Corki Build Guide

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So how about that AP Corki?

written by SheCalledMePaul

Corki Build

Table of Contents

  • Introduction

    So since Corki is free this week I decide to play him. I've played him before but yea. I'm going pure a/d pretty much. Then I notice...... 3 of his 4 skills are AP. His Q,W, and R. All have AP. Q + W are just pure A/P. Only his E is pure A/D. So I guess I might as well try to see what happens. I came up with a nice hybrid Corki. I mean I didn't come up with him I'm guessing people have done this build but you know what I mean. Let's get started.

  • Abilities

    Hextech Shrapnel Shells
    Corki's basic attacks deal an additional 10% true damage.

    Phosphorus Bomb
    Deals a flat amount ( + 50% AP) magic damage to enemies in target area. It also reduces an enemy's chance to hit by 35% and reveals that area for a short time. Doesn't reveal stealth.


    Flat Amounts per skill level:

    Adding 50 damage each time.


    Cooldown stays at 8 seconds per skill level.

    Mana Cost: 80/90/100/110/120

    10 more mana per skill level.


    Corki surges to target location dealing a flat amount ( +40% AP) magic damage per second to enemies in the fire left along his path.


    Flat Amounts per skill level:

    Adding 30 damage each time.


    Cooldowns: 20/18/16/14/12

    Losing 2 seconds per skill level.

    Mana cost stays at 100 per skill level.


    Gatling Gun
    Corki's gatling gun fires at all targets in front of him for a flat amount of seconds, dealing (25% of his total Attack Damage) and reducing a flat amount of armor armor, twice per second. The armor reduction stacks and lasts 2 seconds.


    Flat amount of seconds per skill level:

    Gaining .5 seconds per skill level.


    Flat amounts of armor per skill level:

    Gaining 1 armor reduce per skill level.


    Cooldown stays at 16 seconds.

    Mana cost:

    Costing 10 more mana per skill level.

    Missile Barrage
    Corkis files a missile toward target location. Hitting the first enemy it collides with. Each missiles deals a flat amount ( +30& AP ) + ( +22% AD ) area magic damage.

    Corki stores a missile every 10 seconds and can hold a maximum of 7 at a time.

    Every 4th missile will deal an additional 60% bonus damage.


    Flat amounts per skill level:

    Gaining 60 damage per skill level.


    Cooldown stays at 1.2 seconds per skill level.

    Mana cost per skill level:

    Costing 5 more mana per skill level.


    4th missile bonus damage per skill level (Just the extra 60% not full amount of damage from missile) *Also this is without any runes or masteries on, I am only judging by the flat level stats):
    111.6 bonus damage/162.6 bonus damage/213.6 bonus damage


  • Masteries + Runes

    If you take a 21/0/9 build this will work. The only thing this 21/0/9 build will look very odd. Like this:

    The reason for this odd build is because we still want the hybrid a/d + a/p build. So even your normal attacks will do a good amount + you have the crit damage and crit % amount. By take the magic penetration, full crit, and only getting one skill point in Brute Force you will be able to focus on AP more than AD. Also Corki is extremely mana hungry so if instead of taking 4 points in Awareness and 1 in greed, you can take 4 in Expanded mind and one in Meditation. Yea you won't be getting extra experience in gold, but you will be regenerating 5+ mana per second and increase your maximum mana by 5% of the mana. So at level one instead of having only 280 mana you would start with 295. It doesn't seem much but if you addd it together by level 18 you will have around 50 extra mana without items and such.


    Flat AP, Cooldown Reduction, Flat mana, and Mana per level. Like I said Corki is mana hungry, so the distribution of flat mana v.s mana per level will be good. The cooldowns are also a plus for all abilities being able to use them that much faster is always handy. Also these runes will work with the items we will be working on.

