This meta overview presents CORKI’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where CORKI performs best and how her impact changes in the evolving Wild Rift meta.
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. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Long Sword
+12 Attack Damage
500
Essence Reaver
Attacks casting an ability, your next attack deals bonus damage
+50 Attack Damage
+25% Critical Rate
+20 Ability Haste
Spellblade: Using an ability causes your next attack within 10s to deal bonus physical damage equal to 135% base AD plus 0–80 (increased by 0.8 per 1% Critical Rate) and restore 50% of this damage as Mana. (1.5s Cooldown)
3000
Essence Reaver TIPS: This item combines Attack Damage, Critical Strike Chance, and Ability Haste, creating strong synergy between abilities and basic attacks. Using an ability empowers your next attack with bonus physical damage that becomes more effective in Critical Strike builds, while part of the damage dealt restores Mana. An excellent choice for AD champions who constantly weave abilities and basic attacks together and need reliable Mana sustain.
Gluttonous Greaves
Attack Damage, Omnivamp
+45 Move Speed
Balance of Power: Gain 12 Attack Damage
or 20 Ability Power
(Adaptive).
Conversion: Gain 5% Omnivamp
. Champion takedowns grant an additional 0.5% Omnivamp
, up to 5%.
1000
Gluttonous Greaves TIPS: These boots combine mobility, adaptive offensive power, and sustained healing. They increase your damage while Omnivamp restores health from all damage you deal. Champion takedowns further increase your Omnivamp, making them an excellent choice for champions who want to balance high damage output with strong sustain during extended fights.
The Collector
Execute low health champions
+50 Attack Damage
+10 Armor Penetration
+25% Critical Rate
Death and Taxes: Dealing damage that would leave an enemy champion below 5% of their max Health executes them, permanently increases the max Health percentage execution threshold by 0.1%, and grants 25 bonus gold.
Limited to 1 The Collector.
3000
The Collector TIPS: This item combines Attack Damage, Armor Penetration, and Critical Strike Chance, significantly improving your ability to finish off enemies. Champions at critically low Health are instantly executed when damaged, while each execution gradually increases the execution threshold and grants bonus gold. An excellent choice for marksmen, assassins, and other AD champions focused on quickly eliminating weakened targets.
Gluttonous Greaves
Attack Damage, Omnivamp
+45 Move Speed
Balance of Power: Gain 12 Attack Damage
or 20 Ability Power
(Adaptive).
Conversion: Gain 5% Omnivamp
. Champion takedowns grant an additional 0.5% Omnivamp
, up to 5%.
1000
Gluttonous Greaves TIPS: These boots combine mobility, adaptive offensive power, and sustained healing. They increase your damage while Omnivamp restores health from all damage you deal. Champion takedowns further increase your Omnivamp, making them an excellent choice for champions who want to balance high damage output with strong sustain during extended fights.
Immortal Treds
Deal bonus damage or gain increased healing and shielding
+45 Move Speed
Balance of Power: Gain 12 Attack Damage
or 20 Ability Power
(Adaptive).
Conversion: Gain 5% Omnivamp
. Champion takedowns grant an additional 0.5% Omnivamp
, up to 5%.
Now and Forever: When you have more than 50% Health, deal 5% bonus damage. When below 50% Health, gain 12% increased healing and shielding.
2000
Immortal Treds TIPS: These boots combine adaptive offensive power, sustain, and increased combat effectiveness. While above 50% Health, you deal increased damage, and when below 50% Health, you benefit from stronger healing and shielding to improve your survivability. The additional Omnivamp further restores Health from all damage you deal. They are an excellent choice for fighters, AP bruisers, and champions who want to balance offensive power with sustained durability throughout extended fights.
Essence Reaver (Attacks casting an ability, your next attack deals bonus damage) as your first item, followed by
Gluttonous Greaves (Grants Attack Damage and Omnivamp) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
The Collector (Execute low health champions).
Immortal Treds (Deal bonus damage or gain increased healing and shielding).
Essence Reaver
Attacks casting an ability, your next attack deals bonus damage
+50 Attack Damage
+25% Critical Rate
+20 Ability Haste
Spellblade: Using an ability causes your next attack within 10s to deal bonus physical damage equal to 135% base AD plus 0–80 (increased by 0.8 per 1% Critical Rate) and restore 50% of this damage as Mana. (1.5s Cooldown)
3000
Essence Reaver TIPS: This item combines Attack Damage, Critical Strike Chance, and Ability Haste, creating strong synergy between abilities and basic attacks. Using an ability empowers your next attack with bonus physical damage that becomes more effective in Critical Strike builds, while part of the damage dealt restores Mana. An excellent choice for AD champions who constantly weave abilities and basic attacks together and need reliable Mana sustain.
Gluttonous Greaves
Attack Damage, Omnivamp
+45 Move Speed
Balance of Power: Gain 12 Attack Damage
or 20 Ability Power
(Adaptive).
Conversion: Gain 5% Omnivamp
. Champion takedowns grant an additional 0.5% Omnivamp
, up to 5%.
1000
Gluttonous Greaves TIPS: These boots combine mobility, adaptive offensive power, and sustained healing. They increase your damage while Omnivamp restores health from all damage you deal. Champion takedowns further increase your Omnivamp, making them an excellent choice for champions who want to balance high damage output with strong sustain during extended fights.
