Corki Build Guide

Breaking Corki, with AP stylings

Updated 3 years ago
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Magic Penetration (+0.63 magic penetration)
  • 3
    Greater Quintessence of Hybrid Penetration (+1.79 Armor Penetration / +1.4 Magic Penetration)
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

AP Corki has one of the highest damages in the game. He is easy to abuse mainly because people don't understand just how much damage you can deal with him. In order to help you compare the insane damage you deal as AP Corki, compare these two screens. [imgext=] These are my Annie statistics. ~ 2 million physical damage dealt and 11.5 million magic damage dealt over 145 matches. [imgext=] These are my Corki statistics. I have 3.5 physical damage dealt and 16 million magic damage dealt over 134 matches. Corki does more damage, and is a safer pick both in and out of laning phase than Annie. Just the fact alone that Corki does that much more magic damage than a burst caster (who is designed to deal as much magic damage as she possibly can) is a testament to his insane burst. Its not a small amount of burst either, thats almost a 50% increase in magic damage over Annie. However, with all this extra burst there are drawbacks. Corki has 0 cc abilities, and is very weak early levels to strong laners like Syndra. However, even with these drawbacks, he is a fantastic farmer and can safely poke an enemy out of lane with ease. The AoE burst that Corki can deal far trumps his few glaring flaws.

[imgext=] [highlight]Explanation of Runes:[/highlight] You want to be stacking as much Magic Penetration as you can to get your damage as high as possible mid / late game. You will be sacrificing a lot of early game strength in order to maintain your power through late game. [highlight]Explanation of Marks (Magic Penetration Marks):[/highlight] Magic Penetration is your best oppurtunity to heavily burst the entire enemy team. Often times, the enemy tanky characters are in the way of your rockets, and you won't be able to hit the squishy targets that you want to. Building up your magic penetration helps enable you to deal absurd amounts of damage to the entire enemy team [highlight]Explanation of Seals (Armor Seals):[/highlight] Since there are no magic penetration seals, I have elected to use some of the best "standard" setups for them, and pick up armor. Armor helps against every lane, as every lane will try to auto attack you for damage. It also is a good choice against junglers, most of whom are physically-oriented. [highlight]Explanation of Glyphs (Magic Penetration Glyphs):[/highlight] You want these for the same reason that you take the magic penetration marks, to increase your damage. A standard pick for these would be flat MRes / scaling MRes. These are also good options, but I find that you really don't need them. Early on, your Crystalline Flask / hp potions should keep you topped off in lane. I find that all the mpen you can manage to stack up helps. [highlight]Explanation of Quintessences (Dual Penetration Quintessences):[/highlight] I used to roll with flat MPen on my quints as well as Marks and Glyphs, but the extra armor penetration helps you harass in lane early. Before level 6, you are missing a lot of strength in lane, so you have to deal with harassing whenever possible. The extra armor penetration helps you poke your enemy out of lane early, since you are missing kill potential without your ultimate.

