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Recommended Items
Spells:
Heal
Flash
Items
Ability Order
Hextech Munitions (PASSIVE)
Corki Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Jayce
His ranged autos and (gate) balls allow him to get better trades off almost all the time. Farm safely.
Ideal
Strong
Ok
Low
None
Introduction

Welcome to my guide on how to play AP Corki!
"Hey why does this build make you a scumbag?" You remember the old AP ![]() ![]() ![]() ![]() ![]() "But why? His scalings are terrible!" Exactly, which is why this is the only build that works on AP ![]() ![]() ![]() ![]() "No I mean why? AP Corki is just bad." Wow aren't you a spoil-sport for innovation. Haven't you seen Unicorns of Love mid laner PowerOfEvil's AP ![]() AP ![]() ![]() *sigh* "Fine lets try it out then" One thing though. Don't pick this build thinking you can carry by yourself. AP ![]() ![]() Although AP ![]() ![]() ![]() ![]() ![]() ![]() |
Pros
|
+ Long Range AOE Poke + Excels at siege + Easy Disengage and kiting + (Mostly) Blue Independent + Indiscriminate Health Melting |
Using this build, like AP ![]()
|
Cons
|
- Squishy - Poor AP ratios, 'wasted skills' - No CC and incapable of dueling - Low burst |
This AP ![]() Also, his laning phase is quite weak. Without any CC or burst, you're basically going to be farming for the first half of the game. Even jungler ganks aren't sufficient, as you'll inevitably lack the damage to execute your enemy laner. |
Due to his pitiful AP scaling, the way to build a runepage is to get as much magic penetration as possible.
Precision
Fleet Footwork
Phase Rush
You could go a full page of magic penetration and do crazy damage to everyone who doesn't build health and magic resistance (but you're either Faker or silly if you do). This would leave you VERY squishy across the entire game, so you must be confident with your positioning and mechanics if you want to run this page.
Precision
Fleet Footwork
Phase Rush
Otherwise, magic penetration marks and quints, and defensive seals and glyphs is all you'll need.
I'd recommend against getting ability power glyphs, as his scalings are simply not worth it.
If you have the luxury of unlimited rune pages, you can tailor a rune page to every single situation, based on team composition and enemy team compositions.
Generally speaking, you'd want to keep magic penetration marks and quints, but change your seals and glyphs. Here is a run-down of what to take in all situations.
Seals (yellow)
Glyphs (blue)
The full magic-penetration cheese
Runes




You could go a full page of magic penetration and do crazy damage to everyone who doesn't build health and magic resistance (but you're either Faker or silly if you do). This would leave you VERY squishy across the entire game, so you must be confident with your positioning and mechanics if you want to run this page.
The standard
Runes




Otherwise, magic penetration marks and quints, and defensive seals and glyphs is all you'll need.
I'd recommend against getting ability power glyphs, as his scalings are simply not worth it.
The specifics
If you have the luxury of unlimited rune pages, you can tailor a rune page to every single situation, based on team composition and enemy team compositions.
Generally speaking, you'd want to keep magic penetration marks and quints, but change your seals and glyphs. Here is a run-down of what to take in all situations.
Seals (yellow)
- If you are facing an AD mid-laner and expect to trade a lot, always take flat armour.
- If not, if you expect to face a physical damage champion in team-fights (eg. hecarim/gnar/etc. dives you), take scaling armour.
- Otherwise, take scaling health.
Glyphs (blue)
- If you are facing an AP mid-laner and expect to trade a lot, always take flat magic resist.
- If not, if you expect to face a magic damage champion in team-fights (eg. maokai/gragas/etc. dives you), take scaling magic resist.
- Otherwise, take 6 flat cooldown reduction glyphs (to get 5% CDR which would combine with 5% from mastery, 20% from the CDR item and 10% from blue buff to grant the maximum 40% CDR). The other 3 glyphs you can put into whatever you want, like more magic penetration!

For masteries, 21/0/9 is almost always the best choice, although you could get away with 23/0/7 if you are confident in your matchup.
The general idea is to take the normal AP Mage page, remove




I like to run






"But why you no

Because in the lategame, when you finish your build you'll only have 400 AP. This gives you a bonus of a whopping 20 AP, of which will only boost the damage of

Opener
Doran's Blade
![]() |
Start with ![]() |
Flask
![]() |
If your lane opponent is very unforgiving, to the point where you need to last hit with ![]() |
CDR and Mana Regen Item
Athene's
![]() |
Cooldown reduction is compulsory for AP Corki, so that you never run out of ![]() ![]() ![]() |
Morello Thingy
![]() |
However, if you are absolutely confident that you can juke and dodge all of the enemy's abilities (or if you're against an AD midlaner), ![]() |
Core
Item Sequence

Sorcerer's Shoes
1100

Athene's Unholy Grail
2250

Luden's Tempest
3200

Liandry's Torment
3000

Void Staff
3000

Rylai's Crystal Scepter
2600
Sorc Shoes
![]() |
You're going AP Corki, and need I stress that his AP scaling is bad terribad? You'll need all the magic penetration you can get to maximize damage output, and ![]() |
Luden's
![]() |
This item synergizes PERFECTLY with AP ![]() ![]() ![]() ![]() |
Void Staff
![]() |
More penetration because bad scalings. More tank melting. Need I say more? |
Rylai's
![]() |
The ![]() ![]() |
ITEMS YOU SHOULD NOT GET
Rabadon's
![]() |
"But you're playing AP ![]() Uhhh....okay I should probably rename this build to 'magic damage ![]() ![]() ![]() |
---
Archangel's
![]() |
"Look at his spammable ult! It'd charge a ![]() That's great! Except:
![]() |
---
Rod of Ages
![]() |
See above. |
---
Lich Bane
![]() |
This item is actually viable on ![]() ![]() ![]() ![]() ![]() ![]() |
---
Zhonya's
![]() |
As mentioned above, the idea is to stay safe at a long distance, firing rockets. This means you'll typically not need the invulnerability. |
---
Tons of Damage
![]() |
This item is absolutely phenomenal on ![]() ![]() ![]() |
Safe and Simple
The simplest skill sequence.
Use this if in doubt or you need to have