The Collector
Execute low health champions
+50 Attack Damage
+10 Armor Penetration
+25% Critical Rate
Death and Taxes: Dealing damage that would leave an enemy champion below 5% of their max Health executes them, permanently increases the max Health percentage execution threshold by 0.1%, and grants 25 bonus gold.
Limited to 1 The Collector.
3000
The Collector TIPS: This item combines Attack Damage, Armor Penetration, and Critical Strike Chance, significantly improving your ability to finish off enemies. Champions at critically low Health are instantly executed when damaged, while each execution gradually increases the execution threshold and grants bonus gold. An excellent choice for marksmen, assassins, and other AD champions focused on quickly eliminating weakened targets.
Infinity Edge
Increases Critical Strike Damage
+75 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 230% damage instead of 200%.
3400
Infinity Edge TIPS: This item significantly increases Attack Damage and Critical Strike Chance while also increasing the damage dealt by Critical Strikes. An excellent choice for marksmen and other AD champions focused on Critical Strike builds, especially in the later stages of the game when a high Critical Strike Chance allows you to make the most of its damage amplification.
Dominik’s Regards
Armor Pen and bonus damage
+35 Attack Damage
+35% Armor Penetration
+25% Critical Rate
Giant Slayer: Deal bonus damage based on the enemy champion's bonus Health, up to 12% bonus damage when the enemy champion has 1.200 bonus Health.
3300
Dominik’s Regards TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with durable enemies. Your damage is further increased against champions with large amounts of bonus Health. An excellent choice for marksmen and other AD champions against tanks and fighters who stack Armor and Health.
Bloodthirster
Gain Lifesteal and convert excess healing into a shield
+75 Attack Damage
+15% Lifesteal
Ichorshield: Convert excess healing from your Lifesteal to a shield that absorbs up to 165–345 damage.
3200
Bloodthirster TIPS: This item significantly increases physical damage and Lifesteal, providing strong health recovery from attacks. Excess healing from Lifesteal is converted into a protective shield, allowing you to build additional protection before entering a fight. An excellent choice for marksmen and other AD champions who need high damage, sustained combat power, and extra survivability.
Infinity Edge
Increases Critical Strike Damage
+75 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 230% damage instead of 200%.
3400
Infinity Edge TIPS: This item significantly increases Attack Damage and Critical Strike Chance while also increasing the damage dealt by Critical Strikes. An excellent choice for marksmen and other AD champions focused on Critical Strike builds, especially in the later stages of the game when a high Critical Strike Chance allows you to make the most of its damage amplification.
Immortal Shieldbow
Gain a shield when Health is low
+55 Attack Damage
+25% Critical Rate
Lifeline: Damage that puts you under 35% Health grants a shield for 3s. The shield absorbs 350–650 damage for melee champions and 300–550 damage for ranged champions. (70s cooldown)
3000
Immortal Shieldbow TIPS: This item combines high Attack Damage and Critical Strike Chance with additional protection in dangerous situations. When your Health drops to a critical level, it automatically grants a shield that helps you survive incoming damage and continue fighting. An excellent choice for marksmen and other AD champions who need extra protection against burst damage without sacrificing significant offensive power.
Immortal Shieldbow — This item combines high Attack Damage and Critical Strike Chance with additional protection in dangerous situations. When your Health drops to a critical level, it automatically grants a shield that helps you survive incoming damage and continue fighting. An excellent choice for marksmen and other AD champions who need extra protection against burst damage without sacrificing significant offensive power.
Infinity Edge
Increases Critical Strike Damage
+75 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 230% damage instead of 200%.
3400
Infinity Edge TIPS: This item significantly increases Attack Damage and Critical Strike Chance while also increasing the damage dealt by Critical Strikes. An excellent choice for marksmen and other AD champions focused on Critical Strike builds, especially in the later stages of the game when a high Critical Strike Chance allows you to make the most of its damage amplification.
Rapid Firecannon
Increases attack range and damage
+25% Critical Rate
+40% Attack Speed
+4% Move Speed
Sharpshooter: Moving and attacking generates an Energized Attack with 35% bonus Attack Range (max 150 range) that deals 80 bonus magic damage.
2650
Rapid Firecannon TIPS: This item combines Critical Strike Chance, Attack Speed, and mobility, improving the effectiveness of basic attacks. Moving and attacking charges an empowered attack that gains increased range and deals bonus magic damage. An excellent choice for marksmen who want to safely land their first hit from greater distance while maintaining high mobility in combat.
Rapid Firecannon — This item combines Critical Strike Chance, Attack Speed, and mobility, improving the effectiveness of basic attacks. Moving and attacking charges an empowered attack that gains increased range and deals bonus magic damage. An excellent choice for marksmen who want to safely land their first hit from greater distance while maintaining high mobility in combat.
Dominik’s Regards
Armor Pen and bonus damage
+35 Attack Damage
+35% Armor Penetration
+25% Critical Rate
Giant Slayer: Deal bonus damage based on the enemy champion's bonus Health, up to 12% bonus damage when the enemy champion has 1.200 bonus Health.
3300
Dominik’s Regards TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with durable enemies. Your damage is further increased against champions with large amounts of bonus Health. An excellent choice for marksmen and other AD champions against tanks and fighters who stack Armor and Health.