You will want to max your Phosphorous Bomb first, always. This gives you the best poke and guaranteed damage in comparison to your other abilities. Afterwards, I personally like to max my Valkyrie so that I have it on a much shorter cooldown. Early levels of Valkyrie have ~20-24 seconds of cooldown with no CDR. With max CDR and max ranks in it, you can get a ~8 second cooldown. For the most part, you will want to use Valkyrie as a tool to escape your enemies, though there are some occasions where valkyring into the enemy team is a good idea. Your gatling gun should be maxed last, but is in no way a bad ability on AP Corki. The damage at early levels is actually nothing to scoff at, it's kind of like having another few minions attacking your enemies. Also, the armor shred will help your physical teammates. Always, whenever you are able to (levels 6, 11, and 16), get your Missile Barrage. The first level of your ultimate is what lets you start forcing the enemy lane out of the lane, and the second level starts you spiraling out of control in team fights. As soon as you hit level 16, your rockets will be shredding the enemy team like butter. [title][img=skills/corki/p.png] Passive: Hextech Shrapnel Shells[/title] Corki's basic attacks deal 10% bonus true damage to minions, monsters, and champions. [title]Explanation:[/title] This is a passive designed for an ADC (which is what Corki was designed to be). It doesn't help you out much late game, but it gives your autos some decent "oomph" early on. [title][img=skills/corki/q.png] Q: Phosphorus Bomb[/title] Cost: 80/90/100/110/120 Mana Range: 600 Corki fires a flash bomb at a target location. This attack reveals non-stealthed units around the blast and champions for 6 seconds. Deals 80/130/180/230/280 (+50% Ability Power) magic damage to enemies in a target area. In addition, the blast reveals the area and champions hit by the blast for 6 seconds (does not reveal stealth). [title]Explanation:[/title] -This is Corki's primary harass / wave clear ability pre-level 6. It has the most reliable damage and burst of his three abilities, so you should level this one up first. Combine your phos bomb with an auto attack during the early levels to maximize your burst. -[highlight]When and where you should use Phosphorous bomb early is a big concern when you play Corki.[/highlight] If the enemy laner is not pushing the lane, try to match their pushing and only use Phosphorous bomb when it can hit ONLY the enemy champion. If the enemy laner is pushing, use your Phosphorous bomb on both the enemy minions and him at the same time, perhaps paired with a level 1 Gatling Gun to deal some free damage and match their push power. -[highlight]This ability will reveal the location it is cast for 6 seconds, but will NOT reveal stealthed units or wards.[/highlight] The enemy units affected will have the same "revealed" icon above their head as units affected by lets say a Nidalee trap (which DOES reveal stealthed units), but the effect is different. [title][img=skills/corki/w.png] W: Valkyrie[/title] Cost: 50 Mana Range: 800 Cooldown: 26 / 23 / 20 / 17 / 14 Corki surges to target location, dropping bombs that create a trail of destruction for opponents who remain in the fire. Corki surges to target location, dealing 60/90/120/150/180 (+40% Ability Power) magic damage per second to enemies in the fire left along his path. [title]Explanation:[/title] -Most people consider Valkyrie to be an escape ability only, not reailzing it also has a damaging aspect to it. 95% of the time, you should think exactly the same way. Early on, your Valkyrie cooldown is MUCH too high to be trying to use it offensively. The best way to try and get some extra damage off with this is to use Valkyrie at the exact same moment that the enemies are jumping on you, so that they land in the DoT on the ground. -[highlight]This is Corki's only placement ability, and it at max rank with 40% cdr still has a ~8 second cooldown.[/highlight] Take an extra 0.5 seconds if necessary to ensure that you do NOT mess it up! Valkyriing to the correct place in a team fight / in skirmishes can often determine the outcome. -Valkyrie has some issues when going over walls. [highlight]The final destination must be COMPLETELY over the wall for Corki to be able to travel through it.[/highlight] If it isn't, and you miscast the spell, you might be a sitting duck for the next 10-20 seconds (depending on level). [title][img=skills/corki/e.png] E: Gatling Gun[/title] Cost: 60/65/70/75/80 Mana  Range: Self Cone ~ 400 demi-channel. Corki's gatling gun rapidly fires in a cone in front of him, dealing damage and reducing enemy armor. Corki's gatling gun fires at all targets in front of him for 4 seconds, dealing 20/32/44/56/68 (+40% bonus Attack Damage) physical damage and reducing 2/4/6/8/10 armor per second. The armor reduction stacks and lasts 2 seconds. [title]Explanation:[/title] -Gatling Gun isn't a necessary skill for AP corki to work. For the most part, you are going to be relying on your Missile Barrage and Phosphorous Bomb for damage, and Valkyrie for positioning.  -This skill will help your AD characters kill the enemies, but won't do all that much for you. The extra damage and armor shred occasionally is the turning point in a 1v1, but you shouldn't really rely on it. -[highlight]Gatling is quite a nice tool to help with last hitting[/highlight], as often times the slight extra damage is what you need to shoot a minion only one time instead of two. This is useful for fast clearing waves, and for last hitting on the turret (since you don't need to waste auto attacks to set up the minion to be last hit). -[highlight]Be careful of the mana cost![/highlight] 60 Mana is nothing to scoff at early game, you can run yourself out of mana VERY quick if you spam this along with Phosphorous bomb before you get mana items / blue buff. [title][img=skills/corki/r.png] R: Missile Barrage[/title] Corki fires a missile toward his target location that explodes on impact, dealing damage to enemies in an area. Corki stores one missile every 12 / 10 / 8 seconds up to 7 missiles total. Every 4th missile will be a Big One, dealing extra damage. Corki fires a missile toward his targeted location that will collide with the first enemy it hits. Each missile deals 120/190/260 (+20% Attack Damage) (+30% Ability Power) area magic damage.Corki stores one missile every 10 seconds up to 7 missiles at any given time.Every 3rd missile will be a Big One, dealing 50% extra damage. [title]Explanation:[/title] -This skill is the biggest piece of the AP Corki pie. Your missiles have the longest range, shortest cooldown, and the most damage out of any of Corki's other abilities.  -[highlight]At max rank with 40% CDR, the reload timer on Missile Barrage is 4.8 seconds[/highlight]. That means you can stock up 7 stacks of your hp-shredding missiles in less than 35 seconds. Not only can you stack them up quickly, they never stop recharging. Build up 7 rockets and use one? No problem, there is another one already in your inventory. -[highlight]Corki charges up a “Big One” missile after every 2 normal missile casts[/highlight]. These missiles have 50% increased damage, an increased hitbox, and 100% increased area of effect. -[highlight]The missiles are harder to hit at first than you think.[/highlight] The width on the normal missiles is much smaller than you'd expect, and the AoE isn't as large as you expect either. How should I be using my missiles? -When using your missiles, [highlight]it is best to not spam them all in an attempt to harass the enemies[/highlight] (lane phase and late game poke attempts). If you are able to, maintain at least two rockets as backup during lane phase between levels 6-10, at least three between 11 and 16, and three to four from 16 and on. If you have no rockets, you lose so much presence as a character. Phosphorous bomb is a very close range ability that has a decently long CD, and there are no other reliable damage sources in Corki's kit. You must ensure that your missiles aren't going to waste on long shot attempts to poke the enemies down a little bit. -[highlight]Make your missiles count![/highlight] Even if they recharge relatively quickly and do loads of damage, you need to make sure you actually hit them on your enemies. Don't waste every missile you have in vain attempts to poke down the enemy ADC who is dancing side to side, you'll never hit him / her. Let the enemies naturally walk into areas of vulnerability before you start launching rockets at them. -What are these areas of Vulnerability? Often times, an Area of Vulnerability when against a Corki is right next to minions. [highlight]Corki can use the AoE from his rockets (ESPECIALLY his “Big Ones”) to hit champions who are standing next to minions.[/highlight] -[highlight]Another area of Vulnerability is between a turret and a wall.[/highlight] If you are mid lane and see your enemy laner make the mistake of walking in between the wall and the turret (on the small side), pelt them with 1-2 rockets. This is free harass because they have nowhere to move and dodge them. One one side, there is an impassable wall, and on the other an impassable turret. The rocket will travel along the only path that is open to them, and hit them for a good chunk of damage. -There are many other areas of Vulnerability, but to go through every single one would take ages. In order to understand where they are located, you have to try and understand the mindset of your enemies. Where are they going? Where will they go after they finish their auto attack? Are they being pressured in a certain direction? You will have a lot more success in hitting your Missiles when you can understand how your enemies will be thinking, and use that to your advantage.

