Corki Build Guide by Nunnsta
Champion Build: Corki
| Health | 2861 |
| Health Regen | 14.4 |
| Mana | 1409 |
| Mana Regen | 10.3 |
| Armor | 89.19 |
| Magic Resist | 124.3 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 395 |
| Gold Bonus | 0 |
| Attack Damage | 403.95 |
| Attack Speed | 50.915 |
| Crit Chance | 35%S |
| Crit Damage | 50% |
| Ability Power | 30 |
| Life Steal | 12% |
| Spell Vamp | 0 |
| Armor Penetration | 46.52 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction

Hey everyone,
Corki is my favorite champion and I enjoy playing him more than any other. Because of this I'll try to to show you guys how I play Corki, and hopefully you have a great time playing him. My build focuses on dealing a lot of damage through both basic attacks and abilities, by building Corki with a heavy focus on attack damage items. This is my first build so any helpful information you could give me about my guide would be greatly appreciated. Let's Begin :)
Pros / Cons
PROS
+ All of his abilities are AoE
+ Ability to shred enemy armor
+ Spammable long range harass
+ Built in escape ability
+ Ability to face check brush
+ Basic attacks deal true damage
+ Great at farming minions
CONS
- Mana dependent & mana hungry
- Short basic attack range (550)
- No crowd control whatsoever
- Slow base movement speed
- Harder than most AD carries
Abilites

Corki's Passive,
Hextech Shrapnel Shells, is one of the best in the game for any AD carry. This means that throughout the entire game, your basic attacks will be dealing an extra 10% true damage (bypass** armor and magic resist) every shot.

I take
Phosphorus Bomb at levels 1, 8, 10, 12 and 13 because although it gives a nice nuke which is good for harassing early game, it has a pretty bad AP ratio (0.5), thus it scales really badly into late game and in an actual fight, isn't as beneficial as Gatling Gun would be due to it's armor reduction and constant damage. A handy use of Phosphorus Bomb is face checking brush (which is why I take it at level 1), it doesn't reveal stealthed units (
Twitch/
Evelynn), but does reveal an area of the map for 6 seconds which may contain enemies.

I take
Gatling Gun at levels 3, 4, 5, 7 and 9 because since the rework, there's no reason not to. It's Corki's only AD scaling ability apart from his ultimate, and my build is focused around playing him as an AD carry, so it makes sense to max it first and utilize it. Gatling Gun is best used when you're about to commit to a fight due to it's continuous damage (other abilities can be used whilst it's activated), and the armor reduction. There's no point in activating this and then running away because Gatling Gun only damages enemies in front of you thus not dealing any damage to them.

I take
Valkyrie at levels 2, 14, 15, 17 and 18 because all it's really good for is to escape sticky situations or engage/chase. The damage and ratio on this ability (0.4) are terrible which is why I strongly recommend against ever using this ability for damage purposes. The best thing about Valkyrie is its ability to pass through walls meaning you can make a lot of quick escapes by simply activating this over a wall, thus acting somewhat like a built in
Flash.

