The information below will help you get familiar with the game on the Adc Line CORKI. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword
+12 Attack Damage
500
Manamune
Converts Mana to Attack Damage
+25 Attack Damage
+300 Max Mana
+20 Ability Haste
Manamune
Awe: Grants Attack Damage equal to 1.5% of max Mana and refunds 15% of all Mana spent.
Mana Charge: Increases max Mana by 10 every attack or when Mana is spent. Caps at 700, bonus Mana, transforming Manamune into Muramana. Triggers up to 3 times every 12 seconds. You may only carry one Tear of the Goddess item at a time.
2700
Manamune TIPS: A scaling item providing a huge power spike upon completion that is designed for AD champions who rely on mana and abilities to function optimally.
Gluttonous Greaves
Attack Damage, Omnivamp
+35 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp.
1400
Trinity Force
Well-Rounded
+250 Max Health
+30 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.
3333
Trinity Force TIPS: Offers a variety of stats. Good if your champion uses their abilities often but also auto-attacks alot.
Gluttonous Greaves
Attack Damage, Omnivamp
+35 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp.
1400
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: Good against assassins and burst damage.
Quicksilver Enchant
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.75 seconds.
Perseverance (Passive): After the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
800
Muramana
Converts Mana to Attack Damage
+25 Attack Damage
+1000 Max Mana
+20 Ability Haste
Awe: Grants Attack Damage equal to 2% of max Mana and refunds 15% of all Mana spent.
Shock: When you hit an enemy champion with auto attack, it drains 2.5% of current Mana and deals bonus physical damage equal to the amount consumed. When dealing ability damage to enemy champion drains 4% of current mana and deals an additional physical damage equal to the amount consumed + 6%. This effect only triggers when remaining mana is above 20%. A single attack or ability will only trigger this effect once on the same champion.
2700
Muramana TIPS: A scaling item providing a huge power spike upon completion that is designed for AD champions who rely on mana and abilities to function optimally.
Gluttonous Greaves
Attack Damage, Omnivamp
+35 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp.
1400
Trinity Force
Well-Rounded
+250 Max Health
+30 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.
3333
Trinity Force TIPS: Offers a variety of stats. Good if your champion uses their abilities often but also auto-attacks alot.
Riftmaker
Ramping Damage
+150 Max Health
+80 Ability Power
+7% Magic Penetration
+15 Ability Haste
Assimilation: +11% Omnivamp.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage.
3300
Riftmaker TIPS: This item increases damage over time while fighting.
Eclipse
Gain a shield and deal bonus damage
+55 Attack Damage
+20 Ability Haste
Ever Rising Moon: Hitting an enemy champion with 2 separate attacks or abilities within 1.8s deals bonus physical damage equal to 6% of the target's max Health(3% for ranged champions), and grants you a shield that absorbs damage equal to 140 + 35% bonus Attack Damage (70 + 18% bonus Attack Damage for ranged champions) for 2s. (6s Cooldawn)
2900
Eclipse TIPS: Is good for assassins who want to burst the enemy down quickly.
Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low
+40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp
Lifeline: Damage that puts you under 35% Health preemptively grants a shield that absorbs 250-550 damage () for 5 seconds. (90s Cooldown).
Buttle Furor: Triggering Lifeline grants +8% Physical Vamp for 8 seconds.
3000
Immortal Shieldbow TIPS: Recommended when you need a lot of sustain in fights; play a champion that benefits from high AD, (i.e. Draven, Jhin) or facing champions that deal a lot of physical damage (i.e. Zed, Master Yi, Tryndamere).
Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low
+40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp
Lifeline: Damage that puts you under 35% Health preemptively grants a shield that absorbs 250-550 damage () for 5 seconds. (90s Cooldown).
Buttle Furor: Triggering Lifeline grants +8% Physical Vamp for 8 seconds.
3000
Immortal Shieldbow TIPS: Recommended when you need a lot of sustain in fights; play a champion that benefits from high AD, (i.e. Draven, Jhin) or facing champions that deal a lot of physical damage (i.e. Zed, Master Yi, Tryndamere).
Guardian Angel
Revives at death
+40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown)
3400
Guardian Angel TIPS: Second chance in teamfights. Effective against high burst damage champions (Zed, Syndra, Zoe, etc.) and strong diving potential (Camille, Kha’Zix, Lee Sin, etc.).
Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low
+40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp
Lifeline: Damage that puts you under 35% Health preemptively grants a shield that absorbs 250-550 damage () for 5 seconds. (90s Cooldown).
