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|Hey guys, my name is Vapora Dark. I'm a season 5 Master tier player on the EUW server and am currently Diamond 2. I'm best known as a Talon OTP, but for the past 2 seasons I've actually been an ADC main, and Corki has historically been one of my strongest ADC's.
I mainly chose to write this guide because there are no other good guides for the champion right now, and also because I think he's a pretty fun ADC to play.
Here are my Corki stats on my main account just to show I'm not completely trash at him. :)
Follow me on Twitter @VaporaDark if you wanna hear from me outside of the guide, I recently started using it and would like people to actually see the things I may choose to Tweet. :)
If you like Corki and would enjoy talking about the champion, come on over to /r/CorkiMains on Reddit!
And if you enjoy the guide, upvotes are always very much appreciated!
Corki's the only ADC in the game whose main damage output is magic damage. Most of his spells deal magic damage and even though his auto-attacks are 50/50 magic damage/physical damage, they end up dealing more magic damage than physical damage as champions end up having less MR than armor.
|This makes Corki a strong bot lane pick in full AD comps, as it'll prevent the enemy team from being immortal if they stack armor. Additionally it means he can be taken mid lane despite being an ADC, as it doesn't sacrifice magic damage in a team comp, and his ability to poke with Missile Barrage means he brings more to a team than just DPS.|
This guide will mainly focus on mid lane since that's where I believe Corki is strongest, but a lot of the guide will apply to bot lane as well and I'll try to cover some of the bot lane aspects here and there.
|Flash is the strongest summoner spell in the game, there is almost no champion that doesn't run it. It's an incredibly versatile spell, being able to be used either offensively or defensively. There is absolutely no circumstance in which you wouldn't want to run Flash, if you don't you'll be the easiest person on your team to gank and catch out, and you'll potentially miss out on a lot of kills that get away using their own Flash while you're unable to close the gap because you don't have Flash yourself.|
|This is quite popular on Corki since it's a super strong 1v1 summoner spell. It doesn't have quite the same kill pressure as Ignite usually, but it's much more effective at making you actually win fights (increased kill pressure isn't useful if you're the one getting killed). The downside is that as a defensive summoner spell it's not quite as good as Heal, given that it only affects one target ( Heal makes you tankier to all enemies and helps you run away from all enemies). But if you're looking to dominate lane every game, Exhaust is probably your best bet (while Ignite is better when you already know that you will dominate even without it and you just want more kill pressure). Times to use it are either when your enemy all-ins you, especially if they're taking a lot of minion aggro, or when you feel you can get a kill and you just all-in them by walking up to them and Exhaust'ing them, which will often result in either a kill or blowing their Flash.|
|I wouldn't generally recommend this unless you're really good at laning with Corki, but you can take it on mid lane Corki to aid your snowball potential. Just don't bother taking it in bad matchups or if you're not too confident in your ability to get kills in laning phase, since it becomes almost a waste of a summoner after laning phase if it didn't get you any kills.|
|This spell is also mandatory alongside Flash if you're going to be going bot lane, as your support will want to take either Exhaust or Ignite while you take Heal for survivability, and as it's the strongest 2v2 summoner because it heals both you and your support. It's viable on mid lane, but in my opinion Exhaust is far superior in almost all circumstances. You should only run Heal if you're just more comfortable with it than with Exhaust (ADC main going mid maybe).|
|This one's very situational but there are situations where it's pretty strong. For example it's very commonly taken vs Lissandra to deal with her Frozen Tomb, or vs Twisted Fate, Annie, etc. You can take it against basically anyone that has highly dangerous CC, but it's most commonly taken against the champions I listed that have point and click CC that can't be dodged. It gives you counterplay to otherwise unavoidable CC. And if you're scared of getting 100-0'd by something like a Lux ult then you could take it against her too, but it's less necessary given that theoretically you're only going to get hit by Light Binding as a result of your own mistake, it's not unavoidable CC.|
|This is sometimes taken in place of Heal against assassins on solo lanes, but I don't like it and currently it's not very popular. The idea is that the shield blocks more damage than Heal restores and isn't affected by Ignite's grievous wounds, but you lose the movement speed buff from Heal, and if the shield isn't completely blocked by damage then some of it gets wasted. Additionally you can counter grievous wounds by having the foresight to Heal just before your enemy Ignites you. The movement speed boost also sometimes helps you offensively when you need to catch up to an enemy, whereas Barrier has no offensive use, so it's less versatile in that sense.|
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Attack Speed
|Marks: AD marks give the strongest relevant stats for your role. These will help you last-hit better, allow you to deal more damage in trades through auto-attacks and spells, and increase your DPS.|
|Quints: Attack speed quints are extremely stat-efficient compared to AD quints, so you'll want to go with these rather than AD quints. They'll make your auto-attack animation feel a lot smoother and increase your DPS a considerable amount.|
Corki's one of the few ADC's that still wants to go 18 in Cunning, not because of Thunderlord's Decree , but because of Precision . His damage is so heavily mixed (despite being mostly magic damage) that throughout most of the game you deal more damage through getting Precision for the hybrid penetration than you do by going Battering Blows or Piercing Thoughts .
