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LoL Champion: Corki
| Health | 2476 |
| Health Regen | 14.4 |
| Mana | 1534 |
| Mana Regen | 10.3 |
| Armor | 89.19 |
| Magic Resist | 104.3 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 350 |
| Gold Bonus | 0 |
| Attack Damage | 312.2 |
| Attack Speed | 30.915 |
| Crit Chance | 40%S |
| Crit Damage | 50% |
| Ability Power | 30 |
| Life Steal | 12% |
| Spell Vamp | 0 |
| Armor Penetration | 24.93 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Purchase Order
Ability Sequence





Masteries
Introduction
Corki is currently one of the strongest AD Carries in the game. He has an arsenal of high-burst nukes to give him a powerful early game, while his true damage and armor shred make him an excellent DPS late game.
*Please don't down vote this guide just because you think that the build choice is wrong. I have considered every viable option I can think of, and it's up to you to choose. I will gladly answer any questions/comments you have regarding this guide.
*Thanks to jhoijhoi for helping me format and organize this guide with "Making A Guide". You can find out more about "Making A Guide" here.
Why AP Corki Is Not Viable
Why Don't You Play AP Corki?
The AP Ratio on all of Corki's abilities are awful (0.5 For
Phosphorus Bomb, 0.3 For
Missile Barrage). Also, using his escape as a form of damage just won't do.
Now let's have a look at Pros of AD Corki:
1. You have an AoE armor shred (
Gatling Gun).
2. You do true damage with every attack you make (
Hextech Shrapnel Shells), and by going AD, you make full use of it.
3. You still have high burst early on with
Phosphorus Bomb and
Missile Barrage.
4. You have one of the best escape abilities in the game with
Valkyrie because of its short cast time and long range.
Don't go AP Corki, this guide is focused on DPS Corki, find another guide if you want to go AP.
Pros/Cons
*This is comparing Corki to other DPS champions, not to every other champion in general.
Pros:
-High early game burst.
-AoE, armor shredding, DPS on top of your auto attacks.
-
Missile Barrage is excellent at poking and removing
Banshee's Veil.
-Short cast time and long range escape ability.
Cons:
-No CC.
-Might have mana problems without
Manamune.
-Short attack range (Only 550).
-Somewhat difficult to play.
Abilities

Hextech Shrapnel Shells (Passive)
Corki's basic attacks deal 10% additional true damage to minions, monsters, and champions.
10% extra damage to Corki's attacks. Early game, helps you last hit easier. Late game, rips any high armor target apart.

Phosphorus Bomb (Q)
Deals 80 / 130 / 180 / 230 / 280 (+50% of ability power) damage to enemies in a target area. In addition, the blast briefly reveals the nearby area and champions hit for 6 seconds.
AoE nuke which reveals area it hit as well as the targets hit by it. Note: doesn't show invisible units.
Tip: Use this to check an unwarded brush late game instead of face-checking. If needed to, use

Valkyrie(W)
Corki surges to target location creating a trail of destruction that deals 60 / 90 / 120 / 150 / 180 (+40% of ability power) damage per second for 5 seconds to enemies in the fire left along his path.
This is Corki's escape skill, and it should be used defensively 99.99% of the time. Only use this to chase when you know you're in no danger of dying. The damage from this skill is pretty negligible.
Tip: If there is a fight happening across the map, and if you can afford the mana cost, use it to get there quicker. That few seconds could be the difference between a kill or your foe getting away.

Gatling Gun(E)
Corki's gatling gun fires at all targets in front of him for 4 seconds, dealing 20 / 32 / 44 / 56 / 68 (+40% per bonus attack damage) physical damage and shredding 1 / 2 / 3 / 4 / 5 armor with each shot. The armor reduction persists as long as the enemy is under continuous fire.
This skill is just an amazing steroid to Corki's already high DPS. It's used on top of your attack, meaning that you can do everything you could do with this ability off. Other main thing to note is that once it's on, it can't be stopped what-so-ever.
Tip: Since this skill has a relatively long cooldown and a fairly short duration, only use it when you know your opponents have committed to the fight.

Missile Barrage (Ultimate/R)
Corki fires a missile towards his targeted location that will collide with the first enemy it hits. Each missile deals 120 / 190 / 260 (+30% of ability power) and (20% of attack damage) area magic damage.
Corki stores one missile every 10 seconds up to 7 missiles at any given time. Every 4th missile will be a Big One, dealing 50% more damage than normal missiles with 100% splash damage. After dying, Corki will respawn with 4 missiles.
A long range, AoE, skill shot nuke. Excellent at poking and farming. Your missile accuracy is really what determines how good of a Corki player you are. If you're getting zoned really hard, use this to last hit if required.
Tip: As stated, you want to poke a lot with this. However, you must be able to determine what does more damage:
Skill Sequence
Summoner Spells
Recommended:
Viable:
Not Viable
Don't waste my time. Any other spells not mentioned here do not work on Corki and shouldn't be taken. Period.
Runes
Recommended:
Explanation:
Viable:
Explanation:
Masteries
All right, so I've experimented with the Season 2 Mastery Setup quite a bit now, and I find that either 21-0-9 or 21-9-0 is the best choice for Corki.
21 in offense is essential as the buffs they give to Corki's DPS is simply too good to pass up on. Everything in the offense tree below should be fairly self-explanatory.
9 in utility is the best choice for Corki as the 20% buff duration increase from
Runic Affinity is really nice to have. However, if you solo lane or go with a support who doesn't have a heal (
Blitzcrank,
Janna), it's better to go 9 down defense so you can stay in lane longer.
21-0-9 Setup:

