Corki is a champion in League of Legends primarily played in the bottom lane (ADC) position, classified as a Marksman (legacy class: Marksman / Mage). The Daring Bombardier uses Mana (350 – 1136.6 at max level) and deals Physical adaptive damage, but his kit outputs a roughly 80% magic / 20% physical damage split in practice. Corki was released on September 19, 2009, and is currently in patch V26.03.
📊 Base Statistics
| Statistic | Base Value | Max Value (lvl 20) |
| HP | 610 | 2576.5 |
| Mana (MP) | 350 | 1136.6 |
| Attack Damage (AD) | 52 | 91.33 |
| Movement Speed (MS) | 325 | 325 (fixed) |
| Attack Range | 550 (Ranged) | 550 (fixed) |
| Attack Speed | 0.644 | 0.644 + 55.06% bonus |
| Armor (AR) | 27 | 115.49 |
| Magic Resist (MR) | 30 | 55.56 |
| Missile Speed | 2000 | 2000 |
💡 Unique Mechanic: Corki’s Hextech Munitions passive adds 20% of his AD as bonus true damage on every basic attack, and this bonus scales with critical strike modifiers. Combined with the fact that most of his abilities deal magic damage, while his autos and R deal physical damage, building armor OR magic resist alone won’t save enemies. Corki forces opponents into an impossible itemization dilemma — and that’s exactly what makes him dangerous.
🔫 Passive: Hextech Munitions
INNATE: Corki’s basic attacks deal bonus true damage equal to 20% AD. This damage is affected by critical strike modifiers.
This passive is deceptively powerful. Every auto attack effectively deals 120% of its normal damage — the regular hit plus 20% as true damage that ignores all resistances. When you build crit, both the auto AND the true damage portion scale up. With 100% crit and Infinity Edge, the true damage portion alone becomes a significant chunk of your DPS.
💣 Q: Phosphorus Bomb
Cost: 60 / 65 / 70 / 75 / 80 Mana | Cooldown: 9 / 8.5 / 8 / 7.5 / 7 | Cast Time: 0.25
ACTIVE: Corki launches a bomb at the target location that briefly grants sight of its surroundings as it travels and explodes upon impact, dealing magic damage to enemies hit. The bomb also grants sight of the impact area for 6 seconds and reveals enemy champions hit for the same duration.
| Parameter | Value |
| Magic Damage | 60 / 105 / 150 / 195 / 240 (+ 125% bonus AD)(+ 100% AP) |
| Target Range | 825 |
| Effect Radius | 275 / 500 |
| Vision Duration | 6 seconds (reveals champions) |
✈️ W: Valkyrie
Cost: 80 / 85 / 90 / 95 / 100 Mana | Cooldown: 20 / 18 / 16 / 14 / 12 | Cast Time: NONE
ACTIVE: Corki dashes to the target location and drops bombs along his path, leaving up to 3 blazing patches depending on the distance traveled. Each patch lasts 2.5 seconds. Enemies within the patches are dealt magic damage every 0.5 seconds, lingering for 1 second. Gatling Gun can be cast during the dash.
| Parameter | Value |
| Magic Damage per Tick | 30 / 45 / 60 / 75 / 90 (+ 40% bonus AD)(+ 30% AP) |
| Target Range | 300 / 600 (min / max) |
| Collision Radius / Effect Radius | 100 / 200 |
💡 Key Detail: Valkyrie is one of the longest-range dashes in the game for a Marksman at 600 units. You can use it offensively to close gaps and drop fire patches on enemies, or defensively to escape ganks and assassin dives. The fact that you can cast E during the dash means you deal damage while repositioning — a massive combat advantage.
