Corki Build Guide

Guns Blazin': A Guide to High Elo Corki Play

Updated 5 years ago
  • 9
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 9
    Greater Seal of Armor (+1 armor)
  • 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

Welcome to my Corki guide. My name is Schell Shock and I am a 2200 elo AD player. I am especially known for my Corki in my elo, with some people even banning him out against me. He is my favorite AD for many reasons, but mainly because he is probably the best AD out there right now. He is my go-to champion in solo queue because he can win lanes against almost anything and even if he doesn't he will still have good damage output because of his amazing skillset.

[imgext=] Flat AD quints and marks are essential for Corki. If you take armor pen over these you will be losing out on a ton of early game potential. For an AD carry, early game is when you are trying to get as much farm as possible while dueling the other AD. More AD gives you both better results in trades and easier last hitting. I have tried armor pen and you will basically get zoned early on because you will have no damage and even when the creeps come to your tower you will have a much harder time last hitting under turret. [imgext=] These runes add an extra 2 flat AD glyphs for an extra 1 AD at lvl 1. You sacrifice .3 MR at lvl 1 or 5 MR at lvl 18. I like it because I like to play aggressive and even an extra 1 AD can give you the edge. It is a matter of preference though. Both rune pages are basically the same. [imgext=] Other people use these runes sometimes and there is nothing wrong with them. I just prefer my setup better. I guess I could justify using these runes against a Taric or Leona lane that has a lot of armor.

[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 what makes Corki have some of the highest damage in the game. It gives you an extra 7 damage on your auto attacks at lvl 1 which makes last hitting a breeze. Late game you will be doing massive damage already and the extra 10% true damage is amazing vs tanks, especially once you get Last Whisper, you won't even notice their armor. [title][img=skills/corki/q.png] Q: Phosphorus Bomb[/title] [number]Deals 80 / 130 / 180 / 230 / 280 (+50% of ability power) damage to enemies in a target area and reveals that area for 6 seconds. (does not reveal stealth) Cooldown 8 seconds Cost 90 / 100 / 110 / 120 / 130 mana Range 600 [/number] [title]Explanation:[/title] This ability is pretty simple. However it has several uses. Its a small AoE nuke that you can use to harass, clear minions, or check brushes. It reveals people for 6 seconds which makes it impossible for them to go into a bush to avoid damage. Use this to your advantage. The early game damage on this skill is pretty high but after that it's only used for its utility. It costs a lot of mana though so do not spam this ability. [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 100 mana Range 10000 [/number] [title]Explanation:[/title] One of the best escapes in the game. It has an insane range, deals damage and the animation is very quick compared to someone like Tristana. Using this skill at the right time could be gamebreaking. The most important rule to Corki is to NEVER VALKYRIE INTO A FIGHT. EVER. NO. DO NOT DO IT. It will 90% of the time get you killed. Your job is to stay alive and deal damage, not jump in and burst 1 person. Even if it takes you 1-3 seconds longer to walk to a teamfight it is better to save Valkyrie. Corki has a low auto attack range and it is hard to position with him without Valkyrie. The only time I will permit you to do this is if you KNOW 100% that you can kill someone in lane and you KNOW 100% that the enemy mid/jungle are not near. Knowing when to use this ability is one of the most important things you need to learn playing Corki. [title][img=skills/corki/e.png] E: Gatling Gun[/title] [number]Corki's gatling gun fires at all targets in front of him for 4 seconds, dealing 20 / 32 / 44 / 56 / 68 (+40% of attack damage) physical damage and reducing 1 / 2 / 3 / 4 / 5 armor per second. The armor reduction stacks and lasts 2 seconds. Cooldown 16 seconds Cost 60 / 75 / 90 / 105 / 120 mana Range 600 [/number] [title]Explanation:[/title] A very nice addition to your DPS that also shreds armor. It does quite a bit of damage all game. Use this only when you know you can keep the bullets hitting them for atleast half the duration or it's a waste. It has a long cooldown so do not use it for harassing. Positioning yourself for this ability will require alot of practice. [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] Corki's signature missiles are one of the reasons he is so freaking good. They do really high base damage for the amount of them you get and they have a really long range. Once you hit 6 and build up a few missiles, few champions can compete with the DPS that Corki has. Hitting these missiles can be a challenge though, especially at long range. I do not reccomend smartcasting these when you first start out as it takes a while to get used to the range and hit radius. Good Corki players will be able to hit atleast 75% of these. These rockets also are farming tools. If your laning partner has gone back, you can still farm safely with your rockets. A Q+R will clear the ranged creeps in one shot once you hit lvl 7. They cost hardly any mana so do not be afraid to spam these if you know you can hit them or want to farm a big wave.

R>Q>E>W This skill order gives you the most damage possible. Some people prefer to max E first but I would have to disagree. There is rarely a time in lane that you can keep the gatling gun on them for the full duration and even if you do, it has a huge cooldown and mana cost. Phosphorous bomb is a quick way to poke or burst them down. It does very good damage and has a pretty short cooldown.