21-9-0 Setup:

Items
Start:
Explanation:
First Recall:
Explanation: Gives a lot of health and damage very early on, making you difficult to kill and last hitting extremely easy. Also, the slow from
Mid Game Items:
Explanation: I find that staying at
End Game Items:
Explanation: These 3 items will give you optimal damage late game. Get
Boots
Explanation: Typically, I will go
Other Viable Items:
Offense:
Defense:
Manamune - Yes or No?
First of all, before I go into whether you should get a
Manamune or not, let's have a look at the item:
+350 Mana
+7 Mana Per 5 Sec.
UNIQUE Passive: 2% of your maximum mana is converted to attack damage. Each time you attack, you gain one maximum mana. 3 second cooldown. Each time you use an ability, you gain 4 maximum mana, 3 second cooldown. Bonus caps at 1000 maximum mana.
If you rush a
Even though
Quick Summary:
Pros:
-Very quick farming.
-Corki becomes an ideal split pusher with
-Stat is gives is quite cost efficient.
-Lets you spam non-stop and almost never run out of mana.
Cons:
-Early-mid game damage far lower.
-Delays you from major damage items.
-Gives no utility what-so-ever.
-Falls off late game since you won't have any mana problems then.
My Suggestion:
I personally think it's better to not get a
Hands down, the most optimal damage is without a
Gameplay
Early Game:
Don't get your Q right away. Go defend your jungle or gank them if you have a strong Level 1 team. If a Level 1 fight doesn't happen, get
Phosphorus Bomb and proceed to lane. If it does, pick up
Valkyrie as the mobility from it is invaluable at Level 1.
For Level 1-5, I typically play more passively and mainly focus on farming. Poke once in a while with both your regular attack and
Phosphorus Bomb if you can trade favorably. This is only my general play-style, and it can vary greatly depending on who I get matched up against and which support am I with.
Once you hit 6, your damage and harassment becomes much higher. Therefore, I generally step up aggression, as with some help, you can easily zone out your opponents and potentially pick up a kill. If your opponents are playing very passively, and if your support warded properly, go ahead and start pushing.
Summary: Focus primarily on farming, especially pre-level 6. Push if you can. If an opportunity present itself, take full advantage of it.
Mid Game:
With
Other than that, mid game is a really situational stage. You may have to start contesting for dragon with the enemy team, so be prepared. If you have a quick
Another option is to split push, especially if you bought
Summary: Keep farming, take red whenever. Be prepared to split push, dragon, or go gank someone depending on the situation.
Late Game:
You should be a monster by now, tearing down everything in your path. Not really too much more to say, just play very cautiously, avoid face-checking an unwarded brush, and don't go out too far by yourself.
Still farm whenever it's safe to, but be extra prepared to fight at any time, or do Baron/Dragon. Also, whenever you have some extra gold, purchase an elixir or two.
Summary: Don't overextend and get caught. Only farm when it's safe to, elixir up, and be prepared at all times.
Teamfights:
If it seems like a fight is about to begin soon, start poking and removing
Your main priority in a fight isn't actually to kill all of them, but to stay alive, as the longer you live, the longer you can pump out more damage. The key to this is proper positioning, keep moving as you attack, and never stay in one place. Also, do not charge to the back of their team to try and kill their AD/AP Carry, as they will simply CC you and melt through your health.
For the first bit of the fight, stay back and only hit who you can at a safe range. Often, the fight is decided right away, as everyone will be unloading everything they've got and it's complete chaos.
If the fight is decided right away, then simply chase while keeping at a safe distance if you won, or kite + run if you lost. If it's not won/lost ASAP, then you'll want to consistently put out damage while keeping yourself alive.
Obviously, the AD/AP Carry are first priority. However, do not go out too far to kill them, as most of the time, you'll die before you can even touch them. Only kill the AD/AP Carry if they overextend. Otherwise, just focus on hitting their off-tank/anti-carry, as they typically will be at the front and if you don't kill them, they'll kill you.
Summary: Poke as much as you can (Save big missile if you need it). Focus on staying alive rather than killing. Always be moving after an attack or two. Wait for everybody to use up all of their cooldown, then go in. Keep a safe distance, hitting only who you can (Focusing Carry if they overextend).
Farming:
Farming with Corki should be very easy due to his quick attack animation and his high base damage. Last hitting against a tower early on is quite simple too. For a melee minion, let the tower hit it twice, then kill it. For a ranged, hit it, let the tower hit it, then kill it.
However, depending on how far you're into the game, how much damage you have, and whether you have your own minion wave attacking or not, this pattern may change. It is too difficult for me to explain this in full detail, just know that it won't always work.
At Level 7, Rank 4
Summary: Melee minion take 2 tower shot + 1 auto attack to kill. Ranged minion take 2 auto attack + 1 tower shot to kill. Do not be over-dependent on this however. At Level 7, Q+R will clear caster, but avoid doing this too often.
Summary
Well, that's the end of my guide, I hope it helped. Thank you for reading and don't hesitate in posting a comment/question, as well as rating it.
Random troll Rammus video, Credit to fenom for making it:
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