Corki Build Guide by CokiesLuv
Not Updated For Current Season
HOW TO BOMB THE WORLD !
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Threats to Corki with this build
|LeBlanc||pretty hard match up. high burst and lb can gap close too easily,If you are stuck with this match-up, play passively at level 6, Farm, and be sure to get some form of MR|
|Azir||His poke in the laning phase is difficult to avoid. Be careful as he has 2 knockups (his E and R) that can disrupt your Valkyrie. Good thing is that your missiles outrange his Q.|
|Diana||Survive by spamming Q early. The key is to make sure she is always below 50% HP in order to cancel her aggression at level 6 and beyond in laning phase. MUST SHUT DOWN. Try to stay away from your caster minions as it forces her to decide whether to Q to farm or to Q for harass rather than getting both at the same time. Oh, its an arc btw, keep that in mind when you are trying to dodge it|
|Ahri||Pre-6, the lane is pretty easy if she doesn't hit her Charm while you are being ganked. After 6, Ahri is one of the few champions that has more mobility than you, out-sustain you, and just out damage you all throughout the Early to Mid Game. Late game you only have one advantage over her-Range/Poking Potential.|
Ignite - Flash
The usual kill potential summoners. Can get a early kill if played properly get an early lvl 2 put a point in w ( Valkyrie ) go all in with ignite and q bit risky tho , will work against a squishy targets. Burn flash and call up for jungler for an extra help if u miss that all in
Good luck. In my opinion, the hardest part of playing AP Corki. I suggest that you call mid, and after you lock in, just simply say "Corki Mid." I wouldn't advertise that your going AP because it may cause someone to troll you by attempting to take mid and force you bot or just flat out dodge and waste your time..
Corki's early laning phase is generally very safe with focus on early Q harass and farming. His damage is not obvious until the later part of the mid game to the late game.
Keep in mind that you get bonus attack damage from your passive so early game your autos do more than usual. So better last hitting and better trades.
If you are looking to kill your opponent, harass with Q c until the enemy champion is around 20%-25% percent HP- then W to gap close, Q, ignite. Auto as much as possible in between abilities.
At this point, look to roam pushed lanes, prioritizing bot lane. Corki has an excellent gap closer, and with a level advantage you will be devastating if you gank under leveled bot laners. If roaming is not an option, push mid lane hard in order to poke at your opponent and try to kill him either by outplaying or coordinating with your jungler allowing for an opportunity to taking dragon.
After level 11, the cool down of your missile reloading is substantially reduced and itemization will definitely play a huge role in your damage. Liandry's and Lich bane add a lot of missing damage that is not built into AP Corki, but are more effective (the items) on Corki than some other AP carries (kind of like how Lich Bane is OP on Twisted Fate, or Liandry's on Anivia). With these items, the damage is there.
With Liandry's torment and magic penetration you are apt to take the front line pretty effectively. Of course if there is an opening because of your excellent positioning or if the enemy just has poor positioning, then by all means focus the back line (AD Carry>AP Carry>Support). But generally when attempting to take down the front line, use E to proc Liandry's passive and a Lich bane proc, as well as Q. Missiles should be somewhat reserved for the back line, so use every 2-3 seconds for Lich Bane procs (immediate missile cool down is around 0.75 seconds). Do not press R like you are Karthus if only the front line is exposed. Of course if 4-5 enemies are clumped, spam R. If the front line is just destroying your back line, then its better to be out of ammo than dead.
Improper use of missiles renders you useless in team fights. Be sure to have at least 3-4 missiles when objectives are up during the Mid game (think Dragon). A common mistake is when pushing a tower as a team, many Corkis just start spamming missiles to try to poke the enemy down. If your team or the enemy team decides to initiate and you have no missiles, watch for incoming chats such as "AP Corki sucks gg." Be smart about your ammo, at the same time don't ever have 7 missiles. Always have one on CD while seiging or teamfights.
Usage of W
90% percent of the time, Valkyrie should be used for escaping and gap closing, rarely for damage. If Valkyrie is doing damage, it would be because you used it to escape and people chased you right into it. Never use Valkyrie into the team fights with the mentality of trying to do damage. I know it's tempting because it has very good scaling. If you do-you will die-and be prepared to report your teammates for verbal abuse.
Leveling Corki's abilities is pretty straightforward. You want to max Q for harass and burst, and then max W for the CD reduction per level and the deceptive damage that it brings if people so happen to walk on it.
Corki's Passive-Hextech Shrapnel Shells
-The only ability that won't scale very well as the game progresses. Good for last hitting and early game auto harass.
Early game, this is your harass in combination with your autos. Its a nice AOE that seems short ranged, but if it used correctly by Qing in front of your enemies, it extends the range since they get hit by the very edge of the ability. It has a very good base damage (280 when maxed, average ability is around 220-250).
It reveals. This is good when you need to face check a bush, or if you gank an overextended bot lane, Q reveals them if they try to utilize the bush's invisibility.
Tip: Always aim the center of Phosphorus Bomb at the very edge if its allowed range, as it will essentially extend the range of the ability.
