Corki Build Guide by Yeager
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Runes: Fleet footwork
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Threats & Synergies
Your goal: Play passive, get hexdrinker if necessary and outscale her. Leblanc can be obnoxious to play against due to her mobility and burst. At the early stages, you can pressure her quite a bit with your gatling gun. Just make sure that you TRADE BACK. After she uses her combo's, she won't have anything up for a bit, so trade back and keep your HP levels even so she doesn't bully you out of lane. Her chains can be blocked by minions, or even sidestepped if you're good at reading the opponent.
You won't win extended trades against her, and she has built-in sustain. Try make the wave push towards you and farm for your core items. If you have trouble dodging her Q, you can get boots early.
You won't really be able to kill each other unless a jungler comes, so just focus on farming.
Aurelion has a very easy lane against corki because of his poor waveclear early on. He can shove you in and roam. I advice taking tp in this matchup so you can help your team.
Easy early, but becomes harder later. You want to establish lane dominance by pushing hard lvl 1. When he is under his tower, he won't be able to Q spam you, and you can bully him.
Start doran's shield and don't trade with him level 1, because he will out-trade you hard. He needs 1250g on his first back for hexcore, so try ask your jungler for help. If you can force him to base before 1250g, or even get a kill, he will be useless.
Bait out his W lvl 1 and then you can harass him. At level 2 you have to be careful because his passive proc + Electrocute will deal over half your HP.
Play around his W cooldowns. When it's on cd you trade with him. I advice rushing boots in this matchup if you have trouble dodging his W and Q
Barrier or Exhaust is good here. You can win the matchup early if you can dodge his shurikens. At level 6 we want to play passive and wait for jungle help. If jungler isn't helping you, try roam to other lanes and get them ahead.
Rush hexdrinker or you will get oneshot when she gets level 6. We can stop her from ulting us by freezing the minion wave in front of our tower. Losing a few cs is fine against assassins, because the important thing is to NOT give them kills.
Take cleanse so you don't die to yellow card + jungle gank. Your window to trade is when he use his W on the minion wave. After level 6, keep shoving in the wave to stop him from roaming. Vision control is important against a tf. With good wards you can let your entire team know where he's going.
Champion Build Guide
Welcome to my in depth Corki guide! I'm Yeager, a high elo midlaner in league of legends consistently reaching at least master tier on EUW and challenger EUNE since season 5. I spend some of my free time creating high quality educational content to help you improve and become a better player.
✭ Why should you play Corki? Corki is a late game scaling caster ADC with a burst/poke play style. The champion is rather easy to pick up and play, due to his kit being straight forward with no advanced combos or mechanics. Even though his itemization consists of AD items, his passive turns him into a hybrid champion with most of the damage being magic, making him a solid pick with most teamcomps. Although he doesn't have any CC, he makes up for it with his insane DPS potential that can easily wipe squishy targets off the map within seconds.
Here's the latest champion guide i created for Orianna. If you're interested in picking her up, i recommend watching this video:
+ Safe pick
+ Strong in teamfights
+ Good long ranged poke
+ Excellent roams with Hextech Munitions
+ High burst
+ Easy to CS
Corki is a great pick for solo queue because of his safe laning phase and massive teamfight presence. Corki is known as a midgame champion, but he scales really well into lategame with the crit build. With enough items you can oneshot squishies like an assassin. You pick Corki when you want a safe champ with consistant DPS and strong teamfight abilities.
- Mana hungry
- High CD on his only escape Valkyrie
- Expensive items
- No CC
Corki suffers from the same problems as other ADCs - he is VERY squishy. This of course means positioning is really important. There is no built-in CC in his kit, so he is a easy target for assassins. The champion is also very skillshot reliant - he does rely on doing a lot of damage from his Phosphorus Bomb and Missile Barrage which can sometimes be hard to land. High mana costs can be a problem until Trinity Force.
When can i use this rune setup?: You can use this against everything as it's solid into every matchup.
|Phosphorus Bomb (Q): Corki fires a flash bomb at a target location, dealing magic damage to enemies in the area. This attack additionally reveals units in the area for a duration. This is our waveclear and poke ability in the laning phase, so we max this first.|
|Valkyrie (W): Corki flies a short distance, dropping bombs that create a trail of fire that damages opponents who remain in it. This is Corkis escape and gap-closing ability. Remember you can fly over walls with it too, for a quick escape.|
|Gatling Gun (E): Corki's gatling gun rapidly fires in a cone in front of him, dealing damage and reducing enemy Armor and Magic Resist. Huge ability in teamfights where your entire team can benefit from it.|
|Missile Barrage (R): Corki fires a missile toward his target location that explodes on impact, dealing damage to enemies in an area. Corki stores missiles over time, up to a maximum. Every 3rd missile fired will be a Big One, dealing extra damage. Landing the big rockets on multiple targets will make a big difference in teamfights. Can also be used to waveclear fast.|
Corkis laning phase is fairly simple. You want to try and harass the enemy as much as you can, but prioritize getting the CS. The most effective way of doing this, is to establish Lane dominance. That is done by shoving the first wave fast, so when you go for trades, the opponent won't have that many minions backing him up. If he decides to trade back, he will take damage from you and your minions.
