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League of Legends Build Guide Author Geulzicht

Corki, the deadliest.

Geulzicht Last updated on November 5, 2010
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Middle Lane
Ranked #49 in
Middle Lane
Win 48%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 21

Strength of Spirit
Veteran's Scars

Defense: 9

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 0


Corki is one of the most underrated champions in the game, most people laugh when they see someone picks him. but with this guid you will be the last one laughing if you kick their ***es.


When Heimerdinger and his yordle colleagues migrated to Piltover, they embraced science as a way of life, and they immediately made several groundbreaking contributions to the techmaturgical community. What yordles lack in stature, they make up for with industriousness. Corki, the Daring Bombardier, gained his title by test-piloting one of these contributions - the original design for the Reconnaissance Operations Front-Line Copter, an aerial assault vehicle which has become the backbone of the Bandle City Expeditionary Force (BCEF). Together with his squadron - the Screaming Yipsnakes - Corki soars over Valoran, surveying the landscape and conducting aerial acrobatics for the benefit of onlookers below.

Corki is the most renowned of the Screaming Yipsnakes for remaining cool under fire and exhibiting bravery to the point of madness. Before the League, he served several tours of duty, often volunteering for missions which would take him behind enemy lines, either gathering intelligence or delivering messages through hot zones. He thrived on danger, and enjoyed nothing more than a good dogfight in the morning. More than just an ace pilot, Corki also made several modifications to his copter, outfitting it with an arsenal of weapons which some speculate were more for show than functionality. When open hostilities ceased as part of the agreement surrounding the formation of the League, Corki was forced into a retirement which he felt ''cut the engines and clipped the wings''. He tried to make do with stunt flying and canyon running, but it was never the same without the refreshing smell of gunpowder streaking through the air around him. When Heimerdinger joined the League of Legends, it was no surprise to see Corki follow soon after, eager to test his mettle against the best the world has to offer.

He is Corki - death from above!

Hextech Shrapnel Shells:
Corki's basic attacks deal 10% additional true damage to minions, monsters, and champions.

Phosphorus Bomb:
Deals 80 / 130 / 180 / 230 / 280 (+50% of ability power) damage to enemies in a target area. In addition, the blast reduces an enemy's chance to hit by 35% and reveals nearby stealthed units for 3 seconds

Corki surges to target location dealing 60 / 90 / 120 / 150 / 180 (+40% of ability power) damage per second to enemies in the fire left along his path.

Gatling Gun:
Corki's gatling gun fires at all targets in front of him for 3 / 3.5 / 4 / 4.5 / 5 seconds, dealing a quarter of his total 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.

Missile Barrage:
Corki fires a missile towards his targeted location that will collide with the first enemy it hits. Each missile deals 125 / 200 / 275 (+30% of ability power) area magic damage.

Corki stores one missile every 14 seconds up to 7 missiles at any given time. Every 4th missile will be a Big One.

Pro's & Con's

Excellent harras abilities.
Excellent escape ability.
Underestimated, so a lot of your opponents will play way more offensive then normal.
Ultimate that can be spammed with a large range, low health opponents won't be a problem for you(even when they are at their turret.
Alot of AOE damage abilities.
Has an ability to blind and to see invisible units.

Overall very squishy(can be cured by survival items like: Frozen mallet.)
Most of the time has to wait for first kill until level 6.
High cooldown on escape ability.
When focussed can be easily killed.

Summoner spells

In my oppinion this 2 are the best to take:
This is just a great spell, if someone run you can use it. and when you are fighting an opponent with heal, consider it to use in the middle of the fight, so they will only be health for half of the normal amount.

An excellent escape ability for when valkiry is on Cooldown or to use right after you did valkiry. Also it's very good to chase enemies

Summoners spells you COULD get
Speak for itself.

I understand why people take this, because corki is very manahungry in early-game, but at lvl 6 you will able to take the golembuff, and then clarity is useless.

For the same reasons as Ghost, but when chasing i think Ghost is better.

Can be very usefull against a heavy AD dps character( master-yi/shaco/twitch).

Teleport is good for every champion, except for Twisted Fate.

this is a spell that can save your live against disablers.

Summoner spells to AVOID!
unless you are a master in using clairvoyance, i would not recommend this. You just waste a slot.

This is a spell a tank or support should choose.

Big waste of slot!

In my oppinion this spell is useless, unless you use it with a tank and there are more champs in your team using it.

You won't jungle with corki, so there is no reason for taking smite.

Runes & Masteries:

First off all you should always go for 21/9/0!
The 21 in offence speaks for itself.
I think the 9 in defence are better then putting 9 into utility because corki has very little defence options, and the dodge chance from evasion in combination with nimbleness will give you a clean escape with ghost and valkiry.


The armor pen. from the marks are in my oppinion needed for every AD dps build. it gives you a big advantage against everyone.

The health you gain from the seals is to give corki more survivability and to let you lane longer.

The Att. speed from the glyphs are far the best to take, because the other glyphs won't give you a big advantage with corki.

The armor pen. from the quintessence are just like the marks, needed for every AD dps build.


My start items are:with 2or when I think i have a really big chance to dominate my lane i start with:with a

Early game:

Most of the time you will dominate your lane because you are a ranger and you can harras very well. if you get some kills before you recall the first time, you can go forbut always make sure you have enough money to buyat the same time so you are back in your lane as fast as possible. After a little laning again, try to getand if possible. if it's not possible to get it, just buy the items you need for it.

if you don't get any kills before you recall the first time, try to get. after a little laning you will be able to buy.

Mid game:

This is the time where you can go start ganking in other lanes, since you have a lot of critical chance and movement speed you will be able to get some kills in other lanes and gain money to get, after you have it, you can start to take the buffs in jungle and get enough money to buy. Now we gonna start to get some attack speed. if everything is going fine just try to keep taking the buffs, take some kills in any lane and push some turrets. just try not te recall before you can buy.

Late game:

At this time you should be at the inhibitor turrets. Now you gonna buyandto build. now you have 2 options to get a survival item or to get even more damage, I prefer to buy a surviving item like:or. If you choose to buy more damage go for:.

This is my guid for corki so far. for questions just comment!

If you tried this guide, please let me know your score^^

Oh btw i wanted to share my last game with you!