🔫 E: Gatling Gun
Cost: 50 / 55 / 60 / 65 / 70 Mana | Cooldown: 12 | Cast Time: NONE
ACTIVE: Corki sprays bullets in a cone toward his facing direction for 4 seconds, dealing physical damage every 0.25 seconds to all enemies hit and applying a stack to them at the same tick rate for 2 seconds, refreshing with subsequent hits and stacking up to 4 times. Each stack reduces the target’s armor AND magic resistance.
| Parameter | Value |
| Physical Damage per Tick | 5 / 8.125 / 11.25 / 14.375 / 17.5 (+ 15% bonus AD) |
| Resistance Reduction per Stack | 3 / 3.5 / 4 / 4.5 / 5 (armor AND MR) |
| Max Stacks / Max Shred | 4 stacks = 12 / 14 / 16 / 18 / 20 total |
| Effect Radius / Angle | 690 / 35° |
🚀 R: Missile Barrage (Ultimate)
Cost: 35 Mana + 1 Ammo | Cooldown: 2 | Recharge: 20 seconds | Cast Time: 0.175
PASSIVE: Basic attacks on-hit against champions reduce Missile Barrage’s remaining recharge time by 2 – 4 seconds (based on critical strike chance).
ACTIVE: Corki fires a missile in the target direction that explodes upon the first enemy hit, dealing physical damage to enemies within the area. Corki periodically stocks a Missile Barrage charge, up to a maximum of 4. He gains 2 charges upon learning the ability and maximum charges upon respawning. Every third missile Corki fires is a Big One, dealing 100% increased damage as well as gaining increased range and explosion radius.
| Parameter | Value |
| Physical Damage | 90 / 170 / 250 (+ 85% bonus AD) |
| Big One Physical Damage | 180 / 340 / 500 (+ 170% bonus AD) |
| Target Range (normal / Big One) | 1300 / 1500 |
| Effect Radius (normal / Big One) | 150 / 300 |
| Max Charges / Recharge Time | 4 / 20 seconds |
💡 Pro Tip: The Big One (every 3rd rocket) deals double damage with 170% bonus AD scaling and has significantly larger range and blast radius. Track your rocket count — holding a Big One for a key moment (like chunking a carry before a teamfight) can single-handedly win an engagement. Also, auto-attacking champions reduces recharge time by up to 4 seconds, so weaving autos between rockets in fights gives you nearly unlimited missiles.
🎮 Strategies and Gameplay Tips
Early Game (Levels 1-6)
- Q Max for Lane Poke: Phosphorus Bomb has massive 825 range, 125% bonus AD + 100% AP scaling, and reveals targets hit for 6 seconds. Max Q first and use it to poke enemies through the wave while farming. The vision reveal also denies brushcamp strategies from enemy supports.
- E for Extended Trades: If an enemy engages into melee range, activate Gatling Gun immediately. The 4-second cone shreds armor and MR by up to 20 at max rank, making every subsequent ability and auto deal more damage. You can also cast E during your W dash for guaranteed application.
- Conservative W Usage: Valkyrie has a 20-second cooldown at rank 1 — that’s enormous. If you W forward aggressively and the engage fails, you’re a sitting duck for 20 seconds with no escape. Save W defensively against ganks and dives until you have kill confirmation.
- Passive Trades Win: Hextech Munitions means every single auto attack deals 20% bonus true damage. In auto-attack trades, you’re always dealing more effective damage than the enemy ADC. Short trades of 2-3 autos favor you because of this invisible damage advantage.
Mid Game (Levels 7-13)
- Trinity Force Powerspike: Once you complete Trinity Force, Corki’s burst rotation (R Big One → Q → E → autos) chunks squishies for enormous mixed damage. The Spellblade proc from Trinity on top of your passive true damage makes 2-3 item Corki one of the strongest mid-game carries in the game.
- Rocket Poke from Fog: Missile Barrage rockets have 1300 range (1500 for Big One). Spam regular rockets for poke before objectives, and save the Big One for when the enemy clusters up. A well-timed Big One from fog of war hits for 500 + 170% bonus AD — that’s half a squishy’s HP.