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+35 Attack Damage
+30% Armor Penetration
+25% Critical Rate
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3000
Mortal Reminder TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with armored enemies. Dealing physical damage to enemy champions applies Grievous Wounds, reducing the effectiveness of their healing and health regeneration. An excellent choice against teams with high Armor, healing, and regeneration.
Mortal Reminder — This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with armored enemies. Dealing physical damage to enemy champions applies Grievous Wounds, reducing the effectiveness of their healing and health regeneration. An excellent choice against teams with high Armor, healing, and regeneration.
Dominik’s Regards
Armor Pen and bonus damage
+35 Attack Damage
+35% Armor Penetration
+25% Critical Rate
Giant Slayer: Deal bonus damage based on the enemy champion's bonus Health, up to 12% bonus damage when the enemy champion has 1.200 bonus Health.
3300
Dominik’s Regards TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with durable enemies. Your damage is further increased against champions with large amounts of bonus Health. An excellent choice for marksmen and other AD champions against tanks and fighters who stack Armor and Health.
Hexoptics C44
Increases attack range and damage
+55 Attack Damage
+25% Critical Rate
Magnification: Deal 0–10% increased damage with attacks, based on how far away the enemy is (max damage at 550 range).
Arcane Aim: When a champion you damaged within 3 seconds dies, gain 100 additional Attack Range for 8 seconds.
2900
Hexoptics C44 TIPS: This item combines high Attack Damage and Critical Strike Chance, making basic attacks especially powerful from long range. The farther away the target is, the more damage your attacks deal, while participating in a champion takedown temporarily increases your Attack Range. An excellent choice for marksmen who prefer to maintain a safe distance and deal high damage from afar.
Hexoptics C44 — This item combines high Attack Damage and Critical Strike Chance, making basic attacks especially powerful from long range. The farther away the target is, the more damage your attacks deal, while participating in a champion takedown temporarily increases your Attack Range. An excellent choice for marksmen who prefer to maintain a safe distance and deal high damage from afar.
Bloodthirster
Gain Lifesteal and convert excess healing into a shield
+75 Attack Damage
+15% Lifesteal
Ichorshield: Convert excess healing from your Lifesteal to a shield that absorbs up to 165–345 damage.
3200
Bloodthirster TIPS: This item significantly increases physical damage and Lifesteal, providing strong health recovery from attacks. Excess healing from Lifesteal is converted into a protective shield, allowing you to build additional protection before entering a fight. An excellent choice for marksmen and other AD champions who need high damage, sustained combat power, and extra survivability.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Guardian Angel — This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Bloodthirster
Gain Lifesteal and convert excess healing into a shield
+75 Attack Damage
+15% Lifesteal
Ichorshield: Convert excess healing from your Lifesteal to a shield that absorbs up to 165–345 damage.
3200
Bloodthirster TIPS: This item significantly increases physical damage and Lifesteal, providing strong health recovery from attacks. Excess healing from Lifesteal is converted into a protective shield, allowing you to build additional protection before entering a fight. An excellent choice for marksmen and other AD champions who need high damage, sustained combat power, and extra survivability.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Maw of Malmortius — This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Bloodthirster
Gain Lifesteal and convert excess healing into a shield
+75 Attack Damage
+15% Lifesteal
Ichorshield: Convert excess healing from your Lifesteal to a shield that absorbs up to 165–345 damage.
3200
Bloodthirster TIPS: This item significantly increases physical damage and Lifesteal, providing strong health recovery from attacks. Excess healing from Lifesteal is converted into a protective shield, allowing you to build additional protection before entering a fight. An excellent choice for marksmen and other AD champions who need high damage, sustained combat power, and extra survivability.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+12 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Edge of Night — This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Bloodthirster
Gain Lifesteal and convert excess healing into a shield
+75 Attack Damage
+15% Lifesteal
Ichorshield: Convert excess healing from your Lifesteal to a shield that absorbs up to 165–345 damage.
3200
Bloodthirster TIPS: This item significantly increases physical damage and Lifesteal, providing strong health recovery from attacks. Excess healing from Lifesteal is converted into a protective shield, allowing you to build additional protection before entering a fight. An excellent choice for marksmen and other AD champions who need high damage, sustained combat power, and extra survivability.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+12% Lifesteal
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When 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.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Mercurial Scimitar — This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Flash (Teleport a short distance) and
Ghost (Gain a large burst of movement speed) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Ghost
Gain a large burst of movement speed, that decays to 25% bonus movement speed for 8 seconds. With each takedown, Ghost's duration is extended by 6 seconds, refreshing its effects, up to the original amount.
Cooldown: 90s
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Conqueror (Gain stacks of AD or AP when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus Omnivamp (Adaptive).) as your keystone, followed by
Brutal (Attacks deal bonus damage to enemy champions.),
Coup de Grace (Increases damage dealt to enemy champions with low Health.) and
Legend: Bloodline (Gains Omnivamp.) in the primary tree, as well as
Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
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: 3-5 bonus
or 5-8
for 6s.
Fully stacked bonus: Melee - 9%, Ranged - 5% bonus Omnivamp
.
Brutal
Attacks deal on-hit damage
Attacks deal (5 + 6% bonus
+ 3%
) bonus adaptive damage to enemy champions.
