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Recommended Items
Spells:
Heal
Flash
Items
Ability Order
Hextech Munitions (PASSIVE)
Corki Passive Ability
1. Introduction 2. Motivation 3. Pro's & Con's |
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4. Who is Corki 5. Rune Pages 6. Mastery Trees |
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7. Summoners 8. Items 9. Abilities |
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10. Gameplay 11. Positioning 12. Closing |
Hello viewer. My name is jjoxuu and I am a bot lane fanatic. I enjoy playing support role the most, but I'm also into the role of ADC and jungle. I can't back-up my guide for being in challenger or diamond, but I have knowledge and experience of playing


I want to discuss a little of ADC's playstyle, why would you want to play ADC and some generic thoughts of the role. First I want to clear very clear mistake that some do. YOU ARE NOT ALONE IN BOT LANE. Bot lane in current meta is 2v2 lane, meaning you have to deal with someone else in your team. The most common mistake I see and I don't like is the fact ADC's go with the attitude mememememe. Just don't go throwing in the chat that your support takes one accidental or secured kill. The worst is if you go blaming your teammates for your death. By behaving negative, you're support in the lane WILL play a lot worse and stops caring. In stead of saying "OMG NO WARDS REPORT SUPPORT", you can buy 1 ward yourself or ask for ward without flaming. If you're support secures 1 kill that you would've gotten, do remember that the support may not have the same knowledge as you (for example if u had Q off cooldown), don't go flaming him, but say good job. It was good play from his point of view.
I play ADC, because I enjoy communicating with someone in the same lane. I like doing heavy damage and team relying on it. It's also very strategic and important role where 1 mistake could cost you the whole game. Somehow I also like the overall combination of different compositions you can put bot lane, like you can combine 2 different kits into 1 strategic move to kill someone off. So I guess It's the high responsibility and doing tons of damage and communicating with support are the reasons why I play it.
Really effective and fast way if you know how to play well. ADC can carry a team so hard, if has the right pick. Most of teams damage often come from ADC and all efforts are put in protecting him to deal as much damage as possible. Most of the top50 players have at least 1 ADC in their most played champions list. In lower tiers like bronze, ADC is the way to get out as long as you play well. You can even go 4v5 with AFK I'd say. That's how strong the role is. ADC's are often focused in team fights, but in lower tiers people don't do that so often or do it with too big cost.
spaaaaaaaaaaaaaaaaace |
Pros
+ High poke + Good kit + Mobile + Great push/burst |
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Cons
- Mana hungry - Lacks sustain - Vulnerable to CC - Not so good late-game |
You synergy![]() ![]() ![]() ![]() ![]() |
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Corki![]() Preferred Role:ADC
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Your Counters![]() ![]() ![]() ![]() |
Marks
The closer to middle, the more vialable the rune is obviously. ADC runes are quite boring and work the best with only 1 kind of rune. In marks, attack damage marks are the way to go. It helps you to last hit and and you're passive scales well with them.
Seals
Basic choice once again to gain quite a bit armor for early-game resistances against enemy AD carry damage. I wouldn't recommend anything over armor seals. Some run mana regeneration from seals, but just don't do it. Armor is way much more beneficial and if you really want the regen take it from glyphs.
Glyphs
So, we get back to the question of resistances over mana regeneration. Once again I highly recommend the resistances over mana regeneration, but if you want to, rather take the regen from glyphs than seals. Also it's the matter of preferication wether you want scaling resist or flat ones. I prefer flat ones, because you don't want to leave lane.
Quintessences
Attack damage once again to get more out of passive and more damage overall. Taking few attack speed quints allows a second auto attack between turret shots for example and brings in more DPS. You can decide on the amount of attack speed quints from 1-3.
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Tier 1:
![]() ![]() Tier 2: Then go for ![]() ![]() ![]() Tier 3: ![]() ![]() ![]() ![]() Tier 4: Here I skip ![]() ![]() ![]() ![]() Tier 5: Here is deffinately the most cost worthy mastery: ![]() ![]() ![]() ![]() ![]() Tier 6: Finally the last point for ![]() |

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Tier 1:
![]() ![]() Tier 2: I take ![]() ![]() ![]() Tier 3: ![]() 9 points in defense overruules the utility tree as it has very little to offer from early tiers. I used to run it but it's just not worth. Summoner CDR is pretty neat but rest of the points would go to a waste. That's why the defensive masteries.. |

