- W + E Combo for Burst: Valkyrie + Gatling Gun simultaneously deals fire trail damage AND shreds resistances. Dash through an enemy, apply E during the dash, then turn and auto-attack. The resistance shred makes your follow-up autos and abilities hit significantly harder.
Late Game (Level 14+)
- Mixed Damage Nightmare: With full items, Corki deals physical damage (autos, R, E), magic damage (Q, W, E proc), and true damage (passive) simultaneously. No single defensive item counters you. Tanks who stack armor still take your magic damage and true damage; MR stackers still take your physical hits. This makes Corki one of the hardest carries to itemize against in late game.
- Auto-Attack Recharge Cycle: Each auto on a champion reduces rocket recharge by up to 4 seconds with 100% crit. Weave autos between every rocket — this creates a near-infinite loop of missiles in extended fights. The DPS ceiling of auto + rocket + auto + rocket far exceeds just spamming one or the other.
- Big One Snipes: At 1500 range with 300 explosion radius, the Big One can chunk squishies from outside their threat range. Use it to soften targets before your team engages, or to execute low-HP targets running away. Track your rocket count at all times — the Big One indicator glows to remind you.
❌ Common Mistakes and How to Avoid Them
- Wasting W Offensively: Valkyrie’s 20-12 second cooldown is the longest dash cooldown of any ADC. Using it aggressively to chase a kill and then dying to the jungler arriving 5 seconds later is the most common Corki death. Only W forward when you’re 100% certain the fight is won or when escape routes are covered by vision.
- Ignoring Big One Tracking: Every 3rd rocket is a Big One dealing double damage. If you’re spamming rockets without tracking the count, you might waste Big One on a minion wave instead of the enemy carry. Watch the missile indicator — the Big One glows differently. Save it for maximum impact targets.
- Not Weaving Autos Between Rockets: Corki’s R passive reduces recharge time by 2-4 seconds per auto on champions. Just spamming rockets without auto-attacking between them means you run out of charges quickly. The correct pattern is: auto → rocket → auto → rocket for sustained DPS and constant recharging.
- Forgetting E Shreds Resistances: Gatling Gun reduces BOTH armor and MR by up to 20 total at max stacks. This amplifies your entire team’s damage, not just yours. In teamfights, aim E at the highest-priority target (usually the tank frontlining) to shred their resistances for your whole team.
- Building Only AD: Corki’s Q and W scale with AP as well, but his primary build path focuses on AD and crit. The mistake is building Corki like a standard ADC and ignoring the hybrid damage nature. Trinity Force is core because Spellblade interacts perfectly with his ability rotation and mixed damage profile.
⚙️ Recommended Build and Itemization
Core Items
- Trinity Force: The essential first item. Spellblade proc synergizes perfectly with Corki’s rapid ability rotation (Q → auto → R → auto). Provides AD, attack speed, HP, and ability haste — everything Corki needs for his mid-game powerspike.
- Manamune: Solves Corki’s mana issues from constant Q and R spam, and Muramana’s on-hit damage stacks with your Hextech Munitions true damage for absurd auto-attack DPS. The Tear stacking is smooth since you’re constantly casting abilities.
- The Collector: Crit chance amplifies your passive true damage, the lethality helps your physical damage abilities, and the execute passive finishes off targets you’ve chunked with rockets. A natural third item spike.
Situational Items
- Infinity Edge: Once you hit 60%+ crit, IE amplifies both your auto damage AND your passive true damage (which scales with crit modifiers). This is where Corki’s DPS truly becomes monstrous. Usually 4th or 5th item.
- Lord Dominik’s Regards: Against armor-stacking tanks. While your mixed damage naturally counters single-resist stacking, LDR handles teams that build both armor and tabis. The %armor pen makes your physical damage and Spellblade procs cut deeper.
- Rapid Firecannon: Extended auto-attack range lets you poke safely, and the Energized proc adds burst to your first auto. Good for siege situations where staying at maximum range is essential for survival.