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Legend: Bloodline
Increase Omnivamp
Gains 1% Omnivamp
. Takedown monsters, enemy champions, or minions to gain up to an additional 7% Omnivamp
.
Bone Plating
Anti-Burst 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: 40s
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Cut Down
Deal more damage to high Health enemies
Your attacks deal 6.57% bonus adaptive damage to enemy champions with more than 60% Health.
Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.
Legend: Bloodline
Increase Omnivamp
Gains 1% Omnivamp
. Takedown monsters, enemy champions, or minions to gain up to an additional 7% Omnivamp
.
Legend: Alacrity
Increase bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 18% Attack Speed.
Legend: Alacrity — The rune increases your attack speed by 3% and grants additional attack speed for each takedown of monsters, enemy champions, or minions, up to 20%. This makes it a great choice for champions who actively engage in fights and farm, such as fighters or junglers. The rune helps quickly ramp up attack speed, enhancing your aggressive playstyle and effectiveness in extended fights.
(Q) PHOSPHOROUS BOMB
9/8/7/6s
60/65/70/75
Fires a bomb, dealing 60 magic damage (60/120/180/240 + 110% bonus
+ 100%
) and granting vision of the area.
(W) VALKYRIE
18/16/14/12s
80/85/90/95
Flies a short distance, leaving a burning trail for 2.5 seconds. The trail burns enemies in it for 60 magic damage (60 + 60% bonus
+ 60%
) per second, dealing up to 150/250/350/450 magic damage.
(E) GATLING GUN
12s
50/60/70/80
Fires a gatling gun, dealing 20 physical damage (20/35/50/65 + 55% bonus
) per second, up to a total of 80/140/200/260 physical damage over 4 seconds. Shreds up to 12/14/16/18 Armor and Magic Resist for 2 seconds.
Corki automatically fires Gatling Gun at his current target.
(R) MISSILE BARRAGE
2s
16
Fires a missile that explodes on the first target hit, dealing 70 physical damage (70/140/210 + 65%
) to nearby enemies.
Big One: Every third missile is a Big One that deals 140 physical damage (140/210/280 + 130%
) and has a bigger area of effect and increased blast radius.
Charge: Gains a charge every 16 seconds, storing up to 4 charges. Attacks against champions reduce the time between charges by 2 seconds (2 +200% Crit Rate
) on hit.
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!
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200
Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Dead Man's Plate
Increases Movement Speed
+350 Max Health
+70 Armor
+4% Movement Speed
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.
2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Frozen Heart
Reduces enemy Attack Speed
+80 Armor
+400 Max Mana
+20 Ability Haste
Winter's Caress: Reduce the Attack Speed of enemy champions within 650 units of you by 25%.
2550
Frozen Heart TIPS: This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Amaranth's Twinguard
In-combat durability
+300 Max Health
+50 Armor
+50 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.
3200
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
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 enemy Attack Speed
+80 Armor
+400 Max Mana
+20 Ability Haste
Winter's Caress: Reduce the Attack Speed of enemy champions within 650 units of you by 25%.
2550
Frozen Heart TIPS: This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Amaranth's Twinguard
In-combat durability
+300 Max Health
+50 Armor
+50 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.
3200
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Mantle of the Twelfth Hour
Increases max Health when your Health is low
+600 Max Health
+20 Ability Haste
Lifeline: Damage that puts you under 30%
grants bonus max Health equal to 200–300 bonus Health
for 5s. Additionally gain 10% Movement Speed and 20% Tenacity and increase in size by 10% for 5s. During this time, restore (200–400 (
) + 120 Armor
+ 120% Magic Resistance
+ 15
) Health. (70s Cooldown)
2550
Mantle of the Twelfth Hour TIPS: This item provides a large amount of Health and Ability Haste, significantly improving overall durability. When Health drops to a critical level, it temporarily increases maximum Health, restores Health, and grants additional Movement Speed and Tenacity, helping you survive dangerous situations and stay in the fight. Especially effective for tanks and fighters who spend extended periods in the middle of combat.
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.
Tear of the Goddess (Increases Mana). Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Tear of the Goddess
Increases Mana
+200 Max Mana
Awe: 10%
of Mana spent is refunded.
Mana Charge: Increases max Mana by 5 every time Mana is spent. Caps at 700 bonus Mana. Triggers up to 3 times every 10 seconds. You may only carry one Tear of the Goddess item at a time.
500
Trinity Force
Well-Rounded
+333 Max Health
+36 Attack Damage
+30% Attack Speed
+15 Ability Haste
Valor: On hit, attacks grant 20 Move Speed for 2 seconds. Bonuses do not stack. Bonus Movement Speed does not stack. Ranged champions gain halved values.
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.
3333
Trinity Force TIPS: This item combines Health, Attack Damage, Attack Speed, and Ability Haste, providing a well-rounded boost to combat performance. Using an ability empowers your next attack with bonus physical damage, while landing attacks grants Movement Speed to help you stick to targets. An excellent choice for fighters and other AD champions who constantly weave abilities between basic attacks.
Gluttonous Greaves
Attack Damage, Omnivamp
+45 Move Speed
Balance of Power: Gain 12 Attack Damage
or 20 Ability Power
(Adaptive).
Conversion: Gain 5% Omnivamp
. Champion takedowns grant an additional 0.5% Omnivamp
, up to 5%.