I have experimented around with a bunch of different items, and have determined that this is the most optimal item build(s) for AP Corki to work against just about every team composition. You can fine tune the build to help counter your enemy team more, but this path is the most reliable that you will be able to find. No matter what the enemy laner is, these two item paths will work well against them. [highlight]First things first: Pick which items you will be building.[/highlight] There are three items that you ABSOLUTELY need on Corki. These 3 items are Sorceror's Shoes, Liandry's Torment, and Void Staff. Corki's ratios are pretty sh*t, but their base damages are quite high. Abuse this fact and let your base damages win you all through mid game. [img=items/sorcerers-shoes.png] / [img=items/liandrys-torment.png] / [img=items/void-staff.png] The next set of items seriously depends on the enemy team. TYPICALLY, you will want to pick up an Athene's Unholy Grail, Rylai's Crystal Scepter, and a Rabadon's Deathcap. [img=items/athenes-unholy-grail.png] / [img=items/rylais-crystal-scepter.png] / [img=items/rabadons-deathcap.png] The Athene's Unholy Grail can be swapped out for a Morellonomicon if the enemy team has some heavy healing on it (e.g. Swain, Soraka, Nidalee, etc). If they do not have characters that can heal huge amounts in a short time, stick to the Athenes Unholy Grail. [img=items/morellos-evil-tome.png] If you picked up Morellonomicon, get yourself a Tear of the Goddess. This tear will be built into an Archangels, and will replace Rabadon's Deathcap late game. [img=items/archangels-staff.png] Another substitute option to the Deathcap is Deathfire Grasp, but I find that Rabadon's works better in a team fight situation. [img=items/deathfire-grasp.png] If you are feeling ballsy / aren't getting targeted all that much, consider picking up the DFG, Lich Bane, or Zhonya's Hourglass in place of the Rylai's Crystal Scepter. Just realize that if you do this, you should play much safer -> One step out of line late game can lead to an instant death. [img=items/deathfire-grasp.png] / [img=items/lich-bane.png] / [img=items/zhonyas-hourglass.png]

[highlight]After you have made your decision on items to purchase, you have to decide on how to build them. [/highlight] To begin, pick up a Crystalline Flask, 2 health potions and 1 mana potion. [img=items/crystalline-flask.png] / [img=items/health-potion2.png] / [img=items/mana-potion.png] On your first back, pick up your mana item (whether it be Chalice of Harmony, or Tear of the goddess. Remember that you should only get Tear if you are planning on picking up Morellonomicon instead of Athene's Unholy Grail). [img=items/chalice-of-harmony.png] / [img=items/tear-of-the-goddess.png] Your next item should be Sorceror's Shoes. [img=items/sorcerers-shoes.png] After picking up your first spell penetration item, go your next purchase should be the completed CDR item (Athene's Unholy Grail, or Morellonomicon). [img=items/athenes-unholy-grail.png] or [img=items/morellos-evil-tome.png] After your CDR item, get Haunting Guise, and then rush to complete the Liandry's Torment. At this point, you will be doing ~true damage to every squishy on the enemy team, and perhaps true damage to the tanky characters as well. [img=items/liandrys-torment.png] After Liandrys, pick up your Void Staff. This pickup will ensure that even if the enemy team begins to build MRes to try and counter you, you will maintain presence and boatloads of damage throughout the entire game. [img=items/void-staff.png] So your build up to this point is most likely Sorceror's Shoes, Liandry's Torment, Void Staff, and Athene's Unholy Grail. Finish off your build with whatever you think it necessary, or continue reading for some ideas on what to get. At this point, you have to take a look at the enemy team again. Are they building super tanky? Or are they still pretty squishy? If they are building tanky, pick up your Rabadons Deathcap or Archangel's Staff (if you built the Tear of the Goddess earlier). If they are building squishy, I highly recommend picking up your Rylai's Crystal Scepter. Squishy targets will attempt to dance around your rockets, so the slow from Rylais helps prevent that. Tankier targets tend to ignore the fact that you are shooting rockets at them and just facetank them anyways. Preferred final 2 items: [img=items/rylais-crystal-scepter.png] / [img=items/rabadons-deathcap.png] Or substitute in: [img=items/deathfire-grasp.png] / [img=items/lich-bane.png] / [img=items/zhonyas-hourglass.png] / [img=items/archangels-staff.png] tl;dr these are the item builds I use almost 100% of the time: [highlight]I use this build 98% of the time:[/highlight] [img=items/athenes-unholy-grail.png][img=items/sorcerers-shoes.png][img=items/liandrys-torment.png][img=items/void-staff.png][img=items/rylais-crystal-scepter.png][img=items/rabadons-deathcap.png] Standard choice for me, preferred. [highlight]I use this build 1.9% of the time:[/highlight] [img=items/morellos-evil-tome.png][img=items/sorcerers-shoes.png][img=items/liandrys-torment.png][img=items/void-staff.png][img=items/rylais-crystal-scepter.png][img=items/archangels-staff.png] This secondary choice is good if your team is lacking Ignite and your enemy team has multiple healing abilities.