: It's almost like running a 4th Greater Quintessence of Attack Speed, which is pretty good.
is an option too as it'll increase the damage of your trades, but the damage increase isn't much and I much prefer the smoother auto-attack animation
Feast: It gives some really nice sustain, it can regenerate you over 100 HP between each back depending on how long you stay in lane, which is easily the difference between dying or not dying, and winning or losing a duel.
Vampirism : This is a much better spell for laning phase than Natural Talent , the reason being that it benefits you even while you're not interacting with champions. E.g. you only make use of Natural Talent while harassing and fighting, but Vampirism heals you for every single auto-attack you do on minions, whether pushing or last-hitting. Say you auto-attack 80 times before your first back, and you have 75 AD (unrealistically small figure) for each of those auto-attacks. 2% lifesteal means Vampirism will regenerate 115 H. Yeah 2% sounds tiny, but it really adds up.
Bounty Hunter : Oppressor is more reliable if you know you're going to be dealing damage to CC'd enemies, but Corki has no natural CC of his own except for The Package's slow, and if you're going mid then you won't have a lane partner that may or may not have CC. If you're going bot lane with someone like Leona then you should consider taking Oppressor , but it's still not a bad idea to just default onto Bounty Hunter every game.
| Savagery: No matter how good you consider yourself to be at last-hitting, you will miss last-hits. But the easier you make last-hitting for yourself, the less you will miss.
doesn't help you much anyway since Corki isn't a very good roamer while The Package is on cooldown.
Secret Stash : This is the safest option since you tend to heal more from Secret Stash than damage you would deal through Assassin in lane. The only situation in which it's more beneficial to take Assassin is when you would win lane regardless and Assassin will help you secure kills, so if you're confident in your laning skills or in the matchup, then feel free to take Assassin . Though obviously it's not any good on bot lane since you'll almost never be alone.
Merciless : So long as you actually find yourself attacking enemies below 40% HP, this adds a lot to your damage. Meditation can be nice but it's not needed.
Dangerous Game : When you win close duels this'll prevent you dying to minions right afterwards. In team-fights the heal also tends to add up to quite a bit, and often the mana restore allows you to temporarily remain useful in fights where you were going OOM.
Precision : As mentioned before, this mastery is why you go into Cunning on Corki despite Ferocity being the go-to tree for every other ADC. At level 1 it will give you 3.3 magic and armor penetration; for reference, Piercing Thoughts would give you 2.94 magic penetration against an enemy with 42 MR (of which there are very few on mid lane, you mostly see that on bot lane), and 2.1 magic penetration against a 30 MR enemy (the most common mid laners). And while giving you less magic penetration than Precision , it would also give you zero armor penetration, making it vastly inferior to Precision since Corki does 20-40% physical damage.
Thunderlord's Decree : While it's been nerfed since the beginning of the season, it's still generally the strongest laning mastery since it's focused on trading rather than DPS'ing, which is exactly what laning phase tends to be like. It falls off later on compared to Fervor of Battle , but because of Precision you're probably still better off late-game with this than with Fervor. Windspeaker's Blessing is obviously not an option since Corki has no heals or shields, and Stormraider's Surge is fun but sadly not as good as Thunderlord's Decree , unless you're a god that wins every fight anyway and you just want the movement speed to chase down kills. Which unless you're smurfing is not a very reliable strategy!