1000
Gluttonous Greaves TIPS: These boots combine mobility, adaptive offensive power, and sustained healing. They increase your damage while Omnivamp restores health from all damage you deal. Champion takedowns further increase your Omnivamp, making them an excellent choice for champions who want to balance high damage output with strong sustain during extended fights.
Muramana
Converts Mana to Attack Damage
+40 Attack Damage
+1200 Max Mana
+15 Ability Haste
Awe: Grants Attack Damage equal to 2%
of max Mana and refunds 15%
of all Mana spent.
Shock: Attacks against champions deal 1.5% max Mana as bonus physical damage, and ability damage against champions deals 3.5% max Mana (3% for ranged champions) as bonus physical damage. This effect can only be triggered once per attack or ability cast against the same champion.
Muramana TIPS: This item is ideal for AD champions who frequently use abilities and rely heavily on Mana. It converts maximum Mana into additional Attack Damage while refunding part of the Mana spent. Attacks and abilities against champions also deal bonus physical damage based on maximum Mana. An excellent choice for Mana-hungry champions who want to significantly increase the damage of both their attacks and abilities.
Gluttonous Greaves
Attack Damage, Omnivamp
+45 Move Speed
Balance of Power: Gain 12 Attack Damage
or 20 Ability Power
(Adaptive).
Conversion: Gain 5% Omnivamp
. Champion takedowns grant an additional 0.5% Omnivamp
, up to 5%.
1000
Gluttonous Greaves TIPS: These boots combine mobility, adaptive offensive power, and sustained healing. They increase your damage while Omnivamp restores health from all damage you deal. Champion takedowns further increase your Omnivamp, making them an excellent choice for champions who want to balance high damage output with strong sustain during extended fights.
Mercury's Treads
Increases Magic resist
+150 Max Health
+25 Magic Resistance
+30 Tenacity
+45 Move Speed
1200
Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.
Immortal Treds
Deal bonus damage or gain increased healing and shielding
+45 Move Speed
Balance of Power: Gain 12 Attack Damage
or 20 Ability Power
(Adaptive).
Conversion: Gain 5% Omnivamp
. Champion takedowns grant an additional 0.5% Omnivamp
, up to 5%.
Now and Forever: When you have more than 50% Health, deal 5% bonus damage. When below 50% Health, gain 12% increased healing and shielding.
2000
Immortal Treds TIPS: These boots combine adaptive offensive power, sustain, and increased combat effectiveness. While above 50% Health, you deal increased damage, and when below 50% Health, you benefit from stronger healing and shielding to improve your survivability. The additional Omnivamp further restores Health from all damage you deal. They are an excellent choice for fighters, AP bruisers, and champions who want to balance offensive power with sustained durability throughout extended fights.
Chainlaced Crushers
Gain a magic shield upon taking magic damage
+150 Max Health
+30 Magic Resistance
+30% Tenacity
+45 Move Speed
Noxian Persistence: After taking magic damage from a champion, gain a magic shield that absorbs 10-120 plus 5% max
for 5s. (12s Cooldown)
2200
Chainlaced Crushers TIPS: These boots greatly improve your survivability against magic damage. After taking magic damage from an enemy champion, you gain a magic shield that helps absorb follow-up spells, while the bonus Magic Resistance and Tenacity make you far more resilient against AP threats and crowd control. They are an excellent choice against teams with heavy magic damage and strong CC.
Trinity Force (Well-Rounded) as your first item, followed by
Gluttonous Greaves (Grants Attack Damage and Omnivamp) or
Mercury's Treads (Reduces Magic Damage) depending on the situation. (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Muramana (Converts Mana to Attack Damage).
Immortal Treds (Deal bonus damage or gain increased healing and shielding). You may want to replace it with
Chainlaced Crushers (Gain a magic shield upon taking magic damage), it all depends on your playstyle and the situation on the battlefield.
Trinity Force
Well-Rounded
+333 Max Health
+36 Attack Damage
+30% Attack Speed
+15 Ability Haste
Valor: On hit, attacks grant 20 Move Speed for 2 seconds. Bonuses do not stack. Bonus Movement Speed does not stack. Ranged champions gain halved values.
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.
3333
Trinity Force TIPS: This item combines Health, Attack Damage, Attack Speed, and Ability Haste, providing a well-rounded boost to combat performance. Using an ability empowers your next attack with bonus physical damage, while landing attacks grants Movement Speed to help you stick to targets. An excellent choice for fighters and other AD champions who constantly weave abilities between basic attacks.
Gluttonous Greaves
Attack Damage, Omnivamp
+45 Move Speed
Balance of Power: Gain 12 Attack Damage
or 20 Ability Power
(Adaptive).
Conversion: Gain 5% Omnivamp
. Champion takedowns grant an additional 0.5% Omnivamp
, up to 5%.
1000
Gluttonous Greaves TIPS: These boots combine mobility, adaptive offensive power, and sustained healing. They increase your damage while Omnivamp restores health from all damage you deal. Champion takedowns further increase your Omnivamp, making them an excellent choice for champions who want to balance high damage output with strong sustain during extended fights.
Muramana
Converts Mana to Attack Damage
+40 Attack Damage
+1200 Max Mana
+15 Ability Haste
Awe: Grants Attack Damage equal to 2%
of max Mana and refunds 15%
of all Mana spent.