In general, standard AP mids with very little healing is a tie until you hit level 6, where you start pulling ahead of them. Melee characters are weak levels 1-4, then more difficult until you can stack up more than 3 missiles on your ultimate. Tanky characters with lots of healing / magic Resistance are very hard to force out of lane. You will need ganks to kill / force tanky characters away. [imgext=] Ahri: If you can dodge skillshots, you can deal with Ahri easily. Make sure she doesn't hit you with her Q too often, and stay behind minions so that she can never charm you, and you will easily make it to level 6 to start poking her out of lane. [imgext=] Anivia: Anivia is typically not an issue. Dodge her Q and then harass her back / push the lane into her, and she won't be able to do much. Use your valkyrie if you have to to prevent her from comboing you, but make sure you toss harass of your own back at her. Get level 6, ward the sides of the lane, and then poke her off lane with her 0 sustain. [imgext=] Annie: Annie is difficult if you let her be difficult. She will outtrade you if you let her get her combo on you, so play safe. Use your Phosphorous bomb to damage her, but don't push the lane onto her side. If you push the lane onto her side while you don't have wards early, you are extremely susceptible to ganks. Make sure that you do NOT get stunned in the open, and always assume an enemy jungler gank is coming when her stun is up. [imgext=] Brand: Can't really do much vs him until you are 6. Force him to use Pillar of Flame on the minions and push it into you. He will outtrade you early, but he cannot deal with your range when you get your Missile Barrage. [imgext=] Diana: Use your autos to poke Diana down, and don't get so close to her that she can suck you in, and deal some massive damage to you pre-level 6. Do not phosphorous bomb through her shield, wait until her refreshed shield is ~ gone before tossing your spells at her to maximize damage without wasting mana. Dodge her Q's at level 6, and you should have no issue dealing with her. [imgext=] Fizz: Very strong early. Do not let him get on you and then continually auto attack you. He will win trades with his “W”, which will cut your healing and deal massive extra amounts of damage. Letting him jump onto you at levels 1 – 3 is a decent choice if you can kite him enough that he cannot deal more damage than you. Make sure he does not Playful / Trickster your Phosphorous Bomb damage. Otherwise, wait until 6 to be able to poke him out of lane with your ultimate. Make sure he does not get his ultimate onto you (Valkyrie away if you have to) [imgext=] Galio: Does huge amounts of damage, gets more damage from building magic resist, and heals up huge amounts. Galio is one of Corki's hardest lane opponents due to his inability to force him out of lane. Late game, Galio is a very tough and durable target, gimping your effectiveness a lot. [imgext=] Gragas: Gragas is slightly more difficult than most standard AP mid lanes because of his sustain. His barrels have a large radius, but is typically easy to dodge due to its slow move speed. You won't be able to poke Gragas out of lane because he clears the minion waves so quickly (nothing to shoot your missiles against to guarantee hits). You also have to be careful of his ultimate, which an displace you into a bad position, and interrupt your valkyrie [imgext=] Jayce: Stronger than you in lane pre-6. Do your best to harass him down, most Jayce's start with a Doran's Blade, which gives them very strong burst-kill potential early. Take a level in Valkyrie at level 2, and make sure the lane is pushing into you. Once you hit level 6, you can start dealing with Jayce and forcing him around the lane. [imgext=] Leblanc: There is some seriously absurd single target burst that Leblanc dishes out very early on. Corki is one of the few characters I have played that doesn't have that tough a time dealing with her, however. Playing the Leblanc matchup often times has to do with understanding the ranges of Leblanc's abilities, and guessing what she will be doing. Don't let her combo you every two seconds, farm up to level 6, and do not Phosphorous bomb immediately when she jumps at you, and you can deal with the lane. Make sure you use your barrier if you think there is