Corki Build Guide by koshigawa
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Hextech Shrapnel Shells
No explanation needed. Quite useful throughout the complete game.
For some wierd reason Riot removed all utilities from this while they release other AD carries who have good steroids and a toolbox worth a solo champion. Consider this a spell for harass, farm and trinity proccs only.
One-Point-Wonder for positioning :)
This one is some where between steroid and AoE. Since the buff it has become good again and should be your priority.
Harass, farm, procc Trinity...
There were a lot of changes on Corki and the game in general. So I am going to rework this a bit and delete some of the old walls of text that have been made outdated anyway. Corki is a hardcarry. His main trademarks are a lot of AoE damage compared to other carries and a very good farming kit. In bad hands a Corki will probably mean autoloss, but in good hands he is a weapon of mass destruction.
I was playing some HoN and Dota for the last months. These games are much harder than LoL and you don't have that pathetic kind of typical LoL player there. However a lack of time forced me back into easy games and there I am. At the moment I am still figuring out the new stuff that was changed (jungle, runes, masteries). Learning all the new stuff and having 20 runes pages turned some attention back to lol too. It's quite nice to have some more pages to build a few pure counter rune pages :)
One important thing to know about these ranged AD carries is that they depend on their team mates like no other role. With a bunch of idiots who ignore enemy bruisers flash-blinking on you after they fed them you are not going to make a difference.
Masteries + Runes
Corki needs a lot of mana and with that he will be constantly farming and harassing upon reaching lvl6 anyway. The magic penetration stuff is used, because Corki does a lot of magic damage too. A squishy champ will feel Corki's rockets all game long will the can sum up to nice damage against relatively tanky champions too.
For runes you have a couple of options...
Red + Quint: Hybrid
This works nicely on bot lanes and gives you some nice lane killing power while reducing damage and keeping your mana up. With a supporter who has decent CC you have good chances on midgame kills with that.
Default AD Carry runes and they work on Corki too.
Red + Quint: AD
With Corki's passive this one makes farming insanely easy and you feel like having a lantern. With the new masteries you have fair chances on a quick trinity. After that a last whisper and you will be surprised what you can do. Other pages may be stronger, but this one plays pretty comfortable.
This page rarely gets useful, but it is nice to have against some very aggressive setups.
Flash for escaping or getting kills, double escape with W gets you out of a lot
Ghost or Exhaust or Cleanse or Ignite (Only to counter some annoying heals)
You have some liberties on the first levels and should wait with the skilling until you need one of the spells. I strictly recommend to get W on lvl1 or lvl2, because it often saves you *** or the flash.
On the first 3 levels you should unlock all abilities in most games.
Default starting item and solid all around
This item used to be pretty underrated when you are forced to play defensive. It can be nice, if you lane without healer. The stupidity behind the healing pot nerfs helped this item a lot. (Ofcourse the pots were strong, but everyone could conter them easily by saverficing gold worth 2 caster minion lasthits...)
Boots + pots... rather bad on duo lanes with a champion who is very squishy...
Pros / Cons
+high damage potencial (E, passive, trinity synergism)
+ability to use Trinity efficient
+high AoE compared to most ranged AD carries
-needs practice unlike Caitlyns and stuff like this
-highly mana dependand early on
-has a rough start into the game (often it can be hard to reach lvl6)
Most viable on duo bot with a supporter, but he can 1on1 a lot of champions on the solos too
Viable 1v2 laner?
NO!!! (Doesn't mean it won't work against typical solo queue idiots)
Early game strength?
Medium... He still can own some people hard, because his gattling reduces armor insanely much which can give him the edge over a lot of his typical opponents... Addionally he has an escape and the best passive for ranged AD in the game
Mid game strength?
Medium-High... Rockets, Sheen and some addional AD... He will start to hurt a lot
End game strength?
High... He can use Trinity effectively, has his passive, a lot of AoE and the armor reduction probably giving him the highest damage output of the ranged ADs on paper
Low-Medium... Confused to be different due to l2p issues
Hell no! Squishy, relatively tricky, may run oom easily, needs solid XP and gold income...