Corki Build Guide

[S2] Corki Guide

Uploader bartemaus
Updated 4 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

Hi and welcome to my Season 2 corki guide. Corki is an AD carry champ that excels at poke and anti-tanking as well as having strong burst damage and sustained damage. Corki is one of the harder AD champs to play since he has a low auto-attack range and his ult is a skill shot so there is a higher level of skill involved in order to play him at his full potential. Corki is my main champion and I feel that he is currently a very strong pick in the current meta. I play on the US server and currently 1700's in solo q. I live in Australia which means my ping usually sits around 200.

21/03/2012 [.]Added more information on runes and summoner spells [.]Talked more about item builds and gave more insight into certain items [.]Added section called Tri-force [.]Added additional information about early game

Pros: [.]Strong throughout the game [.]long range poke on short CD [.]Early game burst damage and sustained damage [.]One of the best escapes in the game [.]True damage Cons: [.]Short AA range [.]Zero CC [.]Can be mana hungry

For runes i run Flat AD Quints and Reds for better last hitting (essentially the most important thing for an AD Carry during the laning phase) I currently feel that lifesteal quints are another strong option for AD carries especially since they nerfed lifesteal. By using lifesteal quints you effectively are able to buy dorans blade more regularly at start of game due to your increased sustain which saves on early game hp pots. Yellows are flat armor for obvious reasons. Your going to be up against an AD + Support in bot so most of their damage is physical. Also minion damage is physical so it reduces minion damage early game which can change an early fight significantly. Blues I prefer scaling MR since you wont be taking that much magical damage early game and they overtake flat MR at level 10. I only take flat MR blues if im against a tristana since a lot of her early game damage is magical between her W,E and R. Kog'Maw can also warrant going flat MR since he does a lot of magical damage early and throughout the game. I personally go a mixture of scaling and flat MR against him.

[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] OK this passive is super strong throughout the game. At lvl 1 with 70 you get $300 worth of AD for FREE. That is insane. Its also true damage which makes it even better because it shreds tanks and hits squishies like a truck. Once you hit late game and have 250AD its giving you a free $1000 worth of AD. [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 really nice early game because it acts a nuke and it very useful in bot lane because they cant juke through the brushes if you hit them with this. At lvl 1 it is so hard to trade against a corki because between his superior Auto attack and his Q he will out damage you. Once you hit lvl 7 you can use this plus 1 missle barage to clear caster minions. This ability is fairly useless late game because it scales with AP and not AD. Using this during a fight can be helpful in catching people running into brushes. Be warned, using this late game will actually reduce your damage output since your Auto attacks are so fast and so strong that this only delays you from being able to attack. I max this ability first. [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] Never use this to initate a fight PLEASE!!!. This is your escape/gap closing ability. Use it when you are in a bad position or when the enemy has burnt a lot of their CC and you know you will live if you valkyrie into them. The damage on this is pretty average. Get 1 lvl of this early and max last. [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] Gatling gun is a really strong ability because it REDUCES armor. It doesnt penetrate armor, it reduces it which means everyone on your team does more physical damage to the enemies hit by this. This ability has a really awkward charge up time and its range is slightly longer than your auto attack range. Make sure to only use this ability when you know the fight is starting and you are able to hit multiple people with it. I max this ability second. [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] This ability makes or breaks a good corki player. A good corki player will hit anywhere above 80% of their missles. Knowing the stacks on your missles is essential because a Big One can chunk a fair bit of a squishies health. Make sure to keep your missle stacks for a fight to maximise damage output. Missle barrage has really long range so use this to your advantage to poke in lane and before fights.