Shock: Attacks against champions deal 1.5% max Mana as bonus physical damage, and ability damage against champions deals 3.5% max Mana (3% for ranged champions) as bonus physical damage. This effect can only be triggered once per attack or ability cast against the same champion.
Muramana TIPS: This item is ideal for AD champions who frequently use abilities and rely heavily on Mana. It converts maximum Mana into additional Attack Damage while refunding part of the Mana spent. Attacks and abilities against champions also deal bonus physical damage based on maximum Mana. An excellent choice for Mana-hungry champions who want to significantly increase the damage of both their attacks and abilities.
The Collector
Execute low health champions
+50 Attack Damage
+10 Armor Penetration
+25% Critical Rate
Death and Taxes: Dealing damage that would leave an enemy champion below 5% of their max Health executes them, permanently increases the max Health percentage execution threshold by 0.1%, and grants 25 bonus gold.
Limited to 1 The Collector.
3000
The Collector TIPS: This item combines Attack Damage, Armor Penetration, and Critical Strike Chance, significantly improving your ability to finish off enemies. Champions at critically low Health are instantly executed when damaged, while each execution gradually increases the execution threshold and grants bonus gold. An excellent choice for marksmen, assassins, and other AD champions focused on quickly eliminating weakened targets.
Infinity Edge
Increases Critical Strike Damage
+75 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 230% damage instead of 200%.
3400
Infinity Edge TIPS: This item significantly increases Attack Damage and Critical Strike Chance while also increasing the damage dealt by Critical Strikes. An excellent choice for marksmen and other AD champions focused on Critical Strike builds, especially in the later stages of the game when a high Critical Strike Chance allows you to make the most of its damage amplification.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
The Collector
Execute low health champions
+50 Attack Damage
+10 Armor Penetration
+25% Critical Rate
Death and Taxes: Dealing damage that would leave an enemy champion below 5% of their max Health executes them, permanently increases the max Health percentage execution threshold by 0.1%, and grants 25 bonus gold.
Limited to 1 The Collector.
3000
The Collector TIPS: This item combines Attack Damage, Armor Penetration, and Critical Strike Chance, significantly improving your ability to finish off enemies. Champions at critically low Health are instantly executed when damaged, while each execution gradually increases the execution threshold and grants bonus gold. An excellent choice for marksmen, assassins, and other AD champions focused on quickly eliminating weakened targets.
Dominik’s Regards
Armor Pen and bonus damage
+35 Attack Damage
+35% Armor Penetration
+25% Critical Rate
Giant Slayer: Deal bonus damage based on the enemy champion's bonus Health, up to 12% bonus damage when the enemy champion has 1.200 bonus Health.
3300
Dominik’s Regards TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with durable enemies. Your damage is further increased against champions with large amounts of bonus Health. An excellent choice for marksmen and other AD champions against tanks and fighters who stack Armor and Health.
Dominik’s Regards — This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with durable enemies. Your damage is further increased against champions with large amounts of bonus Health. An excellent choice for marksmen and other AD champions against tanks and fighters who stack Armor and Health.
The Collector
Execute low health champions
+50 Attack Damage
+10 Armor Penetration
+25% Critical Rate
Death and Taxes: Dealing damage that would leave an enemy champion below 5% of their max Health executes them, permanently increases the max Health percentage execution threshold by 0.1%, and grants 25 bonus gold.
Limited to 1 The Collector.
3000
The Collector TIPS: This item combines Attack Damage, Armor Penetration, and Critical Strike Chance, significantly improving your ability to finish off enemies. Champions at critically low Health are instantly executed when damaged, while each execution gradually increases the execution threshold and grants bonus gold. An excellent choice for marksmen, assassins, and other AD champions focused on quickly eliminating weakened targets.
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+35 Attack Damage
+30% Armor Penetration
+25% Critical Rate
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3000
Mortal Reminder TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with armored enemies. Dealing physical damage to enemy champions applies Grievous Wounds, reducing the effectiveness of their healing and health regeneration. An excellent choice against teams with high Armor, healing, and regeneration.
Mortal Reminder — This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with armored enemies. Dealing physical damage to enemy champions applies Grievous Wounds, reducing the effectiveness of their healing and health regeneration. An excellent choice against teams with high Armor, healing, and regeneration.
The Collector
Execute low health champions
+50 Attack Damage
+10 Armor Penetration
+25% Critical Rate
Death and Taxes: Dealing damage that would leave an enemy champion below 5% of their max Health executes them, permanently increases the max Health percentage execution threshold by 0.1%, and grants 25 bonus gold.
Limited to 1 The Collector.
3000
The Collector TIPS: This item combines Attack Damage, Armor Penetration, and Critical Strike Chance, significantly improving your ability to finish off enemies. Champions at critically low Health are instantly executed when damaged, while each execution gradually increases the execution threshold and grants bonus gold. An excellent choice for marksmen, assassins, and other AD champions focused on quickly eliminating weakened targets.
Rapid Firecannon
Increases attack range and damage
+25% Critical Rate
+40% Attack Speed
+4% Move Speed
Sharpshooter: Moving and attacking generates an Energized Attack with 35% bonus Attack Range (max 150 range) that deals 80 bonus magic damage.