Buttle Furor: Triggering Lifeline grants +8% Physical Vamp for 8 seconds.
3000
Immortal Shieldbow TIPS: Recommended when you need a lot of sustain in fights; play a champion that benefits from high AD, (i.e. Draven, Jhin) or facing champions that deal a lot of physical damage (i.e. Zed, Master Yi, Tryndamere).
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: Good choice against burst mages like Vex, Syndra, and Annie who can quickly take you down. It's also effective against sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s
Conqueror
Stacking Damage, Vamp
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.
Per stack: 2-6 bonus or 3-9 for 6s.
Fully stacked bonus: Melee - 8%, Ranged - 5% bonus Omnivamp .
Brutal
On-hit Damage
Basic attacks deal 7-21 bonus adaptive damage on-hit against champions.
Coup de Grace
Bonus Damage
When an enemy champion has less than 40% Health, deals 8% bonus adaptive damage.
Legend: Bloodline
Omnivamp
Gains 1% Omnivamp . Takedown monsters, enemy champions, or minions to gain up to an additional 7% Omnivamp .
Bone Plating
Block Combo-damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.
Cooldown: 30s
Brutal
On-hit Damage
Basic attacks deal 7-21 bonus adaptive damage on-hit against champions.
Gathering storm
Increasing AD/AP
Every 3 minutes, gain increasing Adaptive or . Totaling: 2/5/9/14 or 4/10/18/28 based on game time.
Coup de Grace
Bonus Damage
When an enemy champion has less than 40% Health, deals 8% bonus adaptive damage.
Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.
(Q) PHOSPHOROUS BOMB
7s 60/65/70/75
Fires a bomb, dealing 75 magic damage (75/135/195/255 + 70% bonus + 50% ) and granting vision of the area.
(W) VALKYRIE
19/18/17/16s 100
Dashes forward, leaving a flaming zone that deals 60 magic damage (60/100/140/180 + 40% ) per second for 3 seconds.
Special Delivery: Enemies are knocked aside and the zone deals 27 magic damage (27 (+7 ) + 150% bonus + 20% ) per second for 5 seconds and slows by 90%.
(E) GATLING GUN
14s 50
Fires his galting gun for 4 seconds,, dealing 32 magic damage (32/48/64/80 + 60% bonus ) per second shredding up to 10/15/20/25 Armor and Magic Resist for 2 seconds.
Fires toward Corki's current target.
(R) MISSILE BARRAGE
2s 20
Fires a missile, dealing 93 magic damage (80/115/150 + 25/50/75% + 20% ).
Big One: Every third missile fired deals 186 magic damage (160/230/300 + 50/100/150% + 40% ) and has increased range and blast radius.
Recharge: 10/9/8s.
We have prepared lists of champions that can really annoy you during a match with the game on the Adc CORKI. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Adc CORKI in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Mercury's Treads
Reduces Magic Damage
+200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken by 7-12% ().
1350
Spirit Visage
Increases healing and shielding received
+350 Max Health
+100% Health Regen
+50 Magic Resistance
+20 Ability Haste
Blessed: Increases all healing, regen, drain effects and shields on yourself by 30%.
2800
Spirit Visage TIPS: It is a strong item to amplify in-build sustain (to increase healing and health regeneration). It's good against magic damage champions who deal sustained damage like Vladimir and Swain; against burst mages like Syndra and Veigar to survive their initial burst and heal up quickly.
Force of Nature
Stacking Magic Resist and Move Speed
+350 Max Health
+55 Magic Resistance
Storm: +5% Move Speed.
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 25%.
2750
Force of Nature TIPS: Tank item which is recommended in situations where: 1) enemy team has a lot of magic damage; 2) you need increased movement speed. Effective against champions like Syndra, Brand, etc.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: Good choice against burst mages like Vex, Syndra, and Annie who can quickly take you down. It's also effective against sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Guardian Angel
Revives at death
+40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown)
3400
Guardian Angel TIPS: Second chance in teamfights. Effective against high burst damage champions (Zed, Syndra, Zoe, etc.) and strong diving potential (Camille, Kha’Zix, Lee Sin, etc.).
Randuin's Omen
Attack to heal from enemy Critical Strikes
+400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2700
Frozen Heart TIPS: Recommended whenever you need to increase mana usage; reduce enemy attack speed. It's effective against AD champions who rely on basic attacks (Jinx, Tristana, Vayne) or use their abilities frequently (Yasuo, Riven, Zed).