90% percent of the time, Valkyrie should be used for escaping and gap closing , rarely for damage. If Valkyrie is doing damage, it would be because you used to get away and people chased you right into it. Never use Valkyrie into the teamfights with the mentality of doing damage, I know it's tempting because it scales sooo well but...you will die. Be prepared to report your teammates for Verbal Abuse.
like hidden op
For AP Corki, most disregard E as completely worthless since it does physical damage. HOWEVER ITS HIDDEN OP.
Let me explain.
3151_32.pngLiandry's Torment's passive, which is spell damage causes an extra DOT of 2% of current health per second for 3 seconds, is proced. This is doubled if the target(s)' movement is impaired.
-With just Liandry's, if an enemy champion is hit with the full duration of E, about 12 percent* of their current health is reduced from E alone.
-ALSO, it pretty good AOE in front of Corki, and with Liandry's Torment, can take the front line rather effectively.
amazing huh? so yeah, E on AP Corki too strong.
*Lilandry's damage recalculates current health after each tick
R- Missile Barrage
The cliche "Bread and Butter" of AP Corki.
Each individual missiles scale terribly, but take a look at the damage if you fire all 7 missles from your ammo pack.
Keep in mind this is AOE damage!!
Assuming 2 Big Ones
Regular Missile 120+(30% AP)
Big One 180+(45% AP)
Regular Missile 190+(30% AP)
Big One 285+(45% AP)
Regular Missile 260 +(30% AP)
Big One 390+(45% AP)
AND this does not take into account the Corki's AD scaling (total AD, not bonus AD), so it does a little over these calculated damages. That's why Baron Buff on Corki goes a long way as Baron Nashor gives you 40 AP and 40 AD. These bonuses go directly into your missiles.
Exactly, Tons of Damage!
The problem here is the reload timer for the missiles. This is THE biggest problem for AP Corki. However, with Cooldown Reduction that you get from masteries, items, and blue buff it can be overcome. With full CD reduction (40%) the reload timer goes to:
Level 6- 7.2 seconds (from 12 seconds)
Level 11- 6 seconds (from 10 seconds)
Level 16- 4.8 seconds (from 8 seconds)
So after you use all your missiles, the cooldown at level 16 to get back all your missiles is essentially: 56 seconds, 33.6 seconds (with max CDR)
The damage is there. No doubt about it; however, it is somewhat item dependent.
The only thing that I really have to explain is that I take "Brute Force" for better last hitting capability, and it extends to your E and R damage. Also, if you really consider yourself terrible at last hitting minions, it would be more worth it to take two points off "Sorcery" (-2% CD reduction) and invest them in "Butcher" (4 bonus damage to minions and monsters). With Athene's Unholy Grail/Morellonomicon and Blue Buff, you will already be capped at 40% CD reduction anyways.
In most cases, many players do not own magic penetration runes, so if you take any AP Quints or Glyphs, its okay. As you are doing damage over time, it is effective as well. In addition, it will help with clearing waves. The magic penetration is more of my preference because it is more apt for taking down tanky targets from the Mid game to the Late game. The extra AP is actually better against the squishy carries.
The Magic Penetration Rune Page is honestly more of my preference. Let me explain myself:
AP Corki's damage is hidden in his base damages of his Q and the number of times he lands his missiles. He doesn't scale quite as fashionably as other AP Mids, so that is why i justify my decision for taking these Magical Penetration Runes. In addition, the +20 magic penetration combines amazingly well with your Sorcerer's Boots and Haunting Guise. +50 Magic Pen with these relatively inexpensive items-just wow.
Also, I might mention liandries damage will significantly benefit from 50 Magic Penetration and makes Corki an health shredder machine.
As Corki's mana costs are brutal, I take the mana regeneration seals to throughout more Q's for early game harass.
An alternative would be defensive runes as you may just want to survive early laning phase such as running MR glyphs (blues) against AP or Armor seals (yellows) against AD.
AD Marks (Red) are okay with Corki, and will significantly buff your early game with last hitting and harass with autos. This works.
Early build #1 -
Still a good all around start for a caster hp-ap-mana regen, all wrapped into one ring
Early build #2 -
To sustain against any type of harass, jungle ganks and mistakes you've made in lane . Flask is really effective on corki since it essentially adds a huge boost in the mana regeneration and the fact that he has no sustain
Powerspike items #1
Corki hits his power spike especially with his triforce you can start roaming and get some early kills to farm up for your luden's for even more poke.
Mid game items -
when corki gets his ludens and trifore its a done deal. you alone can start pressurizing the game with your high damage poke with ult + luden's proc. HIGH POKE DAMAGE
Core items -
this is your full build. ap corki falls off at late game you need to pull of some crazzy stuff mid game with ur high poke ability end game as soon as possible you might have some trouble late game.
Situational items -
these items are for the luls. but lich bane would works good for ap corki.
Pros / Cons
1. Nice poke
2. very strong mid game
3. decent wave clear
4. Large amount of aoe damage
1. Item dependent
2. Not so strong late game
3. Mana hungry.