I take
Missile Barrage at levels 6, 11 and 16 because it is what makes Corki an amazing harasser. If you've ever laned against a Corki after level 6 you'd understand. This ability gives you a spammable, long range, AoE skillshot with a 1.2 second cooldown, making this a great ability for poking/harassing. This is what makes
Trinity Force such a great item on Corki because he can spam his ultimate triggering it's passive and dealing 150% every 2 seconds on his basic attacks.
Items
On many champions I like to start with a Doran's item (
,
,
) depending on the champion, because of the cost efficiency, and high early game bonuses. Corki is no different, which is why I like to take a
Doran's Blade to start my build. The extra 10 helps massively in level 1 team fights/skirmishes, the extra 100 health provides much needed bulk and the minor sustain provided by the 3% lifesteal is nice.
I like to get
Berserker's Greaves because a cheap 25% attack speed bonus is too good to ignore. This greatly increases your early game DPS and helps the speed of farming. After I complete my build, I usually sell these for a pair of
Mercury's Treads, because by that stage in the game, the survivability provided by the CC reduction outweighs 25% speed bonus from Berserker's Greaves.
I take
The Bloodthirster after I've built my
Trinity Force and
Infinity Edge because these items provide more reliable damage, and my sustain is covered with the two
Doran's Blades. This is a great item for Corki because of his great farming capabilities, and he can take advantage of the extra 40 attack damage and lifesteal, if farmed well.
I take
Trinity Force on Corki because of how well it synergizes with his ultimate. The all round great stats are also helpful, and the 25% chance to apply a slow comes in handy numerous times throughout a match whether you're chasing or kiting. Also, the movement speed this item grants is more than enough for an AD carry to chase and escape making it also a great item for utility.
I take
Infinity Edge because it's possibly the best item for any AD carry. It provides a high attack bonus of 80, much needed critical hit chance and an amazing passive which makes all of your critical hits hit 50% harder. By taking this item right after
Trinity Force, I get a large increase in my basic attack damage and the extra critical hits will enable Corki's passive,
Hextech Shrapnel Shells, to potentially deal double damage.
I take
Last Whisper towards late game because that is when the 40% armor penetration is most noticeable. If with the correct masteries this totals 50% armor penetration. This shreds any enemy champions armor in half and increases any form of attack damage dealt to them significantly, making short works of any armor stacking tanks or super squishy carrys.
I take
Banshee's Veil because by this stage of the game you (being the AD carry) dying can be the difference between victory and defeat. By taking a Banshee's Veil, it provides you with a 45 second cooldown shield which has saved my life numerous times through blocking that ultimate/hard CC. By having this shield, you will always brush off the first hostile ability that hits you which is very helpful. This can render
Karthus' ultimate and other annoying abilities useless as long as the shield is up.
SITUATIONAL ITEMS
I take
I only take
I only take
I take
I only take
Runes
| Runes | |||||||||||||||
Greater Mark of Armor Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Attack Damage 3 |
||||||||||||
Greater Mark of Desolation
I take Greater Mark of Desolation's because they're easily the best marks in the game for any AD carry due to the fantastic armor penetration. They also synergize really well with Galting Gun because of the added armor penetration resulting in more damage dealt to anyone caught in its range.
I take the
I take
I take
VIABLE RUNES
If you don't like this rune set up or don't have any of the selected runes, don't worry there are plenty of other viable runes for Corki.
Good replacements for Greater Mark of Desolation's are
The best replacements for
If you don't have any
Easily the best replacements for
Masteries
The mastery set up I use is 21 points in offense, 9 points in defense and 0 points in utility. This setup gives me strong damaging capabilities whilst making me less squishy throughout the game. Even though I run 21/9/0, so long as Corki has 21 points in offense, the other points are really up to you, experiment, see what suits you best.

OFFENSE
I take
I put 4 points in
I take
I put 4 points in
I take 3 points in
DEFENSE
I take 1 point in
I take 4 points in
Summoner Spells
I take
Ghost over
Flash because Corki already has a 'built in Flash' (
Valkyrie) and Ghost acts as a much better sustained chasing tool because of it's long duration and shorter cooldown. This enables you to hunt down enemies out of position or escape if you find yourself in a similar situation. If intending on using ghost offensively, be careful not to activate ghost unless you're going to commit to a kill because there's nothing worse than knowing you could have survived a fight if you'd had your escape ability.
I take
Cleanse when the enemy team is full of hard crowd control. Cleanse will remove all CC from yourself and reduces any more of it for another 3 seconds afterwards, which can be boosted up to 4 seconds with
Summoner's Resolve
. This will be most effective in team fights/skirmishes when you may be focused and can save your hide.
VIABLE SUMMONER SPELLS
I would take
I would take
I would take
I would take
Summary
Coming soon: Ranked Section. Thanks for reading my guide and hopefully it helped you find how you like to play my favorite champion and wasn't too painful to read. I hope you all enjoy yourselves playing Corki and I look forward to some feedback about my first guide ever. Best of luck to all of you Corki players, I just hope you have as much fun playing him as I do :)
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