|Corki has 2 different passives. The main one is the fact that half of his auto-attack damage is converted into magic damage. This combined with almost all his spells dealing only magic damage means that Corki does considerably more magic damage than physical damage, allowing you to take an ADC mid lane without being too heavy in physical damage.|
|The other passive is The Package, and what it does is that when you pick it up from your base, for the next minute you get tons of out-of-combat movement speed and are able to cast Special Delivery, which is best described as a “super Valkyrie”. It's very similar to Valkyrie except it has 3-4 times the length, knocks enemies aside as you charge through, and the burn zone slows enemies and does waaay more damage than Valkyrie; the burn zone is a lot more comparable to The Equalizer rather than Valkyrie really, they're pretty similar in terms of damage and functionality (minus the fact that Rumble doesn't fly across an entire screen to cast it).|
|This is your main trading spell in lane, and part of what makes Corki so bursty. It's pretty slow moving so you'll want to make sure to only cast it towards your opponent while they're in the middle of their auto-attack animation while last-hitting, to make it harder for them to dodge it or force them to abandon their last-hit to do so.|
|RANGE: 825 / 250 COST: 60 / 70 / 80 / 90 / 100 | MANA COOLDOWN: 8
|This is basically just a gap closer, you never want to use it for damage. Try to use it sparingly early on since it costs 100 mana even at rank 1.|
|RANGE: 600 / 200 | SPEED: 650 | COST: 100 | MANA COOLDOWN: 20 / 19 / 18 / 17 / 16
|The Package is super fun to play with, and it's important to note that casting Special Delivery doesn't put Valkyrie on cooldown, so you have 2 gap closers available to you during this spell. Be careful not to get carried away and do any stupid suicidal engages, but be open to good opportunities to decimate the enemy team with it like you would with The Equalizer. If you can find a way to flank so that you can cast it through the enemy team towards your own team rather than away from them then that would be most ideal.
You generally don't want to pick The Package up as soon as it comes up, rather save it for the best opportunities. For example, pick it up whenever you see a good roam opportunity available; don't pick it up if you can see enemy laners backing while you're in base. And out of lane it's most effective to save it for dragon and baron fights rather than just picking it up willy nilly every time it comes up. Those objectives force the enemy team to group in small areas if they want to contest them, which is perfect for using
|RANGE: 600 / 200 | SPEED: 65 | COST: 100 MANA COOLDOWN: 20 / 19 / 18 / 17 / 16
|This spell does insane damage if you can hit an enemy with the entire duration. Unfortunately you mostly can't, especially in lane, which is why you don't max it first. However it's still really strong in lane, even while not maxing it, since it procs Thunderlord's Decree in ~0.5 seconds, and reduces enemy armor and magic resist, increasing the damage you deal through auto-attacks and other spells. Out of lane it continues to be very strong as you can more often hit enemies with the entire duration, and the resistances reduction increases your DPS considerably.|
|RANGE: 600 / 35º | COST: 50 | MANA COOLDOWN: 16
|Missile Barrage is what makes Corki such a great Trinity Force user. The spell has a 2 second cooldown, making it very easy to maximize the damage of your 1.5 second CD Trinity Force procs. And aside from increasing your DPS it also gives Corki decent poke, especially during the Big One. A tip for harassing with this spell is that you don't always have to directly hit enemy champions. It's AoE, so if you hit nearby minions right as your enemy is next to them, the splash damage will hurt them. This is especially useful for hitting the Big One, since it has the largest AoE area that can often catch enemies off guard when they unexpectedly get damaged by the AoE when you fire it onto nearby minions. This is usually the most reliable way of “hitting” the spell, since enemies can dodge it but still take damage since they were too close to the minions that unfortunately don't have the brains to dodge skillshots.|
|RANGE: 1225 / 75 / 150 | SPEED: 1950 | COST: 20 MANA | COOLDOWN: 2 | RECHARGE TIME: 12 / 11 / 10
|This is a strong start because although it can sometimes lose out to Long Sword + 3 Health Potions before your first back, Doran's Blade is an extremely cost efficient item, and you get to keep those stats until maybe 30 minutes in, until you have to sell it to replace it. Whereas Long Sword's advantage comes from having 3 Health Potions, and once you've used them, they're gone. If you fail to get a significant advantage from those 2 extra potions, then you'll be missing out on Doran's Blade's stats all game long for no good reason. Additionally, Doran's Blade makes you stronger in early fights than Long Sword, which relies on being weaker in trades and fights but coming out on top 30 seconds later; not a reliable strategy if your enemy just wants to kill you right now.|
|You can start this as an alternative to Doran's Blade in matchups where your lane opponent will try to wear you down from out of your range, e.g. Xerath, Ziggs, Brand, etc.|