Get

Next,



Finally, max

Maximum damage
In some special cases, you may choose to invest into



Most of the time, a lower cooldown on


(Green is good, orange is okay, red is bad)
The Essential
Flash
![]() |
![]() ![]() |
The Reliable
Heal
![]() |
![]() |
Barrier
![]() |
![]() ![]() |
Cleanse
![]() |
![]() ![]() For example, if you get crowd-controlled by ![]() ![]() ![]() ![]() It is arguably the best choice against an initiator with high CC but low damage. |
The Situational
Ignite
![]() |
![]() ![]() ![]() ![]() ![]() Then again, it may be useful to shut down an enemy mid-laner early on so that they don't destroy your team later on in the game. |
Exhaust
![]() |
![]() Its great against pretty much all champions, and you could even argue helps in ganks so that you can land more damage before your enemy can get away. But overall, I find it very underwhelming. It only works on champions who are in range, meaning it falls for the same issue as ![]() ![]() But, against a few champions such as ![]() ![]() ![]() ![]() |
Ghost
![]() |
![]() ![]() ![]() However, it is less necessary on ![]() ![]() ![]() ![]() ![]() ![]() |
Teleport
![]() |
![]() However, as ![]() ![]() ![]() ![]() |
The Bad
![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Just...don't take these unless you're playing around with your friends. |
As AP

[Q] Phosphorus Bomb
![]() |
![]() This applies to all skill-shots, but ![]() ![]() ![]() ![]() |
[W] Valkyrie
![]() |
As AP ![]() ![]() ![]() Outside of teamfights, it can be used as a mobility spell to help you get to lane faster, or aid at an objective quicker. However, do not use it liberally unless you have blue buff or an ![]() |
[E] Gatling Gun
![]() |
With only AD scaling, ![]() ![]() The only use in the early game (if you do put a point into it early) is to help build charges on ![]() However, in late-game teamfights, it provides the utility of shredding the armour of tanks for your ADC, seeing as you'll probably have the same target from the back-line. |
[R] Missile Barrage
![]() |
This is your main damage output, the equivalent of ![]() ![]() ![]() ![]() Spam this ability whenever it is up (every 2 seconds), preferably hitting an enemy champion. However, keep track on your missile count and make each one count. Unless you have 35% or more cool-down reduction, you WILL run out of missiles in extended team-fights, rendering you useless towards the end. |
Yes, the passive
Hextech Shrapnel Shells may not do much, but it does help with farming especially with
Doran's Blade. At the earlier levels, you're basically farming like an ADC.
After getting rank 4 in Q (
Phosphorus Bomb) and rank 1 in R (
Missile Barrage), in other words after level 7, you can always secure the ranged minions by firing one
Missile Barrage and
Phosphorus Bomb at them. DO NOT do this for melee minions because you will damage them to one hit off death, and end up losing the kill to your minions.
Aside from that, you must be aware that upon getting more AP, your
Phosphorus Bomb will damage ranged minions to 1 hit away from death, making you easily miss the farm, so always ult first, before using Q.
This is easily remedied when you get
Luden's Tempest, which allows you to wipe out the ranged minions with a single
Phosphorus Bomb and
Luden's Tempest proc.


- Last hit if you don't want to push, eg. you know the enemy jungler/team is in the area
- Push the wave if your lane partner is gone. This is so that they lose out on the gold and experience to the turret, whilst also putting damage on the enemy turret.
- Use
Missile Barrage or
Phosphorus Bomb to farm if you aren't in range to AA.
- Always use
Missile Barrage to secure individual minions if available and basic attacks are not safe, as it is significantly cheaper, allowing you to stay in lane longer.
After getting rank 4 in Q (




Aside from that, you must be aware that upon getting more AP, your

This is easily remedied when you get



Teamfighting with AP
Corki is simple, because there is legitimately very little you can do aside from output damage.
All you need to do is:
Of course, hitting the damage threats is preferred, but sometimes melting the enemy tank will help your carry peel bothersome tanks off, like
Dr. Mundo,
Irelia and
Sejuani.

All you need to do is:
- Survive. Always position yourself so that you are far away from damage threats, even if it means not contributing to the fight until their skills are on cooldown.
- Land your missiles and bombs on enemy champions. You deal significant damage to both tanks and carries, so hitting any enemy champion will do. Basic attacks should only be used when you are absolutely certain you are safe to maximize damage output, especially if you got the
Spell Weaving mastery.
- Kite with
Rylai's Crystal Scepter and
Valkyrie. You'll be a high value target in teamfights, with the capability to output large amounts of damage over time. Use this to your advantage team's advantage, by baiting the enemies to chase you, and kiting them to no end.
Of course, hitting the damage threats is preferred, but sometimes melting the enemy tank will help your carry peel bothersome tanks off, like



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