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Spells:
Ignite
Flash
Ability Order
Hextech Munitions (PASSIVE)
Corki Passive Ability
Introduction
| FILLER |
This guide is aimed at giving newer players an idea of how to play as |
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Things that I am planning to add at a later date...
- Early, mid, and late game gameplay tips and guidelines
- More pictures
- MAY 2012: Item selection in builds is completely redone, new builds created, Items section completely redone, Added personal experience to summoner spells section; specifically to
Surge and
Teleport, Small grammatical changes to each section
- JUNE 2012: Small grammatical changes to each section.
- JULY 2012: I changed the whole guide because I wanted practice with the coding.
Post 6, Corki can dominate his lane with
Combined with a high attack damage, Corki's passive,
Every single ability in
I've never had a boring game as
TL:DR? Let's summarize all of that.
Runes
greater mark of desolation Armor pen is amazing for
Armor runes to make you more resistant to harass in the laning phase. If you can take more punishment you can stick around longer and keep your farm up.
Since AP champs scale off of levels, and are usually focused on bursting down the highest priority target(usually the AD carry), you need MR per level runes so that your MR scales when their abilities do.greater quintessence of desolation Having as much armor pen as possible helps you drop targets even faster. These can be swapped out for flat damage(for making you more powerful early game), damage per level(for stomping late game), or critical chance(if you're feeling frisky) quints.
21-9-0
OFFENSE
21 points in offense to make
DEFENSE
9 points in defense to be a bit more durable for early game.
UTILITY
I don't put points in this tree, but I guess you could try to to put points into
Flash is a very versatile spell, and you should be taking it 100% of the time. Even though |
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Ignite is excellent throughout the match, it can help secure kills in early game to get you fed, and late game it can keep high priority targets from getting healed in the middle of a fight. Ignite also shuts down high sustain champions like |
Heal is surprisingly useful. I used to think it was a spell for people who were too noobish to know not to get hit. Now I realize that it is extremely useful for baiting people under your tower or jumping back into a teamfight if you almost get bursted down but need to clean up the enemy team. |
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Since you're probably the highest priority target on your team, you need to be able to escape from CC so you can keep AA'ing people to pieces. This spell is pretty good, but players who know when the hurt is coming should know when to |
A good alternative if you don't have flash unlocked yet. It works well for chasing or escaping but that doesn't mean you're CC proof. Champions that have strong CC and gap closers will still be able to nab you. |
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One of my personal favorite spells overall. It lets you hold your lane for longer than normal and keep you from missing out on much CS if you need to recall. It also allows you to push a lane then join a teamfight in seconds. Not completely necessary on a champ like Corki, however. |
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A good spell that if timed well instantly shuts down champs like |
This solves mana problems very effectively, but it takes up a summoner slot that could be taking |
FILLER |
The AS boost is nice, but the AP is lost on a champ like Corki, and Corki doesn't need AS as much as he needs AD, so it could work, but it's not recommended because other spells are better. |
This is what makes Corki a real terror during fights, and this passive is also the reason
This is what gives you your single target burst. We max it first so that you can be more effective early-earlymid game during fights, and because early-earlymid game is when it is most effective. It reveals the area hit for a short time, so try to make use of this before big fights break out.
This ability, paired with flash is what makes Corki incredibly hard to gank. Since it functions exactly like flash, you can use it to jump walls or close ditance if you need to. You should never valkyrie in to start a fight, that's your tanks job. Save valkyrie to clean up fleeing targets, and save flash for running away just in case.
This is Corki's signature ability, it lets your team instantly wreck the face of the person you're focusing. It turns armor into swiss cheese, so tanks building armor to counter you will be sadly disappointed.(I'm not implying that you should focus the tank) Make sure to let your team know who you're target is so that they drop as fast a possible. Keep in mind that the armor reduction is only applied while the target is under continuous fire.
Post 6, Corki's aggressiveness in lane shoots through the roof because of his ultimate. The best part about this ability is that you can spam it. And because it's spammable, spam it. Use it to check bushes, zone out opponents, proc the |
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If you are doing well in lane, you should easily be able to get the money for these realtively cheap items. Double doran's blades+sheen give you all the damage you need this early, and a vamp scepter gives you decent sustain.
If your team is winning the game, your highest priority item should be
This is an example of an build you could have at late game. It maximizes damage output while giving some decent survivability through
The 80 AD boost that this item gives is ridiculous. With this item alone, about 1 in every 4 attacks will be a critical strike. Add on the passive from
The
Even though
This item doesn't give the damage or attack speed that
the attack speed boost on this item is huge, and the increased crit chance and move speed are nice too. Since you need to make the most out of his passive through high AD, this item shouldn't take priority over something like
The %age health based magic damage is a huge threat to any champion stacking health items. The armor is also nice for more survivability, and the AD and AS boosts are almost on par with those of
AD, critical chance, cooldown reduction, and armor penetration. Also, an active that lets you chase and kill or escape and live. All good things to have. If you find yourself needing to deal more damage but dont have the money for a more expensive item, this is a solid choice.
This item should not be bought as a late game item. It is only effective when bought early-mid game to help solve mana problems. Its effectiveness drops off very quickly, since mana problems are for the most part solved by blue buff. If purchased, should be sold later on to make room for a different item. A good item for players who are not yet experienced enough to know how to manage their ability use.
On-hit, you get extra magic resist and deal magic damage. Mix this with boosted attack speed and you get 30+20 extra magic resist in just a couple seconds. Best for on-hit champs like
Everyone knows the
I personally haven't tried this item, but its active seems almost too good to pass up. It functions exactly like - Corki is different from other carries, in that he has to use his abilities constantly to max his damage output, unlike an auto attacker like
Ashe. He is basically a more powerful version of
Ezreal, imo. If you're not using your abilities constantly during fights you're doing it wrong.
- Since
Valkyrie is your escape tool, don't use it offensively, and make sure you always save enough mana to use it just in case. In the laning phase, play passive when it's on CD, and put the pressure on when its back up. If you really need to make some distance, W+
Flash creates a huge gap between you and your chasers.
- Learn how to last hit. Corki is so easy to farm with, and he needs the farm to be effective throughout the match. I don't want to go over the specifics, so you can look up a guide on it somewhere else.
- Don't be afraid to use
Phosphorus Bomb to pick up some 2 minion kills if you would only be able to get 1 with your auto attack. Just make sure you save mana for
Valkyrie.
Can't think of anything else.





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