you want to play ADC and some generic thoughts of the role. First I want to clear very clear mistake that some do. YOU ARE NOT ALONE IN BOT LANE. Bot lane in current meta is 2v2 lane, meaning you have to deal with someone else in your team. The most common mistake I see and I don't like is the fact ADC's go with the attitude mememememe. Just don't go throwing in the chat that your support takes one accidental or secured kill. The worst is if you go blaming your teammates for your death. By behaving negative, you're support in the lane WILL play a lot worse and stops caring. In stead of saying "OMG NO WARDS REPORT SUPPORT", you can buy 1 ward yourself or ask for ward without flaming. If you're support secures 1 kill that you would've gotten, do remember that the support may not have the same knowledge as you (for example if u had Q off cooldown), don't go flaming him, but say good job. It was good play from his point of view.

Why do I play ADC ?

I play ADC, because I enjoy communicating with someone in the same lane. I like doing heavy damage and team relying on it. It's also very strategic and important role where 1 mistake could cost you the whole game. Somehow I also like the overall combination of different compositions you can put bot lane, like you can combine 2 different kits into 1 strategic move to kill someone off. So I guess It's the high responsibility and doing tons of damage and communicating with support are the reasons why I play it.

Climbing as ADC ?

Really effective and fast way if you know how to play well. ADC can carry a team so hard, if has the right pick. Most of teams damage often come from ADC and all efforts are put in protecting him to deal as much damage as possible. Most of the top50 players have at least 1 ADC in their most played champions list. In lower tiers like bronze, ADC is the way to get out as long as you play well. You can even go 4v5 with AFK I'd say. That's how strong the role is. ADC's are often focused in team fights, but in lower tiers people don't do that so often or do it with too big cost.



spaaaaaaaaaaaaaaaaace
Pros


+ High poke
+ Good kit
+ Mobile
+ Great push/burst

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Cons


- Mana hungry
- Lacks sustain
- Vulnerable to CC
- Not so good late-game



You synergy






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Corki




Preferred Role:

ADC

Corki in nutshell:


Corki is a bursty AD champion that excels in early to mid-game. Late-game he has a little fall, but is still very good. I think he has the best burst from ADC's in early game. He has a really nice kit and some mobility in it also. S2 Corki was underestimated and underplayed, because of high mana costs, S3 itemization. The buff for Trinity Force and lowered mana costs have increased his pick rates and win ratios. I never saw a problem with him S2, but he is even more fun now.
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Your Counters





Marks


The closer to middle, the more vialable the rune is obviously. ADC runes are quite boring and work the best with only 1 kind of rune. In marks, attack damage marks are the way to go. It helps you to last hit and and you're passive scales well with them.

Seals


Basic choice once again to gain quite a bit armor for early-game resistances against enemy AD carry damage. I wouldn't recommend anything over armor seals. Some run mana regeneration from seals, but just don't do it. Armor is way much more beneficial and if you really want the regen take it from glyphs.

Glyphs


So, we get back to the question of resistances over mana regeneration. Once again I highly recommend the resistances over mana regeneration, but if you want to, rather take the regen from glyphs than seals. Also it's the matter of preferication wether you want scaling resist or flat ones. I prefer flat ones, because you don't want to leave lane.

Quintessences


Attack damage once again to get more out of passive and more damage overall. Taking few attack speed quints allows a second auto attack between turret shots for example and brings in more DPS. You can decide on the amount of attack speed quints from 1-3.



Offensive

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Tier 1: Fury for some attack speed, can also be flipped for the cooldown reduction and then Butcher to help last hitting.

Tier 2: Then go for Brute Force . Small amount of AD for late game. It's like a extra Long Sword, worthy of 400 gold. Kinda meh, but it's so we can get to next tier along with Feast for extra sustain.

Tier 3: Martial Mastery to help farming, especially under tower. Gives some extra damage for poking also. Then Executioner for bonus % damage for late game and finally Spell Weaving as Corki uses lots of spells.

Tier 4: Here I skip Warlord , because the current build doesn't provide enough AD for it to be useful so I'm taking Dangerous Game and Blade Weaving for more damage and small defense bonus that may save you from dieng to Ignite for example.

