
Champion guide
Patch 26.16Corki
The Daring Bombardier
- Marksman
- Bot
- Mid
- Mana
A marksman who wins trades with spells rather than autos, and who threatens half a lane from under his own tower thanks to a missile stock that refills on its own.
Where these numbers come from
They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.
Base stats
- Health
- 457+82
- HP regen (per 5s)
- 5.05+0.55
- Mana
- 280+37
- Mana regen (per 5s)
- 7.05+0.55
- Attack damage
- 51.2+3
- Attack speed
- 0.658+2.3 %
- Armor
- 21+3.5
- Magic resist
- 30+0
- Attack range
- 550
- Move speed
- 325
Abilities
Passive
Hextech Shrapnel Shells
Corki's basic attacks deal bonus true damage to minions, monsters, and champions.
QPhosphorus Bomb
5 ranks- Cooldown
- 8 s
- Cost
- 80/90/100/110/120 Mana
- Range
- 600
- Damage
- 80/130/180/230/280 (+50 % AP)
Deals 80/130/180/230/280 (+50 % AP) magic damage to enemies in a target area. In addition, the blast Reveals the area and champions hit by the blast for 6 seconds (does not reveal stealth).
WValkyrie
5 ranks- Cooldown
- 26/23/20/17/14 s
- Cost
- 50 Mana
- Range
- 600
- Damage
- 60/90/120/150/180 (+20 % AP)
Corki surges to target location, dealing 60/90/120/150/180 (+20 % AP) magic damage per second to enemies in the fire left along his path.
EGatling Gun
5 ranks- Cooldown
- 16 s
- Cost
- 60/65/70/75/80 Mana
- Range
- 600
- Damage
- 10/16/22/28/34 (+20 % AD bonus)
Corki's gatling gun rapidly fires in a cone in front of him, dealing damage and reducing enemy armor.
RMissile Barrage
3 ranks- Cooldown
- 1.2 s
- Cost
- 20 Mana
- Range
- 1,225
- Damage
- 120/190/260 (+20 % AD +30 % AP)
Corki fires a missile toward his target location that explodes on impact, dealing damage to enemies in an area. Corki stores one missile every 12 seconds up to 7 missiles total. Every 3rd missile will be a Big One, dealing extra damage.
In short
Corki is the least marksman-like marksman on the roster. His autos hit hard because Hextech Munitions adds flat true damage to every one of them, but the bulk of his threat comes from Missile Barrage: a pool of missiles that quietly fills while you farm, with every third shot a Big One that hits considerably harder.
He is a resource management champion. Your game is spent deciding when to spend charges and when to let them accumulate. Add a Valkyrie that pulls you out of a collapse or opens a firing line, and a Gatling Gun that chews through armor tick by tick. Corki has no button that erases a positioning mistake, but he has the luxury of killing people without ever stepping forward.
Strengths and weaknesses
His first strength is that his ultimate outranges his own attacks by a wide margin: you punish a retreat, you steal a minion under tower, you finish a target that thought it was safe. Gatling Gun gives him a second identity in a scrum, because the armor shred it applies benefits your entire team. Phosphorus Bomb reveals an area, which quietly solves stealth champions and unwarded brush.
The downsides are real. His autos alone do not carry a long fight once the missiles are gone, his early mana drain is brutal, and Valkyrie is a long, readable flight rather than an instant escape. An opponent who waits out your Valkyrie kills you the second you use it.
Laning phase
Play the first levels with autos and Hextech Munitions, not with Phosphorus Bomb. Mana decides your first ten minutes, and a bomb thrown at a wave is a trade you will not be able to make two minutes later. Save the bomb for moments where you actually need vision: a suspicious brush, an opponent who vanished, a river you cannot see.
The moment your ultimate comes online, the lane changes shape. You can poke from a distance nobody can answer, provided you do not dump the whole stock at once. Fire one or two missiles, let the recharge run, and always keep enough to follow up on your support's engage. Never spend Valkyrie to move onto a wave: it is your only way of surviving a dive.
Power spikes
The first spike is mechanical rather than financial: it is the moment your missile stock is full. A Corki holding every charge can throw out a complete sequence without ever entering auto range, which wins river skirmishes your team assumed were lost.
The second spike is Trinity Force. It solves three problems at once: mana, movement speed that makes Valkyrie less mandatory, and a charged hit after every spell. Corki is one of the few marksmen who genuinely converts it, because his spell cycle is short. Infinity Edge behind it turns lukewarm autos into a real threat, and Last Whisper comes in the moment the enemy front line starts buying armor.
Teamfights and positioning
Stand further back than other marksmen do, because your ultimate reaches from there. Open fights at missile range without committing, and watch who the enemy front line decides to dive. As long as Valkyrie is up you have an answer; once it is spent you are an immobile carry.
When the fight collapses inward, Gatling Gun becomes your best spell. Aim the cone at the tanks rather than the enemy carry: armor shred smeared across a whole front line produces more team damage than a couple of extra autos on a fleeing target. Keep a charge or two of Missile Barrage for the end of the exchange, when the survivors peel off beyond everyone's range except yours.