Warden's Mail
Reduces enemy's Attack Speed
+35 Armor
Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 seconds when struck by an attack.
1050
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2700
Frozen Heart TIPS: Recommended whenever you need to increase mana usage; reduce enemy attack speed. It's effective against AD champions who rely on basic attacks (Jinx, Tristana, Vayne) or use their abilities frequently (Yasuo, Riven, Zed).
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: Good against assassins and burst damage.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: The item increases your stamina during combat, in addition to high defensive characteristics, it reduces the slowdown effects imposed on you. It enjoys great popularity among bruisers and tanks.
Mantle of the Twelfth Hour
Recover health when you are low on health
+200 Max Health
+40 Armor
+40 Magic Resistance
Lifeline: Damage that puts you under 35%, grants bonus max Health equal to 180 + 45% bonus health for 3 seconds, and provides 50% Slow Resistance and 30 Movement Speed for 3 seconds. (90 second cooldown)
2900
The information below will help you get familiar with the game on the Mid Line CORKI. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword
+12 Attack Damage
500
Manamune
Converts Mana to Attack Damage
+25 Attack Damage
+300 Max Mana
+20 Ability Haste
Manamune
Awe: Grants Attack Damage equal to 1.5% of max Mana and refunds 15% of all Mana spent.
Mana Charge: Increases max Mana by 10 every attack or when Mana is spent. Caps at 700, bonus Mana, transforming Manamune into Muramana. Triggers up to 3 times every 12 seconds. You may only carry one Tear of the Goddess item at a time.
2700
Manamune TIPS: A scaling item providing a huge power spike upon completion that is designed for AD champions who rely on mana and abilities to function optimally.
Gluttonous Greaves
Attack Damage, Omnivamp
+35 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp.
1400
Trinity Force
Well-Rounded
+250 Max Health
+30 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.
3333
Trinity Force TIPS: Offers a variety of stats. Good if your champion uses their abilities often but also auto-attacks alot.
Gluttonous Greaves
Attack Damage, Omnivamp
+35 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp.
1400
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: Good against assassins and burst damage.
Muramana
Converts Mana to Attack Damage
+25 Attack Damage
+1000 Max Mana
+20 Ability Haste
Awe: Grants Attack Damage equal to 2% of max Mana and refunds 15% of all Mana spent.
Shock: When you hit an enemy champion with auto attack, it drains 2.5% of current Mana and deals bonus physical damage equal to the amount consumed. When dealing ability damage to enemy champion drains 4% of current mana and deals an additional physical damage equal to the amount consumed + 6%. This effect only triggers when remaining mana is above 20%. A single attack or ability will only trigger this effect once on the same champion.
2700
Muramana TIPS: A scaling item providing a huge power spike upon completion that is designed for AD champions who rely on mana and abilities to function optimally.
Gluttonous Greaves
Attack Damage, Omnivamp
+35 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp.
1400
Trinity Force
Well-Rounded
+250 Max Health
+30 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.
3333
Trinity Force TIPS: Offers a variety of stats. Good if your champion uses their abilities often but also auto-attacks alot.
Riftmaker
Ramping Damage
+150 Max Health
+80 Ability Power
+7% Magic Penetration
+15 Ability Haste
Assimilation: +11% Omnivamp.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage.
3300
Riftmaker TIPS: This item increases damage over time while fighting.
Eclipse
Gain a shield and deal bonus damage
+55 Attack Damage
+20 Ability Haste
Ever Rising Moon: Hitting an enemy champion with 2 separate attacks or abilities within 1.8s deals bonus physical damage equal to 6% of the target's max Health(3% for ranged champions), and grants you a shield that absorbs damage equal to 140 + 35% bonus Attack Damage (70 + 18% bonus Attack Damage for ranged champions) for 2s. (6s Cooldawn)
2900
Eclipse TIPS: Is good for assassins who want to burst the enemy down quickly.
Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low
+40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp
Lifeline: Damage that puts you under 35% Health preemptively grants a shield that absorbs 250-550 damage () for 5 seconds. (90s Cooldown).
Buttle Furor: Triggering Lifeline grants +8% Physical Vamp for 8 seconds.
3000
Immortal Shieldbow TIPS: Recommended when you need a lot of sustain in fights; play a champion that benefits from high AD, (i.e. Draven, Jhin) or facing champions that deal a lot of physical damage (i.e. Zed, Master Yi, Tryndamere).
Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low
+40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp
Lifeline: Damage that puts you under 35% Health preemptively grants a shield that absorbs 250-550 damage () for 5 seconds. (90s Cooldown).
