Corki

The Daring Bombardier

How this differs from the live game

  • Phosphorus Bomb (Q) is an instant explosion

Build

Bot lane
Summoners
FlashBarrier
Start475g
Doran's BladeYellow Trinket
Core10,028g
Trinity Force1Berserker's Greaves2The Bloodthirster3Last Whisper4
Full build16,578g
Trinity ForceBerserker's GreavesThe BloodthirsterLast WhisperInfinity EdgeGuardian Angel
Situational
Mercurial ScimitarMaw of MalmortiusBanshee's VeilNinja TabiPhantom Dancer

Runes and masteries

Runes
  • x9Mark of Attack DamageMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Attack DamageQuint
  • Attack Damage +15.75
  • Armor +9.00
  • Magic Resist +12.60

Flat AD marks and quints support last-hitting, auto trades, Gatling Gun's bonus AD ratio, and Missile Barrage's AD ratio. Armor seals and MR glyphs are the standard bot lane defensive page; swap glyphs to scaling MR only into low-magic lanes.

Rune page

Bot lane

Statistics

  • Attack Damage+15.75
  • Armor+9.00
  • Magic Resist+12.60
Masteries30 points21 / 9 / 0
Offense21
0/1
4/4
0/4
0/2
4/4
0/4
0/1
3/3
1/1
0/1
2/2
2/2
0/3
0/1
1/1
3/3
0/4
1/1
Defense9
0/1
0/3
4/4
0/2
3/3
1/3
0/1
0/2
0/2
1/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility0
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

This is the same 21/9/0 ADC page with the extra point removed from Summoner's Wrath, bringing the total to exactly 30. Offense gives Corki AD, penetration, crit scaling, and Executioner; defense gives the standard bot lane health and resistances.

Skill order

ultimate at 6, 11 and 16

Hextech Shrapnel Shells

Phosphorus BombQ
ValkyrieW
Gatling GunE
Missile BarrageR
  • Phosphorus Bomb (Q) takes points at levels 1, 4, 5, 7, 9.
  • Valkyrie (W) takes points at levels 3, 14, 15, 17, 18.
  • Gatling Gun (E) takes points at levels 2, 8, 10, 12, 13.
  • Missile Barrage (R) takes points at levels 6, 11, 16.

Max Q first for instant lane burst and reveal utility, then E for armor shred and sustained fights, with one early W point for safety. R is taken at 6, 11, and 16 as usual.

Alternative — Max E before Q when your lane is built around extended all-ins with a hard-engage support and you can keep Gatling Gun on the target.

Why these items

Openingsall within the 475 starting gold

  • Doran's BladeYellow Trinket

    Doran's Blade startDefault into normal bot lanes when you want the strongest level 1 trading and last-hitting stats.

  • Doran's ShieldHealth PotionYellow Trinket

    Doran's Shield startUse into heavy poke or oppressive auto-attack lanes where surviving lane matters more than early damage.

  • Crystalline FlaskHealth Potion3Yellow Trinket

    Flask sustain startUse when you expect repeated short trades or mana pressure before your first recall.

Corein buy order

  • 1

    Trinity Force3,628gTrinity Force is Corki's defining Season 3 spike, amplifying his constant spell weaving with Spellblade and giving every combat stat he wants.

  • 2

    Berserker's Greaves900gBerserker's Greaves keep his auto-attack DPS relevant while he plays around Trinity Force procs.

  • 3

    The Bloodthirster3,200gThe Bloodthirster supplies the high AD and lifesteal Corki needs to convert poke and midgame fights into sustained DPS.

  • 4

    Last Whisper2,300gLast Whisper keeps his physical damage, Gatling Gun follow-up, and autos effective once armor stacking begins.

Situationalonly when the game asks for it

  • Mercurial Scimitar3,700gBuy Mercurial Scimitar when a single suppress, stun, or pick tool decides fights and Cleanse is not enough.

  • Maw of Malmortius3,200gBuy Maw of Malmortius against fed burst mages or double AP threats that can kill you through Barrier.

  • Banshee's Veil2,750gBuy Banshee's Veil when blocking one engage spell or hook is more valuable than more damage.