|This was introduced in season 6 as a new starter item alternative to Doran's Blade for ADC's. It was quickly shown to be very underwhelming compared to Doran's Blade, but because it completely pays itself off once you reach 100 stacks and even makes a profit once you sell it, it's become a popular cash dump for ADC's whenever you're in base with ~500 gold and nothing better to buy. I generally don't recommend it on Corki since while most ADC's don't have much of a powerspike at 1 item, Corki has a very big powerspike after completing his Trinity Force and Cull won't have refunded itself before then, so it can often cause an unwelcome delay in your powerspike. However if you end up going back to base really early into the game and your choice is basically between Long Sword and Cull, it's not too bad to just go with Cull since you'll begin stacking it super early. As a rule of thumb you should never build Cull after ~8 minutes into the game on any, since if you commence stacking it so late into the game it'll take way too long for it to refund itself and you'd be stuck holding onto it at a time where you'd ideally want to sell it to build something else.|
|This can be also be a cash dump for you if you can't afford any more Trinity Force components but you're confident that you'll have enough gold to upgrade it on your next back even having spent 300G on Boots. If you complete Trinity Force, then Boots of Speed should be your next purchase.|
|Even though the removal of crit chance in 6.12 was a nerf for Corki, this is still by far the strongest item you could possibly build on Corki, he makes good use of every single stat and most importantly, the Spellblade passive makes him deal a lot of damage as he can proc it almost every time it comes off cooldown, thanks to it having basically the same cooldown as Missile Barrage. It's an amazing 1 item powerspike, and it continues being his strongest item even when full build. Its quick powerspike is also why Corki is considered such a strong mid-game ADC; a one-item Corki is the strongest ADC in the game, as no other ADC can match Corki's Trinity Force power with just 1 item. Not even Youmuu's Ghostblade Lucian matches up to it.|
|It was discovered ages ago on pre-rework Corki that he deals so much magic damage, he actually does more damage with Sorcerer's Shoes than he does with Berserker's Greaves, the standard choice of boots for most other ADC's. Now Corki does even more magic damage than pre-rework Corki did, so the choice is pretty clear. Once you've completed Trinity Force, build Sorcerer's Shoes ASAP, the only priority over it is B. F. Sword if you can afford it. If you're at base with ~1300g and no Boots of Speed, and your choice is between B. F. Sword or Sorcerer's Shoes, go for Sorcerer's Shoes since movement speed is really important at that stage of the game and you don't want to be running around with no Boot items.|
|Even after the removal of Trinity Force's crit chance, this should still be your followup item. Corki basically just wants to use the same build as most other ADC's, but preceded by Trinity Force and with Sorcerer's Shoes rather than Berserker's Greaves. After completing those he wants to build DPS through AD, attack speed and crit, just like any other ADC. You could optionally build Essence Reaver instead, but it's considered a lower priority item than Infinity Edge since it wastes 10% of its 30% CDR because you already have 20% on Trinity Force. Additionally, although Corki is a very spell-based ADC, he doesn't actually gain as much DPS from CDR as other spell-based ADC's do because Missile Barrage has a static 2 second cooldown. The only way it benefits from CDR is lower reload time, which is good for poking and helps increase your DPS in very long drawn out fights, but as a general DPS increase, Missile Barrage just doesn't benefit much from CDR. And take that spell away from Corki and he's about as spell reliant in team-fights as Tristana; he'll want to cast the spells whenever they're off cooldown basically, but all in all those spells are just a tiny portion of his damage. 95% of his non- Missile Barrage DPS comes from auto-attacks, so you want to build the item that focuses on auto-attacks rather than spells.|
|Once you have your crit multiplier in Infinity Edge, you'll want to follow it up with an item that gives you a lot of crit, and the attack speed to get the most auto-attacks off. Your options for this category really also include Statikk Shiv, Phantom Dancer and Runaan's Hurricane, but you only want one of these 4 items, as afterwards you want to continue building AD since Corki's spells scale so well off of it. We can rule out Phantom Dancer as this item has a niche for dueling and getting the most possible attack speed, while Corki is neither a duelist nor has any special synergy with attack speed. And we can also rule out Runaan's Hurricane since it has a niche for champions with on-hit effects or any other synergy with being able to auto-attack multiple champions at once( Frost Shot) . That just leaves Rapid Firecannon and Statikk Shiv. Statikk Shiv does the most raw damage, both in AoE and single-target, as well as giving waveclear, but Rapid Firecannon tends to be seen as having more synergy with Corki. Statikk Shiv gives more raw DPS, but Rapid Firecannon should usually result in dealing more damage, as he has an advantage over other ADC's that would consider building Rapid Firecannon in that his auto-attack poke hurts a lot more because of his constant Trinity Force procs.|