[img=skills/corki/r.png] > [img=skills/corki/q.png] > [img=skills/corki/e.png] > [img=skills/corki/w.png] Make sure to get one point in [imgsmall=skills/corki/w.png] at level 2 to have your escape in case of early jungle ganks. Get one point of [imgsmall=skills/corki/e.png] at level 4 and use this only when you know you are going to be exchanging with the opponent. This skill used to be very good on drake and baron but they are now immune to armor reduction. In some cases i prefer to max [imgsmall=skills/corki/e.png] over [imgsmall=skills/corki/q.png] because the armor shred is really strong especially combined with your already superior auto attacks. With a support like leona or taric i prefer maxing [imgsmall=skills/corki/e.png] because it basically reduce enemy armor to 0 with a taric shatter and leona's passive means extra damage. by lvl 9 if you are able to keep your gatling gun on the enemy for the full duration that is -50armor which is usually close to 0 or below. In short, max Q for poke lane, max E for other lanes.

Ok usually when i solo q with corki people criticize my build because it has no tri force rush. Some people even laugh at me because i dont get a manamune with corki. These people dont understand that IE offers so much more than these items. Once you get IE your damage just becomes insane and combined with your ability to deal true damage + armor reduction your auto attacks hit really really hard. Starting items are either [imgsmall=items/boots-of-speed.png][imgsmall=items/health-potion3.png] OR [imgsmall=items/dorans-blade.png]. 90% of the time I will get boots first because I feel they are the superior starting item. They provide greater mobility and you can escape ganks a lot easier with boots. + they provide you with greater sustain because of the 3 hp pots. The downside to boots is you cant just exchange against someone with dorans because they will have greater damage. You need to use your mobility to your advantage and position yourself better than they can so you can win exchanges. Starting dorans blade on Corki is still fine. Never get dorans unless you have a soraka or sona as your support. Most other supports cannot heal enough to warrant getting dorans over boots. Note if you have chosen to run lifesteal quints then you are able to buy dorans with lower sustain supports however this does reduce your mobility until your first trip back. On my first trip back i like to get [imgsmall=items/dorans-blade.png][imgsmall=items/dorans-blade.png][imgsmall=items/vampiric-scepter.png]. I feel that this is one of the best early game starts for an AD carry because it provides you with some decent health and sustain. It also gives you good damage from the extra 20AD. sometimes i will get [imgsmall=items/berserkers-greaves.png] instead of a second dorans blade if I am confident that I can still win exchanges. [imgsmall=items/wriggles-lantern.png] is still a good item even on corki. If your support sucks at warding and u need greater dragon presence then wriggles is a great item. One of the big problems i find on corki is that a lot of his early and some of his mid game damage comes from his spells. I prefer to just get an early vamp scepter and leave it at that and aim for [imgsmall=items/infinity-edge.png] as soon as you can. If you have chosen to use lifesteal quints over flat AD you are able to skip the vamp scepter and either go for an additional dorans blade or save for the components of IE depending on how much you want to win early game vs getting first core item. Mid game core items: [img=items/infinity-edge.png] This item is THE BEST ad carry item. Once you get this you become very scary and people will not want to be hit by you because you will just melt them. The idea of an AD carry is to maximize damamge - this item provides you with that. Always get this as your first core item. [img=items/phantom-dancer.png] This item synergises very well with [imgsmall=items/infinity-edge.png] because it provides you with crit chance and attack speed. The movespeed is also really nice since corki is naturally a a very slow champ. Once you both this and IE you get around 50% crit chance and 200AD. This means your crits hit for 500 damage each time. Add your true damage passive to this and you can now see why corki becomes so dangerous once he gets enough farm. Late game items: [img=items/last-whisper.png] Great item late game since people will most likely be getting armor and this item + 10% arpen in masteries means you negate 50% of their armor. Not including your E which reduces armor as well. Dont get this item unless you notice that the enemy team is starting to stack armor. The AD you get from this item is also a very nice addition. [img=items/quicksilver-sash.png] Very very good defensive item for an AD carry. With the rise of WW and skarner this item is very strong in negating their ults. Basically this item is similar to BV except that you can choose which spell you want to get rid of. I find it better because BV is usually popped by a poke ability and then makes you vulnerable for the next minute or so. QSS combined with cleanse means that you are basically able to escape any CC during a fight. Overall great item and should 90% of the time be a part of your late game build. [img=items/the-black-cleaver.png] Good item if the enemy doesnt have too much armor. Basically combine this with your E and whoever your attacking is going to be in negative armor unless they have close to 100 armor to begin with. The downside to this item is that it has 3 stacks which means that you have to be attacking the same target continously to get the best benefits from this item. In comparison to LW which just gives you a flat 40% arpen every time you attack. Ok a lot of people have been talking to me about rushing this item after a couple of dorans blades (imaqtpie's build). Now the benefit of this is that if your team is AD heavy they ALL benefit from the armor reduction not just yourself, however the other stats from this item are pretty average. [img=items/the-bloodthirster.png] Really strong late game item especially if you can keep the stacks up on it. Provides you with sustain and makes you extremely hard to kill as long as you are attacking people. I find this item risky to rush simply because the enemy team can recognise that you have this early and just really try to kill you with like 4 man ganks to get your stacks back down to 0. Other items Worth discussing: [img=items/banshees-veil.png] Can be good if the enemy team has very little poke and you are able to block a stun that would otherwise kill you. Provides hp and mana which are both decent. QSS provides greater MR though and i feel its active is too good to pass on. [img=items/guardian-angel.png] Can change the outcome of a team fight, however i find it underwhelming. My mentality as an ad carry is to maximise my damage. If i die with a GA then thats like 2-3 seconds of downtime where i can not do any damage. You have to weigh up the options, would a QSS have saved my life instead of a GA??? Most of the time its bad positioning that gets an AD killed in a late game team fight. If you work on your positional skills than you can do damage from a safe distance to not die. [img=items/madreds-bloodrazor.png] ummm this item is pretty bad tbh. it might have become a bit more viable after its buff in the latest patch, i cant really say ive actually tried it since its buff. 4% of their hp in MAGICAL DAMAGE is kind of pointless as an carry since you wont have any mpen. On enemies with 100mr it is only 2% so pretty underwhelming. I think that is all of the items that an AD carry should consider. Obviously some are more optimal than others on specific AD's.