  • Ninja Tabi1,000gBuy Ninja Tabi instead of Berserker's Greaves if the enemy team is overwhelmingly auto-attack based.

  • Phantom Dancer2,800gBuy Phantom Dancer as the greedy DPS finisher when you are safe enough to skip Guardian Angel.

One build, written by a player. Newest first.

Write a Corki build
In-Depth Corki Guide: Speed of Heatby ididacactusWritten by a player, not generated · its own page

Build

Bot lane
Summoners
FlashIgnite
Start430g
Boots of SpeedHealth Potion3
Core9,603g
Doran's Blade1Phage2Berserker's Greaves3Vampiric Scepter4Sheen5Trinity Force6Infinity Edge7
Full build16,578g
Berserker's GreavesTrinity ForceInfinity EdgeLast WhisperGuardian AngelThe Bloodthirster

Runes and masteries

Runes
  • x9Mark of Attack DamageMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Attack DamageQuint
  • Attack Damage +15.75
  • Armor +9.00
  • Magic Resist +12.60

Rune page

Bot lane

Statistics

  • Attack Damage+15.75
  • Armor+9.00
  • Magic Resist+12.60
Masteries30 points21 / 9 / 0
Offense21
1/1
4/4
0/4
0/2
4/4
0/4
0/1
3/3
1/1
0/1
2/2
2/2
0/3
0/1
1/1
2/3
0/4
1/1
Defense9
0/1
0/3
4/4
0/2
2/3
2/3
0/1
0/2
0/2
1/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility0
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

Not the author's. This is a 21/9/0 AD carry page for the author's bot-lane Corki: Attack Damage runes, Berserker's Greaves, Trinity Force, Infinity Edge, Last Whisper, and The Bloodthirster all point to physical DPS, armor penetration, crit scaling, and a small defensive base from armor, magic resist, and health. Inferred from the build and text they did publish.

Skill order

ultimate at 6, 11 and 16

Hextech Shrapnel Shells

Phosphorus BombQ
ValkyrieW
Gatling GunE
Missile BarrageR
  • Phosphorus Bomb (Q) takes points at levels 1, 3, 5, 7, 9.
  • Valkyrie (W) takes points at levels 2, 13, 15, 17, 18.
  • Gatling Gun (E) takes points at levels 4, 8, 10, 12, 14.
  • Missile Barrage (R) takes points at levels 6, 11, 16.

Why these items

Openingsall within the 475 starting gold

  • Boots of SpeedHealth Potion3

    StartThe opening as the guide publishes it.

Corein buy order

  • 1

    Doran's Blade475g

  • 2

    Phage1,250g

  • 3

    Berserker's Greaves900g

  • 4

    Vampiric Scepter800g

  • 5

    Sheen1,200g

  • 6

    Trinity Force3,628g

  • 7

    Infinity Edge3,800g

Notes

the author's own words

In-Depth Corki Guide: Speed of Heat — rated 9.5/10 from 109 votes on MOBAFire.

Build by ididacactus, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/in-depth-corki-guide-speed-of-heat-251206).

Abilities

per rank
P

Hextech Shrapnel Shells

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

Q

Phosphorus Bomb5 ranks

Corki fires a flash bomb at a target location. This attack reveals non-stealthed units around the blast and champions for 6 seconds.

Damage
80 / 130 / 180 / 230 / 280 + 50% AP
Cooldown
8s
Cost
80 / 90 / 100 / 110 / 120 Mana
Range
600
W

Valkyrie5 ranks

Corki surges to target location, dropping bombs that create a trail of destruction for opponents who remain in the fire.

Damage
60 / 90 / 120 / 150 / 180 + 20% AP
Cooldown
26 / 23 / 20 / 17 / 14s
Cost
50 Mana
Range
600
E

Gatling Gun5 ranks

Corki's gatling gun rapidly fires in a cone in front of him, dealing damage and reducing enemy armor.

Damage
10 / 16 / 22 / 28 / 34 + 20% bonus AD
Cooldown
16s
Cost
60 / 65 / 70 / 75 / 80 Mana
Range
600
R

Missile Barrage3 ranks

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.