Buttle Furor: Triggering Lifeline grants +8% Physical Vamp for 8 seconds.
3000
Immortal Shieldbow TIPS: Recommended when you need a lot of sustain in fights; play a champion that benefits from high AD, (i.e. Draven, Jhin) or facing champions that deal a lot of physical damage (i.e. Zed, Master Yi, Tryndamere).
Guardian Angel
Revives at death
+40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown)
3400
Guardian Angel TIPS: Second chance in teamfights. Effective against high burst damage champions (Zed, Syndra, Zoe, etc.) and strong diving potential (Camille, Kha’Zix, Lee Sin, etc.).
Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low
+40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp
Lifeline: Damage that puts you under 35% Health preemptively grants a shield that absorbs 250-550 damage () for 5 seconds. (90s Cooldown).
Buttle Furor: Triggering Lifeline grants +8% Physical Vamp for 8 seconds.
3000
Immortal Shieldbow TIPS: Recommended when you need a lot of sustain in fights; play a champion that benefits from high AD, (i.e. Draven, Jhin) or facing champions that deal a lot of physical damage (i.e. Zed, Master Yi, Tryndamere).
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: Good choice against burst mages like Vex, Syndra, and Annie who can quickly take you down. It's also effective against sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Barrier
Gain a shield that absorbs 120 (120–560 ) damage for 2.5 seconds.
Cooldown: 100s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Conqueror
Stacking Damage, Vamp
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.
Per stack: 2-6 bonus or 3-9 for 6s.
Fully stacked bonus: Melee - 8%, Ranged - 5% bonus Omnivamp .
Brutal
On-hit Damage
Basic attacks deal 7-21 bonus adaptive damage on-hit against champions.
Coup de Grace
Bonus Damage
When an enemy champion has less than 40% Health, deals 8% bonus adaptive damage.
Legend: Bloodline
Omnivamp
Gains 1% Omnivamp . Takedown monsters, enemy champions, or minions to gain up to an additional 7% Omnivamp .
Bone Plating
Block Combo-damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.
Cooldown: 30s
Conqueror
Stacking Damage, Vamp
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.
Per stack: 2-6 bonus or 3-9 for 6s.
Fully stacked bonus: Melee - 8%, Ranged - 5% bonus Omnivamp .
First Strike
Bonus Gold, Bonus Damage
0.25s after engaging an enemy champion in combat, dealing damage to them grants 10 gold and a First Strike effect that lasts 3s to you, allowing you to deal 8% bonus true damage to the enemy champion. Once the effect has ended, gain gold according to the bonus damage dealt (melee: 100% /ranged: 85%) during the effect.
Cooldown: 20s
Coup de Grace
Bonus Damage
When an enemy champion has less than 40% Health, deals 8% bonus adaptive damage.
Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.
Brutal
On-hit Damage
Basic attacks deal 7-21 bonus adaptive damage on-hit against champions.
Gathering storm
Increasing AD/AP
Every 3 minutes, gain increasing Adaptive or . Totaling: 2/5/9/14 or 4/10/18/28 based on game time.
(Q) PHOSPHOROUS BOMB
7s 60/65/70/75
Fires a bomb, dealing 75 magic damage (75/135/195/255 + 70% bonus + 50% ) and granting vision of the area.
(W) VALKYRIE
19/18/17/16s 100
Dashes forward, leaving a flaming zone that deals 60 magic damage (60/100/140/180 + 40% ) per second for 3 seconds.
Special Delivery: Enemies are knocked aside and the zone deals 27 magic damage (27 (+7 ) + 150% bonus + 20% ) per second for 5 seconds and slows by 90%.
(E) GATLING GUN
14s 50
Fires his galting gun for 4 seconds,, dealing 32 magic damage (32/48/64/80 + 60% bonus ) per second shredding up to 10/15/20/25 Armor and Magic Resist for 2 seconds.
Fires toward Corki's current target.
(R) MISSILE BARRAGE
2s 20
Fires a missile, dealing 93 magic damage (80/115/150 + 25/50/75% + 20% ).
Big One: Every third missile fired deals 186 magic damage (160/230/300 + 50/100/150% + 40% ) and has increased range and blast radius.
Recharge: 10/9/8s.
We have prepared lists of champions that can really annoy you during a match with the game on the Mid CORKI. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Mid CORKI in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Mercury's Treads
Reduces Magic Damage
+200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken by 7-12% ().