[title]Starting[/title] [img=items/boots-of-speed.png]+[img=items/health-potion3.png] I almost always start boots 3 pots on Corki because you already out damage any AD lvl 1 (because of your passive) so you don't need the extra 10 AD from a Doran's blade. It gives you mobility and sustain to out play the other AD. If you want to play passive early with somebody like Soraka then that's fine but it will be hard to kill someone by starting Doran's blade while the other AD has boots because of the difference in mobility. However it can work in matchups vs somebody like Ashe who has no built in escape and you can catch up to with Valkyrie and flash. [title]First back[/title] [img=items/dorans-blade.png][img=items/dorans-blade.png][img=items/berserkers-greaves.png] Try to farm around [highlight]1500 gold[/highlight] before you back as this will give you enough gold for these items. If you want more sustain you can opt for a [img=items/vampiric-scepter.png] instead of beserkers greaves. [title]Core Item[/title] You can either go for a [img=items/trinity-force.png] or a [img=items/infinity-edge.png]. I would normally recommend an IE for most games but TF is good for games that you want to capitalize on an early advantage. However, it can backfire if the laning phase ends too soon. If you don't have a full TF before 20 minutes it is usually going to cost you. An example of when I would go TF is if I got an early kill on the enemy bot lane and am up in CS. Always get a [img=items/phage.png] first. Early health, AD, and built in slow is borderline broken and lucky phage procs will snowball the lane even harder. IE is usually the better choice though because it gives you the biggest increase in damage once you get it because of the crit and crit damage increase. 18-22 minutes is usually the average time range when I get my Infinity Edge. My personal best was 10 minutes. See if you can beat that! :P [title]Mid Game[/title]: If you went TF then go [img=items/infinity-edge.png] If you went IE first then go [img=items/phantom-dancer.png] Unless you went TF, your build should now look like this: [img=items/berserkers-greaves.png][img=items/dorans-blade.png][img=items/dorans-blade.png][img=items/vampiric-scepter.png][img=items/infinity-edge.png][img=items/phantom-dancer.png] [title]Late game[/title] [img=items/last-whisper.png][img=items/quicksilver-sash.png][img=items/banshees-veil.png][img=items/the-bloodthirster.png][img=items/guardian-angel.png] Last Whisper I almost consider mandatory unless they have no tanks on their team. [img=items/quicksilver-sash.png] is good against suppression spells like WW ult or Malz. It can also remove Morde's ult, ignite, and exhaust. I would take this if they have heavy CC and you are getting caught. If they just have a lot of AP I would get Banshees. [img=items/the-bloodthirster.png] is used to finish off your [img=items/vampiric-scepter.png]. Get it after Last Whisper, unless they do not have armor yet. [img=items/guardian-angel.png] is used as a sixth item or if you are really farmed and don't need more damage and need to stay alive. Do not get both this and QSS or BV. Pick one defensive item. Also, I consider IE, PD, BT, and LW STANDARD AD carry items. Those items will provide the MAXIMUM damage possible. They should be in every build that is meant to perform the AD carry role. I know alot of people will argue with this build and I do not pretend to know everything, but this is the tried and true build for AD carries. Even I vary from it sometimes, but 90% of the time this is what I use. Remember this is a [highlight]GUIDE[/highlight] to help [highlight]GUIDE[/highlight] you. You can make your conclusions about what is best, I am just telling you what I have found to be best in general.

[youtube][/youtube] This is a game that I played in solo queue. I laned with erwinbooze (#1 janna) and we basically just dunked bot lane. Enjoy! I'll be uploading more games when I get the time.

Early Game is what sets the [highlight]tone[/highlight] for the rest of the game. This is why I spec runes and masteries so aggressively. You MUST be aggressive in solo queue, so long as you are not behind. Learn to take calculated risks and build some confidence in your mechanics and instincts. What do I mean by setting the tone? Well, I am sure all of you have had those games when your bot lane loses first blood because of somebody's mistake and they proceed to argue or rage. Even if they don't, the team is still demoralized just by hearing the "FIRST BLOOD". Even if it's not first blood, it is always demoralizing when a lane is losing badly. Your job as an AD is to deny the other AD carry and demoralize the team. The AD carry is what carries the team during mid and late game. If they are behind, it's pretty much over unless the other lanes got really fed. Being aggressive early means knowing when to harass, when to go for a kill, and when to CS. You have to balance last hitting and harassing. It is not an easy skill and I still struggle with it. Best way to get better is to practice. If you do not know what to practice here are some tips. [title]Tips for Laning[/title] [.]Check the creep line and which one is bigger and who will take more creep damage if a fight breaks out [.]Harass when they go up to last hit [.]Use the bushes to harass and not take creep damage [.]Communicate with your support and let them know how aggressive to play [.]Do not engage or overextend when your support is warding, backed or sitting back [.]Check your opponents items and lvls to help judge their strength relative to yours [.]Learn the strengths and weakness of all supports and how much damage they can do [.]Do not expect your support to read your mind