Damage
120 / 190 / 260 + 20% AD + 30% AP
Cooldown
1.2s
Cost
20 Mana
Range
1225

Matchup against

62 champions, one-on-one
  • Ahri

    AhriEven

    Corki can match Ahri's poke and sustained damage, but Charm into Spirit Rush gives her the cleaner all-in if he wastes Valkyrie.

    Watch for Charm: if it lands, Ahri gets both halves of Orb of Deception and can spend Spirit Rush charges before Corki can trade back.

    How to beat

    Play just outside Charm angle and punish after it misses with Phosphorus Bomb, Gatling Gun, and Missile Barrage autos. Keep Valkyrie for her Spirit Rush commit, not for poke, because once she has three dashes she can chase a bad Valkyrie down.

    Later Finished Ahri is better at picks and fog-of-war fights, while Corki contributes more reliable damage in front-to-back teamfights. In side lane, Corki can hold if Charm is dodged, but should not chase her through fog without vision.

    • Do not Valkyrie forward while Charm is available.
    • Stand off the minion wave so Orb of Deception cannot hit you and clear at the same time.
    • After Ahri spends the third Spirit Rush charge, her threat window drops sharply.
    BuyQuicksilver SashHexdrinkerBanshee's Veil
  • Akali

    AkaliUnfavoured

    Akali's repeated Shadow Dance access and Twilight Shroud deny Corki the clean spacing he needs to win a marksman duel.

    Watch for Shadow Dance: it repeatedly closes through Corki's 550 range and punishes Valkyrie once it is down.

    How to beat

    Hold maximum auto range before level 6 and harass when Mark of the Assassin is down. After 6, save Valkyrie until Akali spends a dash or exits Twilight Shroud, then kite the edge of the shroud with Phosphorus Bomb and Missile Barrage rather than standing in it.

    Later Akali wins isolated side-lane duels if she reaches Corki without being revealed or peeled. Corki is stronger in structured teamfights where he can reveal zones with Phosphorus Bomb and hit from behind a frontline.

    • Phosphorus Bomb on Twilight Shroud helps mark where she wants to re-engage.
    • Never trade one Valkyrie for one Shadow Dance charge if she still has more charges.
    • If Mark of the Assassin is on you, back up until the detonation window becomes awkward.
    BuyHexdrinkerQuicksilver SashBanshee's Veil
  • Alistar

    AlistarFavoured

    Alistar has to reach melee range to matter, and Corki can kite him unless Headbutt and Pulverize catch him near terrain or a turret.

    Watch for Headbutt + Pulverize: it displaces Corki into Alistar's team or locks him long enough to waste his damage window.

    How to beat

    Keep 550 range and do not let Alistar walk into Headbutt range for free. If he commits with Flash or a flank, Valkyrie away after Pulverize starts rather than before, then turn with Gatling Gun while Unbreakable Will is down or expiring.

    Later Alistar rarely wants a true side-lane duel, and Corki can clear waves around him. In teamfights, Corki should hit whoever is available and save Valkyrie for the combo or the Headbutt displacement angle.

    • Do not stand between Alistar and his turret; Headbutt can turn a won trade into a death.
    • Unbreakable Will makes burst inefficient, so kite until it ends.
    • Phosphorus Bomb can keep damage going while you stay outside Pulverize range.
    BuyNinja TabiGuardian Angel
  • Amumu

    AmumuFavoured

    Corki wins at range, but Bandage Toss into Curse of the Sad Mummy can remove his ability to kite.

    Watch for Bandage Toss: it starts Amumu's entire duel by pulling him into Despair, Tantrum, and ultimate range.

    How to beat

    Stand behind minions when possible and keep moving laterally so Bandage Toss is the spell Amumu has to prove. Once it misses, Corki can Valkyrie aggressively or walk forward with Gatling Gun and missiles because Amumu has no second gap-closer.

    Later Amumu is more valuable in 5v5 engages than in side-lane duels. Corki should respect flash-ultimate angles, stay spread from allies, and burn Amumu down after his engage cooldowns are spent.