Ok a lot of people have criticized this guide as well as me as a player because i dont get trinity force on corki. Well hopefully in this section i can explain my thought process and how i feel about getting this item on corki. [img=items/trinity-force.png] VS [img=items/infinity-edge.png] Pros: [.] burst damage (must be able to time sheen procs properly) [.] Greater utility (movespeed, chance to slow) Cons: [.] Lower sustained damage [.] takes up a lot of room to complete I feel that trinity can give you better early game presense between phage and sheen. However IE provides more consistent and higher overall damage output. I prefer to rush IE because it gives greater damage output which is what you primarily want as an AD. It basically comes down to utility vs damage. For me as an AD this is an easy choice because my mind set it to maximise damage output. The utility from tri-force is more luxury then anything else and by the time mid-late game comes around i have phantom dancer which compensates the movespeed from tri-force and you should be getting red buff by now which replaces phage procs. Im not saying tri-force is a bad item on corki by any means, but i do strongly believe that there are more optimal AD items for him that provide greater damage output.

Early game corki is pretty strong for an AD carry. His Q essentially is like an aoe stronger Auto attack early game. The most important thing to do early game is to FARM FARM FARM. Essentially if you are higher cs than your lane opponent early game you are winning the lane. Every time you see them come up to get a last hit this is your window of opportunity to deal free damage since they have to make a decision; do they want to take free harass for a cs, do they want to trade blows, or do they want to retreat and miss the cs. The same goes for you - if you are going for a last hit be wary of what your opponent is doing and act accordingly. This is why positioning is so crucial for an AD carry. In the first few levels you should figure out the play style of your opponent and try to understand how they are wanting to play out this lane. The more you know about them the better it is for you because you will be able to predict their movements. Make sure your support buys some wards at the start and every time they go back. If you can afford it, buy one yourself to help them out. Its only going to benefit you anyway because you farm in a bit more safety. If you have an aggressive support (sona, leona, taric, alistar) then once you hit lvl 4 you can deal some crazy damage. Aim to bully them in lane since that is what these supports excel at. Hitting 6 on corki is really strong. His ultimate is great in lane since it provides him with long range harass, wave clear and low mana cost. Understanding when to buy early game is also crucial. Try not to go back when the lane is pushed against you because it provides the enemy free shots on your tower + you miss out on a lot of CS. Also buying at the wrong time can mean an easy dragon for the enemy so make sure to have it warded and keep track of where the enemy jungler is in the early game. You always want to have bought before the first dragon is contested. This is because AD scales predominantly with items.