|At this point in your build you deal a lot of damage, and so building lifesteal means you'll heal a lot. Lifesteal has full efficiency on Corki's auto-attacks, even the magic damage half, so he benefits from it as much as any other ADC. If you don't feel the need for a “defensive” item yet, you can post-pone The Bloodthirster for Essence Reaver.|
|If you're wanting to build more damage, seeing as Corki's damage is so mixed that he doesn't really want to build Lord Dominik's Regards nor Void Staff you'll want to build another crit item. Most ADC's that build Infinity Edge over Essence Reaver would want to build a second Zeal upgrade as it gives the most DPS through auto-attacks, but Corki has enough AD scalings that he'd rather have 70 AD over 40% attack speed. +20% CDR and an infinite mana pool are certainly not unwelcome either.|
Blade of the Ruined King
Maw of Malmortius
|This is mainly a replacement for The Bloodthirster when there's CC on the enemy team that's important for you to get rid of, such as Frozen Tomb or Curse of the Sad Mummy.|
|Although Corki deals a lot of mixed damage 60-80% of it is magic damage. So if the enemies are stacking a lot of MR, you should build this, as it'll increase your damage a considerable amount. Just don't build any Last Whisper items against armor stackers since armor is the least useful resistance for you to bypass.|
|Sterak's Gage: You can build this against high, unavoidable burst, such as vs Rengar or Talon. It'll help keep you alive and still provide you with more damage.|
|You'll want to build this in place of The Bloodthirster when you're against really tanky teams where your DPS just doesn't feel like it's cutting it, but you should only find yourself having to build it in like 5% of games if anything.|
|You can build an early Hexdrinker against tough AP lanes such as vs LeBlanc. You'll only want to upgrade to Maw of Malmortius once you've completed the rest of your build, since it gives armor penetration which isn't very useful on Corki.|
At level 1 you should start immediately shoving the wave with auto-attacks, starting with the melee minions. You'll want to trade with the enemy mid laner whenever's a good moment, and the less minion aggro you receive, the better you'll trade, which is why you want to shove and build a minion advantage.
|The best time to poke the enemy mid laner is when they're about to last-hit a minion. They'll have to choose between last-hitting the minion or trading with you. If Phosphorus Bomb is up and they're already in their auto-attack animation, use that as they won't have enough time to finish the auto-attack and dodge, and once Phosphorus Bomb has been cast you can poke with an auto-attack before moving back out of their range before they can retaliate.|
If your opponent ever tries doing this to you (you can tell if they're about to because they'll be walking up to you right as one of their minions gets low), just abandon the last-hit and trade with them, starting off with Phosphorus Bomb as they begin their auto animation (bonus points if you can both hit your enemy and last-hit the minion) and then using an auto-attack of your own. The trade should go in your favour since the enemy has to walk really close to your minion wave to harass you, and so should take more minion aggro than you.
Yeah yeah, I'm sure you've all heard “prioritize farming over harassing”. It's a good rule to help new players learn the game, but good players will prioritize establishing lane dominance over a few CS; once you're winning lane you have plenty of time to get all the last-hits you want while zoning the enemy to deny them last-hits and exerting any kill pressure you may have. The real rule is, don't tunnel onto harassing your enemy while ignoring last-hits, try to aim to get every last-hit you can, but make sure to make good trades against your opponent every chance you get, even at the expense of a last-hit, and if your enemy tries to harass you while you're trying to last-hit something, ignore the last-hit and just trade back. Dealing 100+ damage to your enemy is more valuable than obtaining ~20 gold.
|At level 2 you can either take Gatling Gun for more lane pressure, or Valkyrie to more easily escape ganks/save yourself if you're getting your *** handed to you. If you're running Exhaust and winning, you can take Gatling Gun and just Exhaust the enemy and run them down, most effective if they're still level 1. If they have no gap closer then they'll either take a lot of damage while not being able to properly retaliate themselves, or Flash away/die/both, depending on how smart they are.|
If you take Gatling Gun at level 2, you need to take Valkyrie at level 3, since it's important for not dying to ganks. If you took Valkyrie at level 3 you should almost always take a second point in Phosphorus Bomb so you're concentrating your damage onto a single spell rather than two, costing you less mana. You should only take Gatling Gun at level 3 if you intend to go for the kill before level 4, whether 1v1 or with the help of your jungler. By level 4 you should always have 2 points in Phosphorus Bomb and should continue levelling it up whenever possible.