2650
Rapid Firecannon TIPS: This item combines Critical Strike Chance, Attack Speed, and mobility, improving the effectiveness of basic attacks. Moving and attacking charges an empowered attack that gains increased range and deals bonus magic damage. An excellent choice for marksmen who want to safely land their first hit from greater distance while maintaining high mobility in combat.
Rapid Firecannon — This item combines Critical Strike Chance, Attack Speed, and mobility, improving the effectiveness of basic attacks. Moving and attacking charges an empowered attack that gains increased range and deals bonus magic damage. An excellent choice for marksmen who want to safely land their first hit from greater distance while maintaining high mobility in combat.
Infinity Edge
Increases Critical Strike Damage
+75 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 230% damage instead of 200%.
3400
Infinity Edge TIPS: This item significantly increases Attack Damage and Critical Strike Chance while also increasing the damage dealt by Critical Strikes. An excellent choice for marksmen and other AD champions focused on Critical Strike builds, especially in the later stages of the game when a high Critical Strike Chance allows you to make the most of its damage amplification.
Hexoptics C44
Increases attack range and damage
+55 Attack Damage
+25% Critical Rate
Magnification: Deal 0–10% increased damage with attacks, based on how far away the enemy is (max damage at 550 range).
Arcane Aim: When a champion you damaged within 3 seconds dies, gain 100 additional Attack Range for 8 seconds.
2900
Hexoptics C44 TIPS: This item combines high Attack Damage and Critical Strike Chance, making basic attacks especially powerful from long range. The farther away the target is, the more damage your attacks deal, while participating in a champion takedown temporarily increases your Attack Range. An excellent choice for marksmen who prefer to maintain a safe distance and deal high damage from afar.
Hexoptics C44 — This item combines high Attack Damage and Critical Strike Chance, making basic attacks especially powerful from long range. The farther away the target is, the more damage your attacks deal, while participating in a champion takedown temporarily increases your Attack Range. An excellent choice for marksmen who prefer to maintain a safe distance and deal high damage from afar.
Infinity Edge
Increases Critical Strike Damage
+75 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 230% damage instead of 200%.
3400
Infinity Edge TIPS: This item significantly increases Attack Damage and Critical Strike Chance while also increasing the damage dealt by Critical Strikes. An excellent choice for marksmen and other AD champions focused on Critical Strike builds, especially in the later stages of the game when a high Critical Strike Chance allows you to make the most of its damage amplification.
Immortal Shieldbow
Gain a shield when Health is low
+55 Attack Damage
+25% Critical Rate
Lifeline: Damage that puts you under 35% Health grants a shield for 3s. The shield absorbs 350–650 damage for melee champions and 300–550 damage for ranged champions. (70s cooldown)
3000
Immortal Shieldbow TIPS: This item combines high Attack Damage and Critical Strike Chance with additional protection in dangerous situations. When your Health drops to a critical level, it automatically grants a shield that helps you survive incoming damage and continue fighting. An excellent choice for marksmen and other AD champions who need extra protection against burst damage without sacrificing significant offensive power.
Immortal Shieldbow — This item combines high Attack Damage and Critical Strike Chance with additional protection in dangerous situations. When your Health drops to a critical level, it automatically grants a shield that helps you survive incoming damage and continue fighting. An excellent choice for marksmen and other AD champions who need extra protection against burst damage without sacrificing significant offensive power.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+12 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Edge of Night — This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+12% Lifesteal
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When 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.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Mercurial Scimitar — This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Maw of Malmortius — This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Flash (Teleport a short distance) and
Barrier (Gain a shield) as your Summoner Spells.
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 (Gain stacks of AD or AP when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus Omnivamp (Adaptive).) as your keystone, followed by
Gathering Storm (Damage output increases over time.),
Coup de Grace (Increases damage dealt to enemy champions with low Health.) and
Legend: Bloodline (Gains Omnivamp.) in the primary tree, as well as
Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
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: 3-5 bonus
or 5-8
for 6s.
Fully stacked bonus: Melee - 9%, Ranged - 5% bonus Omnivamp
.
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
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Legend: Bloodline
Increase Omnivamp
Gains 1% Omnivamp
. Takedown monsters, enemy champions, or minions to gain up to an additional 7% Omnivamp
.
Bone Plating
Anti-Burst 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: 40s
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: 3-5 bonus
or 5-8
for 6s.
Fully stacked bonus: Melee - 9%, Ranged - 5% bonus Omnivamp
.
First Strike
Initiate, Damage Amplification, Bonus Gold
Initiating combat with an enemy champion or dealing damage to them within 0.25s of engaging them in combat grants 10 gold and First Strike for 3s, allowing you to deal 7% bonus true damage to them. After the effect ends, gain bonus gold based on the bonus damage dealt for its duration.
If you do not deal damage to the enemy champion within 0.25s of engaging them in combat, First Strike will go into a 10-second cooldown.
Bonus gold:
Melee: 65% of bonus damage.
Ranged: 45% of bonus damage.
Cooldown: 20-30s
First Strike — The rune is perfect for aggressive champions like Zed or Twitch, who can quickly engage in combat. After dealing damage to an enemy, it activates an effect that allows you to deal bonus true damage and earn gold based on the damage dealt. This makes the rune useful for fast economy gains and increased damage in the early game. It works especially well when initiating fights, where it's crucial to gain an advantage quickly.