⚔️ Counter Picks & Matchups
✅ Corki Counters
1. Samira
Why: Samira wants to dash in and style on enemies, but your Gatling Gun E shreds her resistances while she’s in close range, and your Q + R poke keeps her low before she can engage. Her Blade Whirl blocks projectiles but can’t block your E damage or auto attacks with Hextech Munitions true damage. You outrange and outpoke her in every phase.
2. Vayne
Why: Vayne’s short 550 attack range puts her in your Q and E range whenever she tries to farm. Your poke rotation chunks her before she can stack Silver Bolts, and Valkyrie gives you an escape if she tries to Condemn you. Your mid-game powerspike is significantly stronger than hers.
3. Lucian
Why: Lucian’s short-range trading pattern relies on getting close, but Corki’s Q outranges his abilities and your E shred makes his trades increasingly costly. Your passive true damage wins extended auto-attack trades, and Valkyrie provides an escape from his aggressive dashes.
❌ Corki is Countered By
1. Swain
Why: Swain’s pull-and-burst combo outranges your comfortable trading range, and his Demonic Ascension healing in fights out-sustains your poke damage. He builds tank stats that mitigate both your physical and magic damage, and his CC locks you down for support follow-up.
2. Kog’Maw
Why: Kog’Maw outscales Corki in raw DPS with his W active and has superior range when it’s active. His %HP damage cuts through any build you go, and in late game his attack speed hypercarry style overwhelms your burst rotation. He also pokes effectively with his own R, matching your ranged harass.
3. Veigar
Why: Veigar’s Event Horizon cage blocks your W dash escape, trapping you inside for guaranteed burst. His infinitely scaling AP means one combo deletes you in mid-late game regardless of your HP. His Q farm gives him free AP that outscales your Trinity Force powerspike.
FAQ
Q: Why does Corki deal mostly magic damage despite being a Physical adaptive champion?
A: Corki’s Q deals magic damage, W deals magic damage, and even his E applies mixed damage. The only significant physical sources are auto attacks (which also carry true damage from passive) and his R rockets. In practice, roughly 80% of Corki’s total damage output is magical, making MR more effective against him than armor — but his passive true damage can’t be mitigated by either.
Q: How does the Big One (every 3rd rocket) work?
A: Every third Missile Barrage fired is automatically a Big One. It deals 100% increased damage (180/340/500 + 170% bonus AD), has 1500 range instead of 1300, and a larger explosion radius. The missile counter persists through death and doesn’t reset. You can track it by the glowing indicator on your ability bar.
Q: Should I max Q or E first?
A: Max Q first in almost every game. Phosphorus Bomb’s damage scaling (60 → 240 + 125% bonus AD + 100% AP) and cooldown reduction (9s → 7s) provide the best waveclear and poke in lane. Max E second for the resistance shred scaling. W is maxed last since you primarily use it for the dash, not the damage.
Q: Is Corki better bot lane or mid lane?
A: Currently, Corki is primarily played bot lane (ADC) in patch 26.03. He used to be a dominant mid laner, but changes to his kit shifted him back to bot. His bot lane strength comes from the support enabling his poke pattern and the fact that his mixed damage is harder to itemize against for bot lane opponents who typically rush single-stat items.
Q: What are the best runes for Corki?
A: Conqueror is the standard keystone. Your sustained damage from E and constant ability casts stack it quickly, and the adaptive force bonus amplifies your hybrid damage. Take Presence of Mind, Legend: Alacrity, and Cut Down in Precision, with Cash Back and Triple Tonic from Inspiration secondary. Fleet Footwork is a safer alternative for tough lane matchups.
Q: Does Corki’s passive true damage crit?
A: Yes! The 20% AD bonus true damage from Hextech Munitions is explicitly affected by critical strike modifiers. When you crit, both the normal auto-attack damage AND the true damage portion are amplified. With Infinity Edge and 100% crit, the true damage per auto becomes a massive portion of your DPS that nothing in the game can reduce.