|At level 6 you obviously level up your ultimate, Missile Barrage, and if you can go for a kill then go for it. If you can't and you have over 1k gold, you should push out the lane and recall for your Sheen and whatever else you can afford. By the time you get back to lane you'll have charged up a few Missile Barrage charges, since you only start with 1 after taking your ultimate. You can use these to harass whenever you think you can hit it, and try to poke the enemy with Sheen procs whenever possible. Remember what I already said about shooting Missile Barrage onto minions and getting the splash damage to hit your enemy; that's the easiest way to harass them if they happen to be walking towards their minions, especially with the Big One which will constantly catch them by surprise with how deceptively huge the splash damage is.|
At 8 minutes The Package will spawn, and you can just pick that up whenever's a convenient recall moment for you. But remember that you don't always have to pick it up right away just because it's there; in laning phase it's best used for roaming, and if all the enemy lanes currently seem to be in a safe position, you might just be wasting it if you pick it up. You can always just save it for later.
||Finally, remember that there is no set way to play every single lane. What I just described is a general ideal scenario kind of lane. Sometimes you're laning against enemies who simply naturally out-trade you, such as LeBlanc, and you have to play to avoid trades rather than trying to contest every single trade possible. Sometimes you're laning against champions such as Xerath, who after their first back will never touch the minion wave with auto-attacks again and will never be in your harass range, they will aim to avoid trades with you altogether and only harass you from a distance at which you can't retaliate. In which case your best option is to shove out the lane as quick as you can if possible and either go roam or farm jungle camps/**** around at your tower for a while. The less time you spend actually laning against those champions, the less opportunity they have to harass you with their obnoxiously long-ranged poke.|
At this stage of the game, your main roles on the team are to provide poke, waveclear, and DPS. Your strongest powerspikes are right after completing Trinity Force, and then once again after completing Infinity Edge and Rapid Firecannon.
||This is where it's most important for you to not just spam The Package off cooldown. The Package can be a devasting, game deciding spell, and so you want to save it for the most crucial moments. Rather than just picking it up randomly while on your way to go siege mid and praying that a fight breaks out before it runs out, pick it up right before threatening to do dragon/baron, or right before contesting either of these objectives from the enemy team. As already mentioned it would be best if you could find a way to flank and cast Special Delivery towards your team rather than away from them. Otherwise, it's still possible to use it effectively in team-fights, but you need to make sure the end of your Delivery doesn't just have you standing amongst the enemy team; it would be best to use it in a way where you shoot right past the enemy team, and are then able to run away as necessary while your team fights with the advantage of your Special delivery on the ground. Alternatively you could also use it from the side to create a nearly unpassable zone for the enemy team. And if you can catch their team in a tight jungle corridor with, than that'd be amazing. Remember that once you've used Special Delivery you can still use Valkyrie to reposition further.|
As the (mid lane) ADC, your job is naturally to provide DPS while not dying, meaning you need good positioning and target selection. Good positioning is when you're physically positioned in a location where you will take the least damage and focus possible. This ties into target selection because the targets you can focus in team-fights are limited to which ones are available to you in your current position. For example, you can almost never focus the enemy ADC in team-fights because they're in the backline, so to reach them you'd have to dive in and be in range of everyone on their team. If you're sitting at your team's backline and only focusing the enemy's frontline (their tanks/beefier targets that can afford to dive in without immediately dying), you can only be focused by enemies that go out of their way to dive you, of which there are seldom more than one or two.
It may sound sucky to be killing enemy tanks before their carries, but killing carries is not your job. As an ADC your job is to just do as much damage to the enemy team as you can, and this requires you to survive as long as possible, which is why killing carries is not an option for you until there are no enemies standing between you and them.
|That's it for my Corki guide. I hope you found this helpful and learn to play Corki as well as you want to. I think he's pretty fun and really effective if you're stuck mid lane as an ADC main, and hopefully you'll agree!
If you enjoyed this guide you may also enjoy Vapora's Guide To Tristana, or Vapora's Guide To Lucian, depending on your taste in champions. If you would like a more kinda “general” guide, I recommend reading the Tristana guide which is a lot like a general ADC guide rather than just a Tristana guide.
And if you're interested to see me play, follow my stream! I'll play anything requested by viewers so long as it's a champion I actually play.
If you still have any further questions after reading the guide, feel free to ask in the comments, I'll try to answer them as soon as possible and consider addressing them in the guide so future readers may not have the same questions.
And once again I would like to remind you that if you enjoyed the guide, upvotes are always appreciated and help very much!