    • A missed Bandage Toss is your best all-in timer.
    • Do not Valkyrie into Curse of the Sad Mummy radius to finish him unless his ultimate is down.
    • His Tantrum armor reduction matters less against Corki's mixed and true damage than against pure auto attackers.
    BuyQuicksilver SashMercury's TreadsBanshee's Veil
  • Anivia

    AniviaEven

    Corki can dodge and punish Anivia's slow setup, but Flash Frost or Crystallize can trap him long enough for Frostbite and egg pressure to decide it.

    Watch for Flash Frost: the stun sets up empowered Frostbite and lets Anivia place Glacial Storm or Crystallize around Corki's escape path.

    How to beat

    Stay outside direct Flash Frost lanes and do not Valkyrie forward until it is down. If she walls behind you, Valkyrie over the wall instead of fighting inside Glacial Storm, then re-enter with missiles once her stun cooldown is unavailable.

    Later Anivia controls sieges and choke points better, but Corki is stronger when fights stay open and mobile. In side lane, Corki can pressure her mana and egg only if he keeps enough damage ready to finish Rebirth after the first kill.

    • Count Rebirth before committing; killing Anivia once is not enough if your cooldowns are empty.
    • Do not fight inside Glacial Storm just because Gatling Gun is running.
    • Valkyrie can cross Crystallize, so save it for the wall trap.
    BuyHexdrinkerBanshee's VeilMercury's Treads
  • Annie

    AnnieUnfavoured

    Annie's longer attack range and instant Pyromania stun make the duel dangerous because Corki cannot reliably outplay Tibbers burst once in range.

    Watch for Pyromania Summon: Tibbers: the instant area stun and burst can kill Corki before Valkyrie creates distance.

    How to beat

    Track her stun counter and back off when Pyromania is ready or one spell away. Poke with Missile Barrage from outside her engage range, and only commit after she spends stun on a wave, Tibbers is down, or she cannot flash into range.

    Later Annie remains stronger at forcing picks and flash-engage teamfights, while Corki scales better in extended front-to-back fights if he survives the opener. In side lane, Corki can farm safely but should not duel into fog when her stun is charged.

    • Her auto range is 625, so do not assume Corki wins short lane trades for free.
    • If Tibbers is available, Valkyrie must be defensive.
    • Mercurial Scimitar can remove the stun, but it will not undo the burst already taken.
    BuyQuicksilver SashHexdrinkerBanshee's Veil
  • Ashe

    AsheFavoured

    Corki has stronger burst, armor shred, and mobility, while Ashe needs Enchanted Crystal Arrow or repeated Frost Shot autos to keep him in the fight.

    Watch for Enchanted Crystal Arrow: it stops Corki's kiting and gives Ashe the time to stack Volley and Frost Shot damage.

    How to beat

    Hold missile and Phosphorus Bomb range until Arrow is used or you have room to sidestep it. If Arrow misses, Valkyrie forward or diagonally to avoid Volley and run her down with Gatling Gun armor shred plus autos.

    Later Ashe brings better long-range initiation, but Corki wins most isolated duels if he dodges Arrow. In teamfights, do not stand as the obvious Arrow target before objectives; once it is down, Corki can play much more aggressively.

    • Do not chase in a straight line where Arrow is guaranteed.
    • Valkyrie breaks Frost Shot spacing if used after she commits, not before.
    • Her 600 range matters in poke, so use Missile Barrage to soften her before auto trades.
    BuyNinja TabiQuicksilver Sash
  • Blitzcrank

    BlitzcrankFavoured

    Blitzcrank loses the ranged duel badly unless Rocket Grab lands and converts the fight into melee crowd control.

    Watch for Rocket Grab: it removes Corki's spacing and guarantees Power Fist plus Static Field damage if Corki has no immediate escape.

    How to beat

    Keep minions or terrain angles between you and Rocket Grab, then punish its cooldown with autos, Phosphorus Bomb, and Gatling Gun. Save Valkyrie for after the grab attempt or after Power Fist knockup, because using it early gives Blitzcrank a clean hook target.

    Later Blitzcrank is a pick champion, not a side-lane duelist, and Corki wins any clean 1v1 where Grab misses. In teamfights, Corki should avoid being the hook target and then shred Blitzcrank or his carries during the long Q cooldown.