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Cut Down
Deal more damage to high Health enemies
Your attacks deal 6.57% bonus adaptive damage to enemy champions with more than 60% Health.
Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.
Legend: Bloodline
Increase Omnivamp
Gains 1% Omnivamp
. Takedown monsters, enemy champions, or minions to gain up to an additional 7% Omnivamp
.
Legend: Alacrity
Increase bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 18% Attack Speed.
Legend: Alacrity — The rune increases your attack speed by 3% and grants additional attack speed for each takedown of monsters, enemy champions, or minions, up to 20%. This makes it a great choice for champions who actively engage in fights and farm, such as fighters or junglers. The rune helps quickly ramp up attack speed, enhancing your aggressive playstyle and effectiveness in extended fights.
(Q) PHOSPHOROUS BOMB
9/8/7/6s
60/65/70/75
Fires a bomb, dealing 60 magic damage (60/120/180/240 + 110% bonus
+ 100%
) and granting vision of the area.
(W) VALKYRIE
18/16/14/12s
80/85/90/95
Flies a short distance, leaving a burning trail for 2.5 seconds. The trail burns enemies in it for 60 magic damage (60 + 60% bonus
+ 60%
) per second, dealing up to 150/250/350/450 magic damage.
(E) GATLING GUN
12s
50/60/70/80
Fires a gatling gun, dealing 20 physical damage (20/35/50/65 + 55% bonus
) per second, up to a total of 80/140/200/260 physical damage over 4 seconds. Shreds up to 12/14/16/18 Armor and Magic Resist for 2 seconds.
Corki automatically fires Gatling Gun at his current target.
(R) MISSILE BARRAGE
2s
16
Fires a missile that explodes on the first target hit, dealing 70 physical damage (70/140/210 + 65%
) to nearby enemies.
Big One: Every third missile is a Big One that deals 140 physical damage (140/210/280 + 130%
) and has a bigger area of effect and increased blast radius.
Charge: Gains a charge every 16 seconds, storing up to 4 charges. Attacks against champions reduce the time between charges by 2 seconds (2 +200% Crit Rate
) on hit.
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!
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200
Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Dead Man's Plate
Increases Movement Speed
+350 Max Health
+70 Armor
+4% Movement Speed
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.
2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Frozen Heart
Reduces enemy Attack Speed
+80 Armor
+400 Max Mana
+20 Ability Haste
Winter's Caress: Reduce the Attack Speed of enemy champions within 650 units of you by 25%.
2550
Frozen Heart TIPS: This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Amaranth's Twinguard
In-combat durability
+300 Max Health
+50 Armor
+50 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.
3200
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
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 enemy Attack Speed
+80 Armor
+400 Max Mana
+20 Ability Haste
Winter's Caress: Reduce the Attack Speed of enemy champions within 650 units of you by 25%.
2550
Frozen Heart TIPS: This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Amaranth's Twinguard
In-combat durability
+300 Max Health
+50 Armor
+50 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.
3200
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Mantle of the Twelfth Hour
Increases max Health when your Health is low
+600 Max Health
+20 Ability Haste
Lifeline: Damage that puts you under 30%
grants bonus max Health equal to 200–300 bonus Health
for 5s. Additionally gain 10% Movement Speed and 20% Tenacity and increase in size by 10% for 5s. During this time, restore (200–400 (
) + 120 Armor
+ 120% Magic Resistance
+ 15
) Health. (70s Cooldown)
2550
Mantle of the Twelfth Hour TIPS: This item provides a large amount of Health and Ability Haste, significantly improving overall durability. When Health drops to a critical level, it temporarily increases maximum Health, restores Health, and grants additional Movement Speed and Tenacity, helping you survive dangerous situations and stay in the fight. Especially effective for tanks and fighters who spend extended periods in the middle of combat.
HEXTECH MUNITIONS
PHOSPHOROUS BOMB
VALKYRIE
GATLING GUN
MISSILE BARRAGE

Hextech Shrapnel: Attacks and Spellblade deal 16% bonus true damage.
The package: After hitting enemy champions 6 times with Missile Barrage, The Package is delivered to Corki. He can pick it up to gain 4 Big Ones. The Package despawns after 15 seconds.

18/16/14/12s
80/85/90/95
Flies a short distance, leaving a burning trail for 2.5 seconds. The trail burns enemies in it for 60 magic damage (60 + 60% bonus
+ 60%
) per second, dealing up to 150/250/350/450 magic damage.

12s
50/60/70/80
Fires a gatling gun, dealing 20 physical damage (20/35/50/65 + 55% bonus
) per second, up to a total of 80/140/200/260 physical damage over 4 seconds. Shreds up to 12/14/16/18 Armor and Magic Resist for 2 seconds.
Corki automatically fires Gatling Gun at his current target.

2s
16
Fires a missile that explodes on the first target hit, dealing 70 physical damage (70/140/210 + 65%
) to nearby enemies.
Big One: Every third missile is a Big One that deals 140 physical damage (140/210/280 + 130%
) and has a bigger area of effect and increased blast radius.
Charge: Gains a charge every 16 seconds, storing up to 4 charges. Attacks against champions reduce the time between charges by 2 seconds (2 +200% Crit Rate
) on hit.
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.