Tier 5: Here is deffinately the most cost worthy mastery: Devastating Strikes . Corki benefits greatly from this and puts the whole 12% in good use. Other ADC's won't be using the mastery point as efficiently than few, that includes Corki. Finally Frenzy, which could be switched around for the 1.5% increased damage, but I feel like it's 0-0 while Frenzy actually benefits you, even tough you don't need the attack speed that much.

Tier 6: Finally the last point for Havoc . Not a "wow" bonus, but 3% extra damage for 1 point is quite OK I guess. It's not really that much if you start to count how much the percentage is from ~2k damage, but it's worth it.


Defense


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Tier 1: Block and Recovery . The block mastery is really good. It seems very little, but it's much more worth than you may think. LoLmath has video of it in youtube I believe, go watch it, if you want to see math behind this. Health regen gives some extra sustain.

Tier 2: I take Unyielding to boost the effect of Block even further, making total 3 less damage per auto-attack and some reduction against spells. Then Veteran Scars for some extra tankiness, so you don't seem so squishy.

Tier 3: Juggernaut is worthy, because it takes only 1 point for 3%. Not that much if you compare my example for 3% extra damage from 1000, but this point is a fair ~+20 health in lane early-game.

9 points in defense overruules the utility tree as it has very little to offer from early tiers. I used to run it but it's just not worth. Summoner CDR is pretty neat but rest of the points would go to a waste. That's why the defensive masteries..




Flash is the most important spell in the game and is also the most used. Do not take anything over it! It can save you from tricky situations where you normally wouldn't survive. It's also a last hitting tool, if enemy is running away from you. It does have high cooldown, but even if it would save you once in the game, it is worth it.



Barrier is really useful summoners at any point of the game. It can be used for baiting and saving from close-call situations. This summoner became core summoner pretty much after being spotted useful. It shields more than Ignite does damage, so that's why It's taken over it. It's also more safe summoner considering late-game as you don't want to die and you do a lot of damage without the Ignite.



Ignite is a bit more offensive option. It is great not just for it's damage, but to shutdown the lifesteal and healing effects made during a fight. You should take the use of this really fast as extra burst tool. Remember tough that Ignite shouldn't be taken just based on "shutting down heals".



Cleanse is considerable against heavy CC bot lane or overall team composition. It removes all CC, so It's great tool to turn up against Exhaust in laning phase for example. The question is wether you can take advantage of it over Barrier. I'd say this is a more experienced summoner pick. Just get CC reliefing items if you aren't familiar with this.




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SPE >> Rushing Trinity Force is the way to go usually. It gives such good stats and Corki benefits from every single passive/stats it gives. You do so much damage after that. Constantly proccing 200% AD damage and it's almost impossible to escape all-in situations without enemy using summoners. Blade of the Ruined King has overruled The Bloodthirster due the passive being ruined for BT so botrk is way better for it's stats.

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SPE >> Taking Berserker's Greaves is the way to go for starters. It's also better if you take The Bloodthirster as first item. After little experience you can start taking Sorcerer's Shoes. You may ask why ? That's because most of Corki's abilities deal magic damage in stead of physical damage. Triforce build is dependant on using abilities and Sheen proc combo to work. You get more overall damage with the magic pen as you won't be using auto attacks that much.

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SPE >> Here is the thing: Corki has so many abilities dealing magic damage that it's usually great to delay Last Whisper for very last items. If the enemy team however has LOTS and lots of armor, take Last Whisper first. In most cases you can run Infinity Edge tho.

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SPE >> Banshee's Veil is the most built defensive item I believe. I prefer it over Mercurial Scimitar as it takes time to finish and as Corki, you're often far behind shooting rockets so no hard CC should land on you. Merc can be better against Zed's ultimate tho. Guardian Angel is really the all-around defensive item fit in pretty much any time. It's better against champions that gain resets when killing someone or against assassins.



Ability Sequence


This ability sequence is all about damage. Ultimate is maxed first which is no surprise. It gives nice amount of poke in teamfights and a great finisher. Q is maxed second, because of great damage scale per level. It's damage is really great even with the AP scale. Provides extra 1-2 auto-attacks if used right after one. Then E third for all-in damage. It's damage is really great if you can keep the range. W is taken last, due it's not much of a damaging spell, just take 1 level for it early-game, so you can escape/chase.