    • Do not stand still to cast missiles when Rocket Grab is available.
    • Mana Barrier can bait lethal damage, so finish with room to keep attacking.
    • If Blitzcrank uses Overdrive to run at you, kite sideways rather than straight back into hook range.
    BuyQuicksilver SashNinja Tabi
  • Brand

    BrandUnfavoured

    Brand's spell combo outranges Corki's clean all-in window and punishes him heavily if Sear stuns after any Blaze application.

    Watch for Sear: when Corki is ablaze, it becomes the stun that lets Brand land Pillar of Flame and Pyroclasm.

    How to beat

    Do not fight immediately after being tagged by Conflagration or Pillar of Flame, because that is when Sear becomes lethal. Bait Sear sideways, then step in with Gatling Gun and Phosphorus Bomb while keeping enough distance that Pyroclasm cannot bounce repeatedly through nearby units.

    Later Brand is stronger in clustered teamfights, while Corki is better at sieging and sustained damage if he keeps spacing. In side lane, Corki can win only by dodging the stun and not giving Brand minion bounces for Pyroclasm.

    • Avoid dueling Brand inside your own minion wave when Pyroclasm is up.
    • A missed Sear is your best trade window.
    • Hexdrinker is strongest before his full combo starts killing through raw health.
    BuyHexdrinkerBanshee's VeilMercury's Treads
  • Cho'Gath

    Cho'GathEven

    Corki can kite Cho'Gath, but one Rupture or Feral Scream can put him in Feast range and end the duel abruptly.

    Watch for Rupture: the knockup and slow give Cho'Gath the time to walk in, silence Corki, and threaten Feast.

    How to beat

    Keep moving at max range and hold Valkyrie for Rupture or the silence approach, not for extra damage. Once Rupture misses, Corki can shred with Gatling Gun and mixed damage, but he must back off before falling into Feast execute range.

    Later Cho'Gath becomes hard to kill in side lane and can control space for his team, but Corki's finished build still contributes better ranged damage in 5v5. Treat Cho as a front line to burn through rather than a target to dive past.

    • Do not Valkyrie after Feral Scream hits; you may be silenced and unable to cast it.
    • Respect Feast threshold even when Cho looks low.
    • Rupture is easier to dodge if you attack-move laterally instead of kiting straight back.
    BuyFrozen MalletMadred's BloodrazorQuicksilver Sash
  • Dr. Mundo

    Dr. MundoEven

    Corki can kite Dr. Mundo, but Sadism and Infected Cleaver let Mundo extend the fight unless Corki has enough anti-heal or space.

    Watch for Sadism: it turns Corki's first burst rotation into a stall window and lets Mundo keep chasing through poke.

    How to beat

    Fight around minions so Infected Cleaver is harder to land cleanly, and do not all-in into a fresh Sadism unless you can apply Grievous Wounds. Use Valkyrie after a cleaver slow lands or when Mundo activates Sadism to create enough distance for missiles and autos to finish the chase.

    Later Mundo is the better side-lane sponge if Corki cannot cut healing, while Corki is more useful in teamfights when he can apply sustained damage from safety. Buy anti-heal if Mundo is your assigned target often.

    • Executioner's Calling is a real matchup item here because Sadism is the duel.
    • Do not let repeated cleavers force Valkyrie before Mundo commits.
    • Gatling Gun armor shred helps your physical damage, but his health regeneration is the main problem.
    BuyExecutioner's CallingFrozen MalletBoots of Swiftness
  • Evelynn

    EvelynnUnfavoured

    Evelynn's stealth approach and burst make the duel Corki-favored only if he sees her before she reaches Ravage range.

    Watch for Shadow Walk: it lets Evelynn choose the opening angle and start the fight close enough that Corki's range advantage barely matters.

    How to beat

    Keep fights near wards or allied vision and avoid walking alone through unwarded paths. If Evelynn appears on top of you, Valkyrie after Agony's Embrace or Ravage commits, then kite with Phosphorus Bomb reveal and missiles while she has no reset target.

