Corki Build Guide

Mile High Club

Uploader Westrice
Updated 5 years ago
  • 9
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Scaling Mana Regeneration (+0.065 mana regen / 5 sec. per level (+1.17 at champion level 18))
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Attack Damage (+2.25 attack damage)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

After Corki's Nerf (v1.0.0.122) he was no longer able to blind enemy champions, his Phosphorus Bomb does less (-10 damage), Gatling Gun ratio reduced to 20% down from 25%, and nerfed his Missile Barrage's Big One to 50% increased damage down from 60%. However, these nerfs were not enough to totally negate his abilities. The only problem I see from the latest patch is that he will no longer be able to 1v1 (AD vs AD) and become victorious every time, because he can no longer blind when he duels. He is still a strong duelist because of his Gatling Gun, but he will not be completely IMBA when it comes to dueling (but hey, you still have Exhaust). Corki is still a very strong AD carry that can still deal significant damage (burst and consistent damage) and still be one of the most mobile AD carries available. I still love you Corki.

[center][imgext=][/center] [title]Explanation:[/title] Armor Penetration Marks: Everyone has armor, and this provides a nice amount of increased damage. Mana regen/lvl Seals: Corki spams abilities at times and he gets most of his damage that way. You need mana regen, and these helps out a lot. MR/lvl Glyphs: You are always bound to getting focused and if you are ever caught out of position. Whenever this does happen, you want to make sure they don't make quick work of you before you Valkyrie/Flash away. Alternatives can include getting Flat MR for solo laning to stand against strong AP carries (like Gragas, Annie, Brand, etc.) in early laning phases. Another one is getting AP/lvl, which means having more AP damage late game which is what Corki can use. Flat AD Quints: In combination with Corki's passive and armor penetration marks, you will hardly ever miss a CS again! Also, flat AD quints are always great for harassing the enemy early as well as contributing to his passive. Alternatives can include switching out 1, 2, or even 3 quints for flat HP quints for when you are solo laning.

[title][img=skills/corki/p.png] Passive: Hextech Shrapnel Shells[/title] [number]Corki's basic attacks deal 10% additional true damage to minions, monsters, and champions.[/number] [title]Explanation:[/title] This passive is amazing because it provides true damage. Last hitting creeps and attacking champions will be much more relaxing! [title][img=skills/corki/q.png] Q: Phosphorus Bomb[/title] [number]Deals 70/120/170/220/270 (+50% of ability power) damage to enemies in a target area. Cooldown 8 seconds Cost 90 / 100 / 110 / 120 / 130 mana Range 600[/number] [title]Explanation:[/title] A poking ability that is still strong and should still be stacked first. With Archaeic knowledge, this ability should still do a decent amount of damage to enemy champions. Use minimally to farm creeps because this ability eats your mana if you don't get manamune. Losing the blind on this ability is sad but it also balances out Corki. I always found this ability to be on the OP side, so I am okay with this. And still, Corki has exhaust, so there is still hope in dueling and team fights! [title][img=skills/corki/w.png] W: Valkyrie[/title] [number]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. Cooldown 20 / 18 / 16 / 14 / 12seconds Cost 100mana Range 10000[/number] [title]Explanation:[/title] A free ticket out of harms way. Also does minor damage to enemies/creeps who follow you. You can use this ability to hop over walls, hop over your nexus (fun), hop over their nexus (more fun), or even hop over to baron to steal it then flash out (omfg scary). With manamune, you can keep using this ability to split push and use its damage to clear waves of creeps under 3 seconds. The thing I see some people mistakenly use this ability for is offensively. While initiating into a 5v5 team fight, you should NEVER use Valkyrie to jump in and put yourself in a dangerous position. The only time I would say use Valkyrie offensively is when the enemy count is low or if your team is at a great ADVANTAGE (like 5v4, 5v3, 5v2, 5v1, or if they're all low on HP and running away from you). ALWAYS ALWAYS ALWAYS make sure you have enough mana to use this ability, unless you're planning to teleport back to base right then. Always make sure you have at least 100 mana to jump out of a gank and to escape sudden death. [title][img=skills/corki/e.png] E: Gatling Gun[/title] [number]Corki's gatling gun fires at all targets in front of him for 3 / 3.5 / 4 / 4.5 / 5 seconds, dealing 20% 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. Cooldown 16 seconds Cost 60 / 75 / 90 / 105 / 120 mana Range 600[/number] [title]Explanation:[/title] Reduces enemy armor when you use! Bonus damage included! Yeee. Great for dueling, taking dragon, taking baron, clearing waves of creeps, teamfights, and pretty much everything else. If you decide to ambush an enemy champion, make sure you use this ability right before you Valkyrie in to go in for the kill. When you activate this ability, it won't actually start until a second later because Corki has to cock his gun apparently. When you E and then W right after, you should be on their tail with your Gatling Gun already on. [title][img=skills/corki/r.png] R: Missile Barrage[/title] [number]Corki fires a missile toward his targeted location that will collide with the first enemy it hits. Each missile deals 120/190/260 (+20% of attack damage) (+30% of ability power) area magic damage. Corki stores one missile every 10 seconds up to 7 missiles at any given time. Every 4th missile will be a Big One, dealing 50% extra damage. Cooldown 1.2 seconds Cost 30/35/40 mana Range 10000[/number] [title]Explanation:[/title] A great poking ability that can also be used to clear waves of creeps and last hit a creep if you're getting denied. It costs the least amount of mana out of all of your spells, so use this more often than your other abilities. After I get Sheen, I like to shoot a missile out of the blue (or creeps if they're there) to hit a tower harder with increased damage. This ability can actively keep the Sheen proc up as well. Also, when I keep using this ability to clear creeps or whatever the situation is, I like to make sure I keep a Big One missile ready for when I gank as well as an attempt to steal dragon or baron. In mid-late game team fights, this ability allows you to keep at a safe distance while doing damage at the same time.

[center][imgsmall=skills/corki/w.png][imgsmall=skills/corki/q.png][imgsmall=skills/corki/q.png][imgsmall=skills/corki/e.png][imgsmall=skills/corki/q.png][imgsmall=skills/corki/r.png][imgsmall=skills/corki/q.png][imgsmall=skills/corki/e.png][imgsmall=skills/corki/q.png][imgsmall=skills/corki/e.png][imgsmall=skills/corki/r.png][imgsmall=skills/corki/e.png][imgsmall=skills/corki/e.png][imgsmall=skills/corki/w.png][imgsmall=skills/corki/w.png][imgsmall=skills/corki/r.png][imgsmall=skills/corki/w.png][imgsmall=skills/corki/w.png][/center] R>Q>E>W Get one point into Valkyrie so you will never make the mistake of getting caught level one ever again. Get Phosphorus Bomb when you're level two and then stack this ability FIRST. You will start getting noticeable damage from this spell when its level two. Stack Gatling Gun next because you have nothing else to stack after. Stack Valkyrie Last for mainly the decreased cooldown. The extra damage is nice to have as well. Stack R whenever possible because it deals a lot more damage than when you don't stack it.

[title]Starting Items:[/title] [img=items/dorans-blade.png] or [img=items/boots-of-speed.png][img=items/health-potion3.png] or [img=items/sapphire-crystal.png][img=items/health-potion.png] [title]Explanation:[/title] Get Doran's Blade for mainly when you duo lane with a support, in which case you don't need health potions. I get Boots of Speed + 3pots for when I solo lane or when I duo lane with another DPS or tank, but that is rare. If you're planning on building a Manamune so you can spam your moves more often, then buying a sapphire crystal at level one is an option. Buying a sapphire crystal always means that you have twice as much mana than when you don't have it, at level one. Usually 200~ mana to 400~ mana. Manamune explained later in this section. [title]Early Game:[/title] [img=items/dorans-blade.png] ( [img=items/berserkers-greaves.png] or [img=items/mercurys-treads.png] ) [img=items/phage.png] [title]Explanation:[/title] On my first trip back, I try having enough gold for AT LEAST another Doran's Blade (or my first Doran's Blade) and then Berserker's Greaves, and then additional health pots if I don't already have any. If I plan on getting Mercury's Threads, then I would just hold on my tier 1 boots and just buy or save for something else. I try to get Phage as early as possible for that is you main damage item early game. Its kind of like getting The Brutalizer for Pantheon as early as possible, except its not. What I like about it so much is that it provides a nice amount of damage for the sake of damage and for his passive. It provides a decent amount of HP and it has a 25% chance to slow someone by 30% for 2.5 seconds, which will guarantee you to hit them with Gatling Gun for its entire duration. This item will also build into Trinity Force, which is a core item for Corki. Berserker's Greaves or Mercury's Threads. Self explanatory. You will get Berserker's Greaves (which I like doing because its cheap and it provides more attack speed) when the enemy team does not have heavy CC. You will get Mercury's Threads when they DO have heavy CC, but it costs more but it will pay for itself in the end. [title]Mid Game:[/title] [img=items/trinity-force.png][img=items/bf-sword.png] [title]Explanation:[/title] After I have my Phage and my Tier 2 boots (Berserker's Greaves or Mercury's Threads), I start working into Sheen and Zeal, which will then turn into a Trinity Force with 300 gold. Everything about trinity Force benefits Corki. There is not a single wasted attribute from Trinity Force. It provides damage and mobility which is what I love about it. when you finish your Trinity Force, its business time. After Trinity Force, I save up for a BF sword which will then turn into The Bloodthrister or Infinity Edge. This is when your damage will start stacking up, oh yeah. [title]End Game:[/title] ( [img=items/the-bloodthirster.png] or [img=items/infinity-edge.png] ) [img=items/last-whisper.png][img=items/phantom-dancer.png] [title]Explanation:[/title] If your team has some form of heals (Soraka, Nidalee, Taric, etc.) then I would turn my BF sword into an Infinity Edge. If we don't, then I like to turn my BF sword into The BloodThirster which will help me sustain by myself. If I notice them starting to build armor, I get Last Whisper so I can negate some of that armor. If they're not getting armor yet (which is stupid if they don't), then skip this item for now and work on getting Phantom Dancer before Last Whisper. After Last Whisper, I would get a Phantom Dancer as a last item to be more mobile and just do more crits and hits with it in general. [title]Defensive:[/title] [img=items/banshees-veil.png] [title]Explanation:[/title] Defensive Item wise, I would only ever get Banshee's Veil. Sometimes I won't even get it, but when I do, its because they have stuns and heavy AP damage. I don't like getting Guardian's Angel over Banshee's Veil because you should not be dying like that anyways, and when you do, you revive with your Valkyrie down most likely. --- [title]Manamune:[/title] If you bought [img=items/sapphire-crystal.png][img=items/health-potion.png] as a starter, you can turn that into an early [img=items/sheen.png] or [img=items/tear-of-the-goddess.png] which will then turn into a [img=items/manamune.png] [title]Explanation:[/title] Getting or not getting Manamune will totally affect your playstyle early-mid. You won't notice anything about your mana with out without Manamune late game most likely. If you rush tear and turn it into a manamune, you will be able to farm and split push A LOT more, which will also allow you to spam your abilities more often too. However, if you decide not to get manamune and rush Phage instead, your early-late game will do significantly more damage but you will need to limit your abilities for when you actually attempt to gank someone. [title]Moral of getting Manamune:[/title] Manamune: Less damage, more farming, spammable abilities, sets you behind core items. No Manamune: More damage, less farming, unspammable abilities, lets you focus on BURST DAMAGE.

Early game, all you need to focus on is farm farm farm. Your auto attacks do a lot of damage at this stage of the game, so take advantage of this to last hit easily and poke the enemy champions constantly if they get too close (unless they have heavy early CC like Taric or Leona). Yeah, so your auto attacks and your Phosphorus Bomb are very strong forms of poking. Once you hit level 4 and have level 2 Q and level 1 E, you should be able to harass a lot easier depending on what they have and who you're laning with. Lets say you're laning with Taric, that means you can harass easily and even get a kill out of it when you have all your abilities up. Just be wary of their creep minions as well, because they will start attacking you if you jump on them. If you decide to teleport back to the fountain, you can clear waves of creeps easy before you back. Your Q, E, R and even W can all do AoE damage to creeps. This will drain your mana, but if you're teleporting back anyways then it won't matter.

You are very strong when you enter mid game. With Trinity Force, you are very mobile, damage efficient, and can do almost anything. You can continue farming if nothing is happening which is probably the most common scenario. But if your team decides to contest Dragon, then you will have no problem poking them with your missiles and just doing a lot more damage than their carries in general. At this stage, you also become a very strong duelist. With Exhaust and your abilities up, you can almost 1v1 any champion in the game (maybe not the solo annie, however). Take advantage of this fact. If this game isn't turning out your way, try your best to play safe and just focus on farming without putting yourself in danger. You will excel late game regardless. Just don't dig yourself deeper into a hole if you're already doing bad, just try to drag it out until late game. If you bought manamune, then this would be a good time to start split pushing. If you decide to do some hardcore x split pushing, make sure you get some wards for yourself and ward vital areas (like triangle brush, dragon, etc.). I would not advise split pushing too much if you don't have manamune, because it will eat your mana, forcing you to teleport back to base a lot more often.

Late game is when it all matters. The moment of truth. In 5v5 team fights, make sure you ALWAYS keep yourself a safe position. Attack what you can, even if that means sitting on the alistar the entire time until its safe (safe meaning after the enemy team blew their ultimates and vital abilities already). You can melt tanks with your passive and Last Whisper, so hit whatever you can and don't dive at their carries unless they overextend. Save Valkyrie for when it matters. In a 5v5 team fight, it is extremely bad and humiliating if you Valkyrie towards them to start attacking them sooner and then instantly die when they jump on you and then you will have no form of escape (unless you use flash, but thats the worse case scenario). Always keep your escapes available for when it matters. It should always be easy for AD carries to stay at a safe position, and everything else will work out well if your teammates do their jobs as well. I usually don't right click to attack champions because sometimes I can misclick the ground and I accidently walk towards them, putting myself at danger. So instead of right clicking to attack, I click the A key and left click to attack. So it goes like this: A+left click --> position yourself --> A+left click --> position yourself --> repeat. Corki excels late game tremendously, but never put youself in a dangerous position and do what you can to stay alive.

[own3d][/own3d] In this video, I lane basic Corki and Taric, a more offensive composition for bottom lane. However, we ended up laning against an Alistar and Leona, an extremely offensive composition even against Corki and Taric. We ended up losing early game because Alistar and Leona are extremely strong if Corki gets caught (I got caught a few times, shame). We ended up snowballing in our advantage when I continued to keep my distance and have my teammates soak up the damage and CC while I come in when the time is right to do the damage.

Comments coming soon!
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