Abilities

Hextech Shrapnel Shells: Quite OK passive I'd say. It gives you enough bonus damage to come out as a winner from auto-attack trades and a nice tool to make last hitting easier. Ain't got a screenshot example of this one as It's pretty self-explainable and is spotted as white true damage.

Phosphorus Bomb: Your main ability to deal damage and come out in trades. Also the certain ability to proc Sheen passive. It's also great against certain stealth picks such as Vayne, because it reveals stealth. Can also be used to keep vision on enemies going to bush.



Valkyrie: This is a funny ability. It's mainly used for mobility either to escape or to close-gap between opponents. Not really for damage as people won't be staying on the trail of fire anyways. Do remember that you can use this to jump over many walls like at the dragon pit, over the baron, red and blue buff walls etc.



Gatling gun: This is really great pushing tool for your lane and a high DPS to shred enemy front line later on. You will most likely be attacked by tanks with lots of armor. E reduces the amount of armor and works well with Last Whisper.




Missile Barrage: Really nice ultimate to poke and finish off people with. It's really important to have few always in case of sudden team fight. You need it to proc off Sheen. Use Missile Barrage a couple times just to poke their team or clear minion wave, but save at least 3-4 in case someone charges towards you, so you can do enough damage to shred trough the front line.






Corki is meant to be played offensively early and mid-game to gain item advantage later on in the game and keep up with late-game scaling ADC. If you are not getting these item advantages, you will have hard time keeping up with them. Offensive supports with CC or heals work really well with Corki. Defensive supports are a bit meh, as you need to get that kill or two. I'm not saying you will suck and do next to 0 damage, but ADC's like Vayne and Tristana are just beasts at late-game and you need something to be more useful than them.

Match-ups

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These champions can cause problems. Rest of the champions are just skill match-ups and I'll propably get into them later on, but let's focus. Sona as a support who can sustain her lane partner trough early poke and provide massive amount of level 1 damage with Q and ultimate to shutdown escape / engage. Depends on the ADC pick of course, but it's not very nice to play against a good Sona player. Then we have Caitlyn whose range is ridicilouse. She outranges you and pokes you off in early levels and you can't really poke back. Her traps can also make you're Valkyrie less effective. Then Draven. This guy has so much damage from Q. Using Valkyrie towards this guy can end up in a fast loss. He can greatly outdamage you once you're out of abilities and stop escapes with non-stop chasing. Lastly, propably the least is Varus. I was sort of "meh" at first, because he has quite the mana cost on abilities, but I agreed on having some difficulties. His ultimate stops you're escape and has great long-range poke.

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These champions don't stand a chance against Corki. I'll speak generally here, seperating only Taric. You counter that poor MANLY support by having mobility which he really lacks, having great burst and true damage with armor shredding Gatling Gun. Then to the ADC's: You counter them by dealing so much more damage then they do. You can stop escaping trough stealth and just poking them to death or just go man-mode and destroy everything. These are all late-game champions that build towards late-game, giving you the perfect chance to hunt for kills with early-game damage.


Early-mid game

As said many times already, but I shall repeat it once more: Get kills. Early levels you should poke immediatly when enemy is going for cs. Use auto-attack followed by Q to deal lot's of damage. Repeat doing this process when enemy ADC is going for cs, but do look at your own farming also. After reaching level 2, you can already seek a kill with Valkyrie and supports help. Support landing a CC = go in. Level 4 is the same process, but you gain Gatling Gun in the combo. It's really good if you gave money for Sheen pre 6 (you actually should have by now). Go buy it and then just kill everyone. It adds so much damage to your combo. If you have gotten many kills, you should be completing Trinity Force soon after 6 or so.

Mid-game team fights should begin and you can poke back-line with you're ultimates and then proc Sheen on closest enemy on-sight within safe position. This is what you should be doing. Focus the closest enemy you see. Usually this is a front line charging towards you, but keep your clam and use Valkyrie to back off a little and then go in with all you got. Constantly keep proccing Sheen with ultimates, this is really important. Then continue to next enemy after dealing with the first one. If you couldn't handle the first fuy, think what you lack. Did you do no damage or did you die to the enemy too fast ? Based on this, continue the build by taking damage or defensive item for next fight.