S T A R T |
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W I T H |
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>> Rushing ![]() ![]() ![]() ![]() |
P I C K |
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O N E |
SPE | SPE |
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>> Taking ![]() ![]() ![]() ![]() ![]() |
P I C K |
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O R D E R |
SPE | SPE |
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>> Here is the thing: ![]() ![]() ![]() ![]() |
L A S T |
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I T E M |
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This ability sequence is all about damage. Ultimate is maxed first which is no surprise. It gives nice amount of poke in teamfights and a great finisher. Q is maxed second, because of great damage scale per level. It's damage is really great even with the AP scale. Provides extra 1-2 auto-attacks if used right after one. Then E third for all-in damage. It's damage is really great if you can keep the range. W is taken last, due it's not much of a damaging spell, just take 1 level for it early-game, so you can escape/chase.
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Champion![]() ![]() ![]() ![]() |
H A R D L A N E S |
These champions can cause problems. Rest of the champions are just skill match-ups and I'll propably get into them later on, but let's focus. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Champion![]() ![]() ![]() ![]() |
E A S Y L A N E S |
These champions don't stand a chance against ![]() ![]() ![]() |
As said many times already, but I shall repeat it once more: Get kills. Early levels you should poke immediatly when enemy is going for cs. Use auto-attack followed by Q to deal lot's of damage. Repeat doing this process when enemy ADC is going for cs, but do look at your own farming also. After reaching level 2, you can already seek a kill with




Mid-game team fights should begin and you can poke back-line with you're ultimates and then proc



Late game is very much about positioning correctly and continuing where you stopped from mid-game. This is the part which is not that favorable for




Let's start off with a story first to make my point clearly. I've been wanting to climb ELO and I wanted to see what I didn't do properly. I took the chance and played few matches with and against few Diamond I/Challenger bot lanes. I obviously lost every single time more or less, because of positioning.
I was playing quite fair lane




- Every time I mispositioned, I got punished by basic attack.
- Every time I went to get last hit, I got punished.
- If I was late from my lane, opponent was level higher and punished.
- Support went warding, I got zoned.
- I was alone in lane, I got zoned.
- Every time I lost vision, jungler ganked and I got zoned.
The more I got punished for mispositioning, the more frustrated I got --> Loosing cs, overcommitting, making more mistakes --> Dieng, loosing tower + objectives. This was clear difference between me and my opponent. I knew when I should poke and how to avoid getting poked, but there are so many chances to punish/avoid. He simply used the chances better than I did. Learned a lot that day and I'll share even some basic ones which may seem obvious to some.
Let's get to it. I expect you to know bot lane locations, but I'll just make a quick explain in case I use different terms than you. Locations and situations are from BLUE side.
(Red bush = 2nd bush furthest from your tower)
(Blue bush = 1st bush, closest from your tower)
(River bush = Bush closest to enemy tower at the end of river)
Keep this in mind while doing this: Minions > Small poke
Here are few very simple ways of zoning/punishing;
So you know they have mana hungry jungler and will start at blue. Depending on how good ganking potential the jungler has, place a ward at river. Have your support be placed at red bush to either land CC/poke OR zone the enemy towards their tower or force ward there. Then just push the lane as hard as you can and keep the red bush vision. Basically what this does is you achieve level 2 faster. With your stat and ability advantage, you can either go trade off with the enemy if they go contest minions or they will back-off and you are denying minion gold.
This is where things get tricky. Let's assume you are even at lane and both supports are not doing anything special to control over the bushes. Basically having control of enemy bush is the base of zoning, but you can't do that at the moment. Poking with abilities is OK, but you can punish the enemy for taking CS, within limits of not loosing CS of your own while doing that. Look at your own minion wave HP, if you see he is going for your melee minions which are low hp and he has full hp minion wave, FIRE EVERYTHING. At least hit 1 auto-attack. It's not worth it if you loose minion on the way. The most important minion deny is the big siege minion one. Time it right.
This is really easy and can often lead to burst of summoner/loosing resources/dieng.
The most simple rule is when either your enemy has only ADC or support at lane, go kill/poke/zone. Deny everything you can by simply containing red/blue bush control depending on where your lane is. Second situation is where support leaves lane to ward. Either punish ADC by zoning/poking or try to kill support on the way.
How to prevent getting zoned ?
- Have sustain
- Have high CC support
- Man-up. Know when you can win the trade in stead getting poked 24/7 for nothing
- Have jungler ganking. No matter if river is warded, just CC enemy bot lane.
- Have vision and deny it
More useful information;
http://www.mobafire.com/league-of-legends/blog/joxuu/attack-move-stutter-step
http://www.mobafire.com/league-of-legends/blog/joxuu/bot-lane-warding-amp-predirecting-ganks
Thank you for reading the guide over and I hope you learned something about

Feel free to ask questions or recommend feedback - I will try to respond to them all. This turned out to be quite long guide after all, but if you truly are interested in


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