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Corki Build Guide

Corki

Corki

the Daring Bombardier

Overview

Corki has done a lot of traveling in his time, which included a long stint in mid lane before his package was stolen from his porch (if you know, you know) and has thus been sent back to bot lane. Corki brings great poke damage and will be a strong front-to-back fighter for any team that's comfortable poking at opponents from afar. Click here for the latest data on his best builds, including Runes, Items, Summoner Spells, and more. 

Keys to Remember About Corki

  1. You have a lot of damage with your abilities as long as your rockets aren't be blocked, but two of your abilities require you to be much closer. The way the kit is set up, you are meant to rocket from afar and then fly in to finish them with everything else.

  2. Valkyrie [W] is generally best kept in your arsenal during fights -- you should look to valk in pretty much only when enemy threats on your life have been neutralized.

Strengths

Corki’s Valkrie [W] makes it safe for him to play up in lane and still get out of sticky situations, which makes him a fairly safe pick in all situations, and it also enables him to aggressively follow up on engages from his support. This all becomes a lot easier once he hits level 6 and is able to add his Missile Barrage [R] to his rotation of spells. Every 3rd missile fires a “Big One,” which should be aimed more at the enemy champion to chunk them out of lane slowly but surely. In fights, as a ranged AD carry, he has guaranteed poke damage throughout the game and can commit to cleaning up fights with Valkyrie [W].

Weaknesses

The problem with giving a squishy champion an mobility ability is that they sometimes use it to go forward, and if you go forward without a good way out, there’s a chance the enemy just turns around and kills you. This is the case with Corki -- he’s a very squishy champion that needs to poke opponents out first before flying in to finish them off, but sometimes the timing of when fly to in is difficult. He’s also mana reliant because so much of his kit revolves around being able to properly poke enemies down before a fight, which means if you aren’t finding value on the pokes or if the fight begins too early, your overall impact will be lessened. 

Game Plan 

  1. Early Game: You have great auto-attack pressure as an AD champion and should be constantly looking to trade jabs with enemies. Be ready to fly forward for a fight if your support catches someone with CC.

  2. Mid Game: At two items especially, you should be having much less issues with mana and should fire your missiles at will to poke out opponents. The more you can poke before a fight begins, the more likely it is your team will win. 

  3. Late Game: You should generally be playing towards the center of the map so you can control the mid wave and be ready for team fights at any time. With good wave clear, you can just shove in waves and then look to join your team.