a chance for her to kill you. [imgext=] Lissandra: Surprisingly, Lissandra is one of the most common picks I see against me when I play Corki. Lissandra is a terrible, terrible choice against Corki. She has no sustain, and is very susceptible to Corki's poke. As soon as you hit level 6, you can force Lissandra out of lane over and over again. Take care though, when you see that ice claw coming at you. Combined with a jungler gank, she can easily kill you. Save Valkyrie for such occasions, and you will have no issues facing Lissandra. [imgext=] Lux: Not a huge issue. She will outpoke you with her range early on (don't get caught by her snares, or you will take a lot more damage than you should). Trade with her, but do your very best to dodge those skillshots. As soon as you hit 6, start poking her down with your missiles. [imgext=] Malzahar is stronger than you early, especially with his minion + malefic vision combo. He will be pushing the lane into you (guaranteed), so do your best to understand Corki's ability damage, and last hit until level 6 under the turret. Don't forget to pick up wards to make sure you have eyes on the map; you are gimping your entire team (but primarily your jungler) if you have 0 presence in the lane. [imgext=] Morgana: I haven't actually played against a Morgana since season 2, so this is all conjecture. Poke her with Q's and autos in the early levels, then farm under the turret until level 6 (since she will pressure the lane fast with her Tormented Soil). Make sure you do not get hit by any stupid / obvious bindings, and you should have little issue staying in lane. You probably cannot force Morgana out of lane (kind of like Gragas) due to her fast push speed and sustain. [imgext=] Nidalee isn't much of an issue. Stay behind minions early to avoid spears, then at level 3 start using phosphorous bomb and auto attacks to harass her. Get to level 6, stockpile some missiles, and start keeping her health below 50%. You probably won't be able to kill her due to her heals, but you can make it very easy for your jungler to come in and snap up a kill. Do not get in range for her to Cougar form all over you, and make sure you punish her every time she goes into cougar form in an attempt to clear minions quickly. [imgext=] Orianna: Another one of Corki's tougher lane opponents early, Orianna will easily outtrade you if she manages to land her skillshots. Save Valkyrie for escapes, and take advantage of times where she overextends / misses her skillshots for some free harass. Poke her down at level 6, but don't get greedy. Many Oriannas pack Barrier, plus they have a shield of their own. This is typically enough shielding in order to get 2 full combos plus and ultimate off on you, which will almost definitely kill you. [imgext=] Pantheon: A pain in the a** laner. A good Pantheon will make it very tough for you to harass him due to his passive, plus due to the reason that you do NOT want the lane to push into his favor. Pantheon can stall the lane on his side of the river with ease, and has some seriously painful poke / kill potential. Do your best to let the lane push into you, and try to harass him if possible. Once you hit 6, you should be fine in lane. Make sure you call MIAs for when he starts heading towards bottom / top. [imgext=] Ryze: Now that Ryze's ranges have been nerfed, it is much easier to lane against him (though still not the easiest thing in the world). Ryze has some very good burst early, so you must do your best to avoid that. Just like with Orianna, do not get greedy to jump on him after you get him low. Once he is 6, assume he has an extra 200-300 hp, and some of the biggest burst combos in the game. [imgext=] Swain: Don't get caught in his snare. Dance around Swain, and poke him down early. If you see him use an ability on a minion, you can usually risk an auto attack + gatling + phosphorous bomb combo to out-poke him. Consider getting Morellonomicon instead of Athenes Unholy Grail for your CDR item. Do not try to trade with him if he has his ultimate available, and use your rockets to push him around the lane. You can force him to ultimate a minion wave by getting him low with the rockets. Once his ult is off, you have a good 7-8 seconds before he can turn it back on to punish him. [imgext=] Syndra: As a lane bully, you