I consider Mid Game to start when at least one lane is roaming or leaving lane frequently because of the tower being gone. It can happen as early as 10 minutes or as late as 25. Whatever the case, prolonging the early game to get more farm is always beneficial as an AD. If your other lanes are winning and are grouping up however, you need to tag along so that they don't get caught and throw the game. [title]When to take the tower[/title] There are a lot of questions about this I'm sure so I will try to explain it. The tower is there to protect you from ganks so that you can extend and farm freely without the lane pushing very far. With both towers still up, there is just a small window for ganks to happen, therefore it is beneficial as an AD carry to keep the towers up as long as you need to farm. I do not like the mentality of letting your tower fall early so that you can "freeze" the lane and farm, for many reasons. First, you are very susceptible to ganks. Secondly, the other bot lane will just roam and cause havoc among your team if you are still farming bot lane. 3rd, you lose a lot of dragon control. 4th, you can never truly "freeze" a lane as even last hitting will still push the lane eventually. That being said, the best time to take a tower is when you have finished your core items. At this time, you will have enough damage to be useful in team fights and objectives. If you are ahead of their bot lane, by a lot though, you can finish off the tower just so that you are free to take more important objectives like more towers, dragons, and barons. If you do not have [img=items/infinity-edge.png] or [img=items/trinity-force.png] by mid game, you are behind. [title]Farming[/title] As much as I have stressed being aggressive and denying the other AD, I also want to stress [highlight]how important farming is[/highlight]. Farming is one of the most important skills you can have on an AD carry because it contributes most to your income and can determine a game. The reason behind this is because that AD carries scale solely off of items. They do not have very high base damage spells. My goal for farm is 120 cs at 15 minutes. I definitely do not get that every game, but it is nice to set a goal for myself. Always set a goal higher than your average. That way even if you miss the goal, you are still on track for a decent game.

Late game is where AD carries shine. Corki is no exception to this, having some of the highest damage of any AD carry because his skillset. You should have atleast 3 full items by now. AD carries are the biggest sources of damage now and they are prime targets in teamfights. Generally. whichever AD carry does more damage in a teamfight is the one who wins it, and ultimately wins the game. It is hard to describe how to play an AD carry late game because it is so instinctual to me and requiresa multitude of things that are hard to describe in words. However, the MOST important thing is to position correctly and not get caught. You're primary purpose is to be doing damage. The longer you stay alive the more damage you do. It is not your job to dive after their carries and kill them. DO NOT DO THAT. Stay with your support and melt their tanks as a good Corki should. Late game Corki can kill almost any tank, providing you farmed correctly. When you are not grouped, try to keep farming as much as possible. Corki scales ridiculously hard with items and you need that [img=items/infinity-edge.png][img=items/phantom-dancer.png][img=items/last-whisper.png] combo ASAP to melt the late game armor the other team surely has.

I explained a little about team fighting in the Late Game section but I will go into a little more detail here. [title]Positioning[/title] As said before, the longer you stay alive, the more damage you do. Therefore, positioning is paramount for an AD carry. The best place to be is behind your tanks and next to your support. Before a fight sometimes it is useful to be in front to poke them down, especially if they are weaker than you. If they have really good CC this is not an option though. Let your team engage and let your tanks absorb the CC before you commit yourself to the fight. With Corki, it is hard to get zoned completely because you can shoot missiles. If they are withholding spells for you until you come in fight, this is precisely what you do. Sometimes all you can get in is 1-2 auto attacks at first before you have to reposition, but that is OK as long as you are still alive. Knowing how much damage you can take is also important. Corki is one of those champions that can out damage almost any champion in the game so if it is a 1v1 situation I usually bet on the side of me winning, unless they are super fed. Knowing how to kite enemies is also important. With [img=items/phantom-dancer.png] or [img=items/trinity-force.png] it is as simple as running from them while getting 1 auto attack + a [img=skills/corki/r.png] in every few steps. Once they are weakened you can turn around and finish them off. If they catch up to you completely and you have no way to escape because you are slowed, it is best to just go all in on them. Turn on gatling gun, and spam your rockets in between auto attacks and hope you do enough damage. However, this rarely happens if you are using Valkyrie and flash correctly. Personally I do not have the best KDA with Corki because I make big, risky plays, that end up getting me killed. I do not recommend following my example until you are extremely confident with Corki. It is better to just survive and do as much damage as you can safely. The Cardinal Rule of Corki that should not broken is [highlight]NEVER VALKYRIE[img=skills/corki/w.png] INTO A TEAM FIGHT[/highlight].

Thanks for reading my guide! If you were turned off by the walls of text from this guide, I'm hoping it helped you at least build him correctly. If you were one of those 3 people that read the entire thing, please let me know! I always love to hear that my guide actually helped somebody out. As I said earlier, I do not pretend to know everything and this is just my opinion on Corki and AD carries in general. If you have an alternative view feel free to comment below and I will try to respond :) I hoped this guide gave you a basis on Corki and AD carries. [highlight]Please thumbs up if you liked it, and if you downvoted it, please tell me why so I can improve it :)[/highlight] If you have further questions for me perhaps off topic from this guide I have an AMA thread that I check frequently here: My other guide for Ryze is here: Thanks again!

Comments coming soon!
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