We max Phosphorus Bomb first as this is our poke and waveclear ability, Gatling Gun second for more DPS and Valkyrie third for safety and gap-closing. We always put a point in Missile Barrage when possible.
Your best way of trading in lane, is to throw a Q and a basic attack when your enemy is going for a lasthit on a minion. This forces the opponent to either take free damage OR give up the CS to trade back. It is a win-win situation for you if played correctly.
As Corki you won't find many solokills in lane before Sheen or Trinity Force, so you mainly want to farm the early stages, and base at around 1275 gold so you can buy Sheen, Refillable Potion and a Control Ward. ALWAYS have a Control Ward, they just win games. Sheen helps you trade and cs better with its passive. After Sheen you want a Phage and tier 1 Boots of Speed. If you are forced to base earlier, you can grab a Cull and keep farming.
Roaming: At 8 minutes you get a package Hextech Munitions - one of the most powerful non-ultimate roaming ability becomes available for you to pick up. To make the most use of it, you should note the passive timer and base accordingly. When you have the package, you should shove in your wave ASAP and roam to other lanes. Correct use of this passive will 95% of the time either give you kills/assists or blow their summoner spells.
By now you should have your first big powerspike Trinity Force and Sorcerer's Shoes. Now you can go for aggressive plays, and abuse the damage output gained from Trinity Force. Very often the opponent doesn't know how big of a spike you get from just 1 item, so you can look for solokills in lane.
Sometimes people start grouping midlane at the early stages of the game, and for most champions that is not the ideal situation, as they rather want to farm for their powerspikes.(Usually more than 1 item)
For Corki its actually a good thing because you have your Trinity Force and will out-DPS almost anyone in the game at this stage.
Use this to your advantage and try securing objectives like outer turrets, rift herald and dragon to create a lead, that can give you enough gold to succesfully solo carry the game.
Our second and biggest powerspike is reached when we have:
+ + Rapid Firecannon + Infinity Edge + Statikk Shiv
At this stage of the game, you will obliterate any squishy with crits and Trinity Force procs. Group up with your team and fight around the major objectives like baron , inhibitor , elder drake and turret .
Corki excels at poking down enemies from long range with Missile Barrage. You should always poke as much as possible before you start a fight. The way you teamfight with Corki is the same as every other marksman : You hit whoever is closest to you! Your main goal is to not die and pump out as much DPS as you can. This is best done by staying in a safe area where the enemy team can't get to you.
That is usually behind your team. Use Valkyrie wisely to reposition yourself in teamfights if needed and keep your distance.
If you have the passive Hextech Munitions ready for a teamfight, DO NOT fly straight into the enemy team. Even though Corki has insane damage, he will still get deleted fast because of how squishy he is. In late game fights, Hextech Munitions should be used as a zoning tool and split up the enemy team, OR to keep them away from objectives.
Splitpushing is a strategy you can make us of when:
1. your team is underperforming in teamfights
2. you have a really strong splitpusher that can easily 1v1 anyone on the enemy team, and maybe even 1v2.
The idea is that you have 4 people in a lane, and then you send the strongest splitpusher to a sidelane, and let him push for objectives while distracting multiple enemies.
If the splitpusher is getting chased down by the whole enemy team, the remaining 4 are free to take major objectives like baron/dragon/towers and inhibitors.
If the 4 members are getting engaged by the whole enemy team, the splitpusher is free to destroy towers and maybe even a inhibitor.
Can i splitpush as Corki? Absolutely. But it has to be under the right circumstances(mentioned above).
Although Corki prefers teamfights over splitpushing, it is still possible! You can splitpush with Exhaust, but Teleport is the best option because it lets you help your team, when the enemies are engaging or forcing a major objective like Baron .
When you splitpush, you need to have your team pushing another lane. They can't be farming jungle or playing passive under a tower.
Your goal when splitpushing, is to create pressure and force more enemies to come and defend vs you. When you are the strongest splitpusher in a game, you can easily kill anyone in a 1v1, so the enemies will panic and send more people after you.
When you find yourself in a 1v2 or 1v3 situation, you need to spam ping your teammates and tell them to take tower or even baron .
If your team gets big objectives because you are distracting 2+ enemies on your lane, you are doing it right!
Another advantage of splitpushing is the fact that you will often get a massive EXP/CS lead compared to everyone else. Why? Because while the other players are grouped and sharing exp / farm, you get everything for yourself. It's not unusual for a splitpusher to be 2+ levels ahead of everyone else.
Splitpushing is very hard to pull off, because it depends on your teammates doing the right thing at the right time. However, if you do manage to pull it off, you will find yourself winning so many games, because the enemies don't know how to deal with it. Splitpushing is like a double-edged sword.
Hextech Munitions the package spawns at minute 8. It gives a solid 40% out-of-combat movement speed, so you can quickly clear sidewaves and then group with your team. When picked up, it lasts for 60 seconds and goes on 4 minute cooldown after ability use. Make sure you base accordingly to make the most use of the package.