don't want to have to deal with Syndra. She will poke you down, make you open to enemy jungler ganks, and be an all around nuisance the entire lane phase. At level 6, you won't have much of an advantage due to her ability to deal 80-100% of your hp with one combo of her abilities. Her stun is very long range, so you have to make sure you do not get caught by it (which isn't the easiest thing in the world to do). Take Magic Resist Glyphs, and do your best to keep her balls anywhere but in between you two. Also, try to only harass with phosphorous bomb / autos if she had just used her W or Q on minions. If you both take the full brunt of each others attacks, she will easily beat you in lane. [imgext=] Talon: Not the hardest lane, but still a pain in the ass. At level 6, you will be unable to move up to the minions to last hit while he is standing around them. Poke him down and farm with your ultimate. You can typically withstand a full combo minus his cone slow ability (which most Talons use to farm), so if you see him use it on minions, you can bait him out for a kill or just get free harass out on him. [imgext=] Twisted Fate: Not a hard matchup. Don't get stunned by his gold card, and poke him down with your Q's and your auto attacks. If he uses a card on a minion, you can turn on your gatling gun to abuse him and force him to use multiple potions early. Don't get hit by stupid Wild Cards that are meant to push the lane / last hit, and you should have no trouble. Every time you force TF back at level 6, make sure your team understands that he can run down other lanes and use his ultimate to gank that way. Just do your best to keep his farm down, and pay attention to the location of your allied lanes. If your bot lane is far extended and you just forced TF back, consider making some slight moves towards bottom to countergank. [imgext=] Xerath: Absurd range and burst makes Xerath not a hugely fun matchup to deal with. Dodge his “Q”s early, Valkyrie out of anything that might stun you, and then poke him down with your ultimate. PAY ATTENTION TO YOUR VALKYRIE COOLDOWN! If you do not have it up, Xerath can set up kills on you very easily. Play safe. [imgext=] Zed: Poke with auto attacks every time Zed moves up to CS. Do your best to dodge his skillshots, and do NOT try to 1v1 him after he uses his W shadow clone to jump onto you. Valkrie away immediately, and THEN begin poking him down. Beating Zed lies in understanding his ranges and cooldowns. His ranges are short, but once he IS in range, he can deal huge amounts of damage. Understand that Zed can swap to his shadow at ANY point that it is out; he won't automatically swap to it after he casts it. He can wait the full 4 seconds out, wait until you are in a bad position, and then swap to it quickly to hurt you. Once you hit level 6, poke him down with rockets.

[highlight]From levels 1-5, you will be wanting to do your best to farm the lane and make it to level 6. [/highlight]Early on, you have very little kill potential. Enemy laners will typically have many potions they can go through, just like you, so it becomes a game of “poke, farm and heal”. It is very, VERY hard to run someone through 5 hp potions and then kill them before they can hit level 6 in a 1 on 1 situation. Going all in is a poor choice due to the late-game setup of runes and masteries, so stick back and farm without letting them walk all over you. [highlight]Against hard ganking junglers like Jarvan, or Lee Sin, you are going to want to let the minions push into you[/highlight] as much as possible. Try to stall the lane just before it reaches your turret, though such a feat isn't very easy for early game Corki. Don't take too much minion damage, and stall your way through to level 6. Don't forget to purchase wards; you won't be able to provide your jungler with much support in any other way. [highlight]As soon as you hit level 6, you will be able to start dominating the lane.[/highlight] Build up some rockets, and try to use them only when you see a very good oppurtunity to hit the enemy champion. With Missile Barrage level 1, you are going to want to use only 1, MAYBE 2 missiles on farming per wave. Any more, and you lose lane presence and you won't be able to force your enemy laner out of lane, much less deal with an enemy jungler gank.