  • Items

    Now at the full build of this idea I would be going:


    Now the reasoning behind these items:
    1.) Archangel's Staff. Great item. "+400 Mana. +25 Mana Regen per 5 sec. +45 Ability Power Passive: 3% of your Max Mana is converted to Ability Power. UNIQUE PASSIVE: Each time your Champion uses an Ability their Maximum Mana will increase by 4 Mana." So the mana is great on this not just flat mana but the regen will be extremely handy. Also your AP will be highly raised by the passive. Also since you will be spamming your missiles and Q you will get that bonus 1000 mana fast. At level 18 you will have 3309 mana, and will get 99.27 ability power from just this one item. (You have to remeber when I do these stats I will not have runes or masteries on until the end all stats.)

    2.) Guinsoo's Rageblade. Very hybrid. Usually for people like Akali, Katarina, Jax, Kayle etc.. Well I see Corki as a great hybrid. +35 Attack Damage. +45 Ability Power UNIQUE Passive: Attacks and spell casts increase your Attack Speed by 4% and Ability Power by 6 for 5 seconds (up to 8 times). So just these stats alone will be good for Corki. Usually you build him with Berserker's Greaves. This item get's rid of the need for that. Since Berserker's Greaves add only 15% attack speed while Guinsoo's adds 32% attack speed. As well as the attack damage and AP. This item will get his max attack damage to 137 and his AP at 93 when Guinsoo's is "full".

    3.)Manamune: More mana I say MORE MANA! Manamune is the Archangel's Staff of attack damage duh. So even more mana, more mana regen, more bonus mana, and now alot more attack damage. Just like Archangel's staff. So with just this item you will have a total of 3529 mana. With the added 65.18 attack damage. Getting your total attack damage to 232.18.

    4.) Mercury's Treads. Survivability. Yes magic resistance but the main point is of the unique passive of these boots. 35% reduced stuns, slows, taunts, fears, snares, sleeps, and immobilizers. The next 3 items, counting this is for his survivability. Also since Bersker's Greaves is normally used and we have that attack speed added in with Guinsoo's Rageblade, it will be the same movement speed with these boots.

    5.) Rod of Ages or Rylai's Crystal scepter. Now this is all on you. The HP: Rod of Ages full is 630 helath while Rylai's is only 500. The AP: Rod of Ages will give 80 AP full, and Rylai's will give 80. The Mana: Rod of ages will give you 725 mana full, Rylai's none. But Ryali's has the unique effect that "Dealing spell damage slows the target's Movement Speed by 35% for 1.5 seconds (15% for multi-target and damage-over-time spells)." Also the gold: Rod of Ages costs 3035 gold but also takes 10 minutes to get full. Rylai's costs 3105 so only 70 more. So like I said up to you. I like Rylai's for the slow but that's me.

    6.) Lastly Banshee's Veil. More survivability. It is a bit odd that I have hardly any armor so if need be you change maybe exchange Banshee's for Frozen Heart. Both are great items. Banshee's veil for survivability is extremely handy. More health, more mana, 50 magic resist and the passive we have all love, blocks one negative spell every 45 seconds. Magical. Blocking spells and having all of this extra HP will keep Corki alive considerably well. Like I said if there more dps/ AD enemies then Frozen Heart would be better. 99 armor, 500 mana, reduce enemies attack speed by 20% as well as reduced colldowns by 20%. Also great. Maybe instead of number 5 switch it with one of these to bath both. Who knows. anything can work. MOVING ON!

  • Summary

    Now you guys can test it comment on here tell me the horrid flaws I have made. I don't care. I write these for fun. =D. Fun builds are fun lol. So now the stats for this Corki, level 18, with runes, masteries, and items listed above!

    External Image

    Now once again I don't know if it considers Manamune and Archangel's Staff fully loaded as well as Guinsoo's being at rank 8. So I will show you what those stats would be here:

    External Image

  • Skills Recap

    This will now do 495.97595 magic damage.


    This will now do 352.78076 magic damage


    This will now do 72.25 per second physical damage.


    Normal Missiles will do 453.16557

    The bonus missile damage will be 271.899342 bonus damage.

    So every fourth missile will be a total of 725.064912 magic damage.

  • Conclusion

    Like I said this is just for un so yea. Please comment and thanks!

    SCMP #48

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Submitted by SheCalledMePaul

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