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