Mid game is where i feel corki shines above most other AD carry's. You have good dragon presence for an AD because of your sheer damage output and missles. Dont forget to stop farming. A lot of the time i see the AD carry stop farming once it hits mid game and starts trying push mid or roaming around. Farming is still the most crucial thing for an AD because you want to get to your late game as fast as you can. Very few other AD carry's can 1v1 you mid game because you have so much burst + sustained damage. When i mean farm, i dont mean ignoring team fights or dragons or skirmishes. There are times to farm and there are times when you should be with your team. There is no point in farming forever if your team cannot contest dragons because you enemy will just accumulate a lead. Aim for your IE by 20mins. The earlier you get this, the better. Basically Corki has great mobility for an ad carry becaues of hiw W being able to go over almost all walls. Use this to your advantage. IF you see someone out of position, punish them. Remember you are still very squishy and if u get caught out you are dead, so play safe and poke from the back lines with your R.

Late game, like all AD carry's, Corki becomes one scary person. You should have your core items plus some extras (usually last whisper and QSS). Do not EVER go off by yourself late game. You want to stick with your team and capture objectives. Never stray too far away from baron because it can be done in a matter of seconds, before you can even get there. You want to be patient and wait for someone on the enemy team to be out of position and punish them. Try to lead your team by pinging things and typing them. Often people are not sure what to do when it comes to late game because they haven't had enough experience or they underestimate the damage the enemy carry's can do. If you notice someone on the enemy team farming bot lane they ping baron. The enemy team is forced to either give up baron or 4v5 which puts you at a massive advantage. Take note of the enemy summoner spells and try to keep a rough timer on when their flashes is up or down.

In team fights you want to poke with your R but make sure not to run low on mana. Corki has a fairly low attack range so be wary of that when you auto attack the enemy because they may jump on you if your not careful. Dont be afraid to attack the tanky people at the front of the enemy team because you deal true damage and late game they will still take a lot of damage. I Personally feel that AD carry is the hardest role in a team fight because it requires you to be constantly aware of your surroundings. You have to be constantly thinking and calculating what the enemy is going to do and where you should be. It is not just right click the enemy HURR DURR. If you go that you WILL die. Between every auto attack u should be moving around (orbwalking) and looking for better targets to hit without putting yourself in grave danger. At the start of a team fight it is fine to attack the tanks, but as the fight progresses if you notice the enemy AD or AP carry out of position and you are able to position yourself correctly then you should change your focus on to them. never valkyrie into a team fight. This is just asking to die. They will just CC you and melt you in a second. Use your W to escape and reposition yourself. If the fight is almost over then it is ok to W to chase them if you know you are able to secure the kill. Team fighting with corki just takes practise. Once you know your damage output and your limits then you can team fight much better with him. Having an overall understanding of the game and the champs that are in your match will greatly help you in team fights.

Not what this guide is about. Sorry :)

Corki is a really fun champ that i recommend you pick up and have a go at. He has one of the higher skill gaps for a champ in this game but dont let that steer you away because once you get the hang on him he can really wreck people. I plan to add a lot more to this guide like a support section (which are best and how you should play with them). If you have any questions or would like to know more just post below or add me in game. My IGN is bartemaus :)

Comments coming soon!
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