1350
Spirit Visage
Increases healing and shielding received
+350 Max Health
+100% Health Regen
+50 Magic Resistance
+20 Ability Haste
Blessed: Increases all healing, regen, drain effects and shields on yourself by 30%.
2800
Spirit Visage TIPS: It is a strong item to amplify in-build sustain (to increase healing and health regeneration). It's good against magic damage champions who deal sustained damage like Vladimir and Swain; against burst mages like Syndra and Veigar to survive their initial burst and heal up quickly.
Force of Nature
Stacking Magic Resist and Move Speed
+350 Max Health
+55 Magic Resistance
Storm: +5% Move Speed.
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 25%.
2750
Force of Nature TIPS: Tank item which is recommended in situations where: 1) enemy team has a lot of magic damage; 2) you need increased movement speed. Effective against champions like Syndra, Brand, etc.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: Good choice against burst mages like Vex, Syndra, and Annie who can quickly take you down. It's also effective against sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Guardian Angel
Revives at death
+40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown)
3400
Guardian Angel TIPS: Second chance in teamfights. Effective against high burst damage champions (Zed, Syndra, Zoe, etc.) and strong diving potential (Camille, Kha’Zix, Lee Sin, etc.).
Randuin's Omen
Attack to heal from enemy Critical Strikes
+400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2700
Frozen Heart TIPS: Recommended whenever you need to increase mana usage; reduce enemy attack speed. It's effective against AD champions who rely on basic attacks (Jinx, Tristana, Vayne) or use their abilities frequently (Yasuo, Riven, Zed).
Warden's Mail
Reduces enemy's Attack Speed
+35 Armor
Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 seconds when struck by an attack.
1050
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2700
Frozen Heart TIPS: Recommended whenever you need to increase mana usage; reduce enemy attack speed. It's effective against AD champions who rely on basic attacks (Jinx, Tristana, Vayne) or use their abilities frequently (Yasuo, Riven, Zed).
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: Good against assassins and burst damage.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: The item increases your stamina during combat, in addition to high defensive characteristics, it reduces the slowdown effects imposed on you. It enjoys great popularity among bruisers and tanks.
Mantle of the Twelfth Hour
Recover health when you are low on health
+200 Max Health
+40 Armor
+40 Magic Resistance
Lifeline: Damage that puts you under 35%, grants bonus max Health equal to 180 + 45% bonus health for 3 seconds, and provides 50% Slow Resistance and 30 Movement Speed for 3 seconds. (90 second cooldown)
2900
Hextech Shrapnel: Attacks deal 11 physical damage (20% ) plus 42 magic damage (80% ).
The package: After 4 seconds, The Package is delivered to Corki's base. Corki can pick it up to gain the ability to cast Special Delivery, which grants him 35% Movement Speed out of combat for 45 seconds. A new Package arrives every 150 seconds.
19/18/17/16s 100
Dashes forward, leaving a flaming zone that deals 60 magic damage (60/100/140/180 + 40% ) per second for 3 seconds.
Special Delivery: Enemies are knocked aside and the zone deals 27 magic damage (27 (+7 ) + 150% bonus + 20% ) per second for 5 seconds and slows by 90%.
14s 50
Fires his galting gun for 4 seconds,, dealing 32 magic damage (32/48/64/80 + 60% bonus ) per second shredding up to 10/15/20/25 Armor and Magic Resist for 2 seconds.
Fires toward Corki's current target.
2s 20
Fires a missile, dealing 93 magic damage (80/115/150 + 25/50/75% + 20% ).
Big One: Every third missile fired deals 186 magic damage (160/230/300 + 50/100/150% + 40% ) and has increased range and blast radius.
Recharge: 10/9/8s.
Use this combo to engage a teamfight with The package.
Use The package + (W) Special Delivery to break apart the enemy team's positioning. Cast your (E) GATLING GUN mid-flight. Once you land, quickly AA, (Q) PHOSPHOROUS BOMB and (R) MISSILE BARRAGE to burst down a priority target. Follow up with (W) VALKYRIE to reposition then continue to AA and use (R) MISSILE BARRAGE whenever possible.
The yordle pilot Corki loves two things above all others: flying, and his glamorous mustache... though not necessarily in that order. After leaving Bandle City, he settled in Piltover and fell in love with the wondrous machines he found there. He dedicated himself to the development of flying contraptions, leading an aerial defense force of seasoned veterans known as the Screaming Yipsnakes. Calm under fire, Corki patrols the skies around his adopted home, and has never encountered a problem that a good missile barrage couldn't solve.