League of Legends Classic
Corki in League Classic

Corki Builds for League Classic

The Daring Bombardier

marksmanmage
Corki is a marksman and mage champion in League Classic. Find the recommended setup with full item build, summoner spells, ability priority, masteries, runes, and community builds.

Corki Builds

Recommended

Corki ADC

ADhybrid

Starting Items

Doran's Blade
Doran's Blade

Full Build

Trinity Force
Trinity Force
Berserker's Greaves
Berserker's Greaves
The Bloodthirster
The Bloodthirster
Last Whisper
Last Whisper
Phantom Dancer
Phantom Dancer
Infinity Edge
Infinity Edge
Summoner Spells
FlashBarrier
Ability Priority
Phosphorus Bomb (Q)Gatling Gun (E)Valkyrie (W)
Runes
9× Mark of Attack Damage9× Seal of Armor9× Glyph of Magic Resist3× Quintessence of Life Steal
Masteries

Offense: 21

Defense: 9

Utility: 0

Community Corki Builds

Corki in League Classic

What Changed in Classic

- Phosphorus Bomb (Q) is an instant explosion

Corki Abilities

Hextech Shrapnel Shells

Hextech Shrapnel Shells PP

PASSIVE: Corki's basic attacks deal bonus true damage to minions, monsters, and champions.

Phosphorus Bomb

COST: 80 / 90 / 100 / 110 / 120COOLDOWN: 8RANGE: 600
Phosphorus Bomb QQ

ACTIVE: 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).

Valkyrie

COST: 50COOLDOWN: 26 / 23 / 20 / 17 / 14RANGE: 600
Valkyrie WW

ACTIVE: 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.

Gatling Gun

COST: 60 / 65 / 70 / 75 / 80COOLDOWN: 16RANGE: 600
Gatling Gun EE

ACTIVE: Corki's gatling gun fires in a cone in front of him for 4 seconds, dealing 20 / 32 / 44 / 56 / 68 (+40% AD) physical damage and reducing 2 / 4 / 6 / 8 / 10 armor per second. The armor reduction stacks and lasts 2 seconds.

Missile Barrage

COST: 20COOLDOWN: 1.2RANGE: 1225
Missile Barrage RR

ACTIVE: Corki fires a missile toward his targeted location that will collide with the first enemy it hits. Each missile deals 120 / 190 / 260 (+20% AD) (+30% AP) magic damage in an area.

This Ability has 7 charges (12 / 10 / 8 second refresh).

Every 3rd missile will be a Big One, dealing 120 / 190 / 260 (+20% AD) (+30% AP) × 1.5 magic damage instead.