The Daring Bombardier
General counter information:
Build HPDeny FarmDodge AbilitiesHard CCOutsustain
Counter Items & Summoner Spells:
|Health Points:||375 (+82 / per level)||Health Regen:||4.5|
|Mana Points:||243 (+37 / per level)||Mana Regen:||30|
|Damage:||48.2 (+3 / per level)||Attack Speed:||0.658 (+2.3 / per level)|
|Attack Range:||550||Movement Speed:||300|
|Armor:||13.5 (+3.5 / per level)||Magic Resistance:||30 (+0 / per level)|
|Influence Points (IP):||3150||Riot Points (RP):||975|
Hextech Shrapnel ShellsPassive
Corki's auto-attacks deal 10% of his total physical damage before armor adjustment, as additional true damage to minions, monsters, and champions.
Active: Corki lobs a bomb through the air that explodes at the end location, revealing it for 6 seconds and dealing magic damage to all enemies hit. Any champions hit will also be revealed for 6 seconds.
Cooldown: 8 seconds.
Range to Center of AoE: 825
Radius of AoE: 150
Cost: 60 / 70 / 80 / 90 / 100 mana
Magic Damage: 80/130/180/230/280 (+0.5 per ability power)
Active: Corki surges to target location with a speed of 650, dropping bombs on its path that create a trail of fiery destruction for 2.5 seconds. Opponents take damage each half second they stay in the trail.
Cost: 50 mana
Cooldown: 20/18/16/14/12 seconds
Magic Damage Per Second: 60/90/120/150/180 (+0.4 per ability power)
Maximum Magic Damage: 150/225/300/375/450 (+1.0 per ability power)
Active: Corkis gatling gun begins firing at enemies in front of him automatically every half second for 4 seconds, dealing physical damage and shredding the armor of enemies who are under continuous fire. Armor reduction stacks and lasts 2 seconds. Corki can keep attacking and using other abilities while Gatling Gun is in effect.
Cooldown: 16 seconds
Cost: 50 mana
Physical Damage Per Second: 20/32/44/56/68 (+0.4 per bonus attack damage)
Armor Reduction Per Half Second: 2/4/6/8/10
Maximum Physical Damage: 80/128/176/224/272 (+1.6 per bonus attack damage)
Maximum Armor Reduction: 8/16/24/32/40
Active: Corki fires a missile in a line that will explode and deal magic damage in an area upon colliding with the first enemy it hits. Corki can only fire a missile if he has missiles stored, and can store up to 7 missiles. Corki stores one missile every 12/10/8 seconds, the time to respawn a missile is affected by cooldown reduction and does not progress while having maximum missiles. Every third missile fired will be marked as a Big One, dealing 50% more damage than normal missiles and the explosion has a broader radius. After dying, Corki will respawn with 4 missiles.
Cooldown: 2 seconds
Radius of AoE: Regular (150); Big ones (300)
Cost: 20 mana
Magic Damage: 100/180/260(+0.3 per ability power)/ (+0.2/0.3/0.4 per attack damage)
Big One Magic Damage: 180/285/390/(+0.45 per ability power)/ (+0.3 per attack damage)
|His Valkyrie can be interrupted mid-flight by knock-ups (e.g. Alistar's Pulverize) and displacements (e.g. Alistar's Headbutt)|
|Stop him from backing in lane will immensely help you because Corki's abilities cost a LOT of mana.|
|Avoid extended fights because his Gatling gun will tear your armor.|
Corki is weak against
Corki is strong against
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