For the most part, you are going to want to continue farming. [highlight]Your participation with the team often will revolve on pushing the enemy mid lane out of lane to keep them out of team fights.[/highlight] This will let your jungler gank bottom more often / safely, and secure dragons because of it. If your enemy mid can only stay in lane for maximum a minute, that prevents the enemy jungler from doing much else but covering mid for them. [highlight]Continue farming and poking whoever comes mid out of the lane as well as you can until you hit level 11 and have your 20% CDR item (Morellonomicon or Athene's Unholy Grail) and 1-2 of your spell penetration items.[/highlight] At this point, with level 2 missile barrage, you can start shredding the enemy team in team fights. If the teams are grouping up, poke your enemies down with missiles. Make sure your team realizes that if you just used all your missiles to get the enemy champions all to 25 – 50% hp, you don't automatically refresh all 7 rockets in your inventory. I have far too often encountered this issue where I cannot do anything in a team fight because I just poked two of their tanks down to 40% on their turret, and then my team decides it is time to dive. The tanks can still do what they need to do, but I am unable to toss any more rockets out at the more important targets like Vayne. To help prevent this from happening, do your best to maintain 3-4 rockets in your inventory so that when team fights roll around, you have some more to deal with the enemy squishies.

You are a god in team fights. Your AoE damage is absolutely insane. If you are pushing as a team, push slowly. [highlight]Poke enemies down on their turrets with your missiles, and use your own minion wave to get easy damage on the enemy turrets.[/highlight] Make sure that you do not constantly tank turret hits after harassing your enemies. Remember that the Liandry's Torment damage will cause the turret to attack you, so take that into account! If you are losing, sit on the turret. You are a god in sieges. [highlight]As the enemy wave comes up, clear it with your missiles while utilizing the AoE from them to damage the enemy squishies.[/highlight] If they decide to dive you, you have Barrier, Valkyrie, Flash, and 4 teammates to help back you up while your turret pummels at them. Often times if you are losing, you will have to take many extra precautions to see that you personally don't die. Do not take risks, and ensure that the enemy team cannot push. If you die while the team is behind, your team loses a lot of presence that it is supposed to have. Don't go out to save a support. Ignore the pleas of your ADC after they traverse out alone in a stupid attempt to secure a red buff with no wards in the jungle. Defend the turret. Make sure you personally live, and Rocket away.

[highlight]Your job in team fights is to deal as much AoE damage as possible to the correct targets.[/highlight] Aim your rockets at their squishies to take them out as fast as possible. Along with this, you must remember to NOT OVEREXTEND in team fights, and use Valkyrie wisely. Valkyriing into the entire enemy team is a poor choice; even if you do manage to grab a kill, you will definitely die as well. Your advantage lies in the fact that you have incredible range, so abuse it! Often times, you will notice that the enemy tanks are in your way. Do your best to ignore them (unless you are shredding them as well), and see if you can position yourself in a more opportune place. You can force enemy ADCs / AP mids out of the fight with some well placed rockets. For the most part, you will have to use your head. You have to have an understanding of every champion's cooldowns, every champions potential damage, and positioning to do well in team fights. You should not be getting blown up in the beginning of every fight, and you should always be able to get a full salvo of every single missile you have in your inventory out. Don't be afraid to toss Phosphorous Bombs out at your enemies, just be wary of the skill's very short range.

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