Phosphorus Bomb can get its cast timed shortened by flashing immediately after use. It can also be used to reveal enemy units that might be hiding in a nearby patch of brush
Valkyrie can be used to fly over walls if you move as close as possible before attempting it. This is really effective against opponents with no gap-closers, as it gives you a clean escape.
Gatling Gun can be used to succesfully last-hit the caster minions under the tower. Do enough damage with gatling gun so they die from exactly 1 basic attack after a towershot. When the minions are low enough, make sure to turn around, so the Gatling Gun doesn't do too much damage or else you will lose minions to tower.
Missile Barrage the 3rd big rocket has more range than the other rockets due to the explosion radius. It can be used to quickly clear the minion wave combined with Phosphorus Bomb. When you are going for a all-in, get your big rocket ready first for maximum damage output.
Do you find yourself dying to jungle ganks way too often?. If so, we can solve that by improving 2 things:
The first thing you want to do, when you get into a game, is look at enemy comp. What kind of mid and jungler are you up against? Aggressive or Farming? Is the enemy midlaner good at setting up ganks? Based on the answer, you should adjust your playstyle to give you the best possible chance of success.
✭ Example of Aggressive junglers: Graves, Elise, Nidalee, Kha'Zix, Lee Sin, Shaco, Twitch and Zac. These junglers will often look to get a advantage early game by ganking vulnerable lanes over and over, or invade enemy jungler. Shaco, Twitch and Jarvan IV have strong level 2 ganks, so be careful and play passive when they are out of vision. For the lvl 2 cheese ganks, you want to put a ward close to the raptor camps when the red buff spawns.
The other junglers can go for lvl 3 ganks. For those you ward at opposite side of where they started at around 2.25. Freezing the wave can be a smart way of ensuring your safety.
✭ Example of Farming junglers: Shyvana, Master Yi, Hecarim, Fiddlesticks, Amumu. The farming junglers prefer to farm and scale, because their ganks pre-6 aren't the best. You can play more aggressive when facing these types of junglers with proper vision. I know that Hecarim and other farming junglers can gank early, but they are quite easy to avoid if you ward properly. Farming junglers can be punished very hard if they decide to gank early without it leading to a kill/assist, because your jungler can invade and steal jungle camps.
As soon as minions get into lane, your job is to figure out what side enemy jungler started. This is really important, because it lets you know where to ward. If one of the laners arrive late, you know they helped the jungler. At this point you know where the opposing jungler started. At around 2.20 you want to ward the opposing side of where their jungler started. Let's say they started at blue, at 2.20-30 you ward the red buff side and play around the side where you have vision.
If the enemy team did a Fake leash, you have to play safe until you know where the jungler is. There will be some games where you can't track the enemy jungler, and the only option here is to place some wards on 1 side, and play around that side until you spot their jungler.
Explanation of fake leash: It means that both top and botlane wait before going into their lanes. It prevents giving away info on which side the jungler started, so it's much harder to get invaded, or for laners to know when/where to ward against jungle ganks.
Here are some examples of where you can ward for vision control. The white and yellow spots, are excellent for Control Ward, as they tend to survive longer and gives good vision of invading/ganking jungler/supports.
The purple spots gives better river vision, but there is a high chance of them being spotted by enemy jungler or midlaner. It is a great spot for vision, but i advice placing it there IF you have lane control, so you can defend the ward.
The blue spots are excellent for tracking down the enemy jungler and predicting his routes. If you have prio mid, you can place the wards a bit more aggressively at these spots, or a little closer to the raptor camps.
If you use a Control Ward in the midlane brush, be sure to place it CLOSER TO YOUR SIDE, not in the middle of the brush, or closer to the enemy. This forces enemies to step closer towards your side, and put themselves at risk when attempting to kill the Control Ward. Also avoid using Control Wards when you're getting shoved in because the laner will have priority and can easily take down the ward.
What does it mean to freeze and how do i do it?
Freezing is a advanced technique that lets you deny your opponent exp and cs if done correctly. Freezing a lane means that you kite/tank the minions without letting your tower hit the creeps. You need to make sure the enemy minions always beat yours. After the enemy killed your entire wave, you let 2-3 of the enemy creeps live, and kite them until the next wave is here. When the next wave arrives, the wave will freeze right outside of your turret range.
By doing this, you are safe from jungle ganks, while your opponent takes a big risk everytime he overextends for a cs.
When to freeze the wave
You can Freeze the wave when you and the enemy are even or ahead, and it can be used to help you win back the lane after you screwed up and died. You can attempt to freeze the wave already from level 1, leaving your opponent vulnerable to jungle ganks or be within your kill range, if you are able to kill them. When you get a lead, and you can solokill an overextended enemy laner, that is exactly when you want to freeze the wave. You force the enemy midlaner to either be in your kill range, or miss a ton of cs and exp, putting them further behind.
Freezing a wave is a great way to snowball a lead, if you have no objectives to fight for, such as dragon, herald or towers.
Here is a youtube video that explains wave management very well. I recommend watching the entire video. All credits for this video goes to Blitz Esports LoL
That wraps up my Corki guide! If you've read everything and still have any questions, feel free to ask in the comments section.