Late game

Late game is very much about positioning correctly and continuing where you stopped from mid-game. This is the part which is not that favorable for Corki if the enemy is having late-game team, but there is no need for desperation. Positioning is yet again really important and I'll show you the perfect position for team fight.



Corki is positioned behind your own front line and is off-range from initiation, but is in range to keep dealing damage with ultimate and possibly to shred enemy tank charging forwards. There is really good opportunity to change position with Valkyrie and switch targets within safe range.



Let's start off with a story first to make my point clearly. I've been wanting to climb ELO and I wanted to see what I didn't do properly. I took the chance and played few matches with and against few Diamond I/Challenger bot lanes. I obviously lost every single time more or less, because of positioning.

I was playing quite fair lane Draven, Thresh vs Miss Fortune, Leona.
  • Every time I mispositioned, I got punished by basic attack.
  • Every time I went to get last hit, I got punished.
  • If I was late from my lane, opponent was level higher and punished.
  • Support went warding, I got zoned.
  • I was alone in lane, I got zoned.
  • Every time I lost vision, jungler ganked and I got zoned.

The more I got punished for mispositioning, the more frustrated I got --> Loosing cs, overcommitting, making more mistakes --> Dieng, loosing tower + objectives. This was clear difference between me and my opponent. I knew when I should poke and how to avoid getting poked, but there are so many chances to punish/avoid. He simply used the chances better than I did. Learned a lot that day and I'll share even some basic ones which may seem obvious to some.

Let's get to it. I expect you to know bot lane locations, but I'll just make a quick explain in case I use different terms than you. Locations and situations are from BLUE side.

(Red bush = 2nd bush furthest from your tower)
(Blue bush = 1st bush, closest from your tower)
(River bush = Bush closest to enemy tower at the end of river)

Keep this in mind while doing this: Minions > Small poke
Here are few very simple ways of zoning/punishing;

Enemy assisting blue


So you know they have mana hungry jungler and will start at blue. Depending on how good ganking potential the jungler has, place a ward at river. Have your support be placed at red bush to either land CC/poke OR zone the enemy towards their tower or force ward there. Then just push the lane as hard as you can and keep the red bush vision. Basically what this does is you achieve level 2 faster. With your stat and ability advantage, you can either go trade off with the enemy if they go contest minions or they will back-off and you are denying minion gold.
Lane farming


This is where things get tricky. Let's assume you are even at lane and both supports are not doing anything special to control over the bushes. Basically having control of enemy bush is the base of zoning, but you can't do that at the moment. Poking with abilities is OK, but you can punish the enemy for taking CS, within limits of not loosing CS of your own while doing that. Look at your own minion wave HP, if you see he is going for your melee minions which are low hp and he has full hp minion wave, FIRE EVERYTHING. At least hit 1 auto-attack. It's not worth it if you loose minion on the way. The most important minion deny is the big siege minion one. Time it right.
Enemy alone in lane

This is really easy and can often lead to burst of summoner/loosing resources/dieng.
The most simple rule is when either your enemy has only ADC or support at lane, go kill/poke/zone. Deny everything you can by simply containing red/blue bush control depending on where your lane is. Second situation is where support leaves lane to ward. Either punish ADC by zoning/poking or try to kill support on the way.

How to prevent getting zoned ?
  • Have sustain
  • Have high CC support
  • Man-up. Know when you can win the trade in stead getting poked 24/7 for nothing
  • Have jungler ganking. No matter if river is warded, just CC enemy bot lane.
  • Have vision and deny it

More useful information;

http://www.mobafire.com/league-of-legends/blog/joxuu/attack-move-stutter-step
http://www.mobafire.com/league-of-legends/blog/joxuu/bot-lane-warding-amp-predirecting-ganks





Thank you for reading the guide over and I hope you learned something about Corki. Hopefully I have opened his world and ADC role for you. At this point i'd like to credit Jhoihoi for format of abilities section! The format can be spotted in this Vayne guide.

Feel free to ask questions or recommend feedback - I will try to respond to them all. This turned out to be quite long guide after all, but if you truly are interested in Corki, I think you should read it all. I could post some Corki stats over here also, if someone wants to send scores :)


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