    Later Evelynn is better at finding isolated targets and flanks, while Corki is stronger in visible front-to-back fights. In side lane, Corki needs vision control before pushing; otherwise the duel starts on Evelynn's terms.

    • Sightstone-style warding is more valuable than another small stat item if Evelynn is hunting you.
    • Phosphorus Bomb can reveal the area she is trying to re-enter through.
    • Do not save Valkyrie too long if Agony's Embrace slow has already landed.
    BuySightstoneHexdrinkerQuicksilver Sash
  • Ezreal

    EzrealEven

    Corki has higher close-range all-in damage, but Ezreal can win if he keeps Mystic Shot spacing and Arcane Shift for Corki's commit.

    Watch for Arcane Shift: it denies Corki's Valkyrie engage and lets Ezreal reset the duel back into Mystic Shot range.

    How to beat

    Trade through minion waves where Mystic Shot is blocked and use Missile Barrage to force Ezreal to spend Arcane Shift defensively. Once Arcane Shift is down, Valkyrie in diagonally, turn on Gatling Gun, and keep autos flowing before his cooldowns cycle back.

    Later Both scale into strong poke marksmen, with Corki bringing more mixed burst and Ezreal more slippery siege. In side lane, the fight remains skill-based: Corki wins if he pins Ezreal after Arcane Shift, Ezreal wins if he never gives that window.

    • Do not Valkyrie first unless Arcane Shift is already down or forced.
    • Stand behind minions to reduce Mystic Shot uptime and his passive stacks.
    • Essence Flux attack-speed reduction makes extended auto trades worse if it lands.
  • Fiddlesticks

    FiddlesticksUnfavoured

    Fiddlesticks can point-and-click fear Corki into Drain or Crowstorm, making the duel dangerous if Corki enters his control range.

    Watch for Terrify: it removes Corki's ability to Valkyrie and gives Fiddlesticks time to channel Drain or keep Crowstorm damage ticking.

    How to beat

    Stay outside Terrify range and poke with Missile Barrage until Fiddlesticks is forced to use Dark Wind or move. Interrupting Drain is not in Corki's kit, so once he starts it you either Valkyrie out of range immediately or commit only if he is already low enough to die through the healing.

    Later Fiddlesticks is stronger from fog with Crowstorm, while Corki is stronger when fights start in vision and at range. Corki should ward flanks and save Valkyrie for the Crowstorm landing zone rather than spending it to chase.

    • Do not duel him next to minions if Dark Wind can bounce silence you repeatedly.
    • Mercury's Treads reduce fear duration and matter more than small damage in this matchup.
    • If Crowstorm channels out of vision, Valkyrie away first and trade after the storm is no longer centered on you.
    BuyMercury's TreadsQuicksilver SashHexdrinker
  • Gangplank

    GangplankEven

    Corki has range and mobility, but Gangplank's Parrrley trades and Cannon Barrage slow can force a messy duel if Corki cannot keep distance.

    Watch for Cannon Barrage: the slow zone makes it harder for Corki to kite and can trap him long enough for Parrrley and Grog-Soaked Blade follow-up.

    How to beat

    Harass outside Parrrley rhythm with missiles and Phosphorus Bomb, then step back before he can answer every trade with Q. Save Valkyrie for Cannon Barrage or a Raise Morale chase, and commit when Remove Scurvy is irrelevant because Corki is not relying on crowd control.

    Later Gangplank can influence teamfights globally and crit harder in short trades, while Corki is more reliable in sustained grouped fights. In side lane, Corki wins if he controls spacing; Gangplank wins if Barrage or brush access lets him force melee range.

    • Remove Scurvy does not answer Corki's main damage, so do not wait on it like a stun cleanse.
    • Do not stand in Cannon Barrage trying to finish a close duel.
    • Gatling Gun punishes Gangplank harder after he uses Raise Morale to walk forward.
    BuyNinja TabiFrozen Mallet
  • Garen

    GarenFavoured

    Corki should win by kiting, but Decisive Strike into Judgment and Demacian Justice kills him if Garen reaches melee range while Valkyrie is down.

    Watch for Decisive Strike: the speed boost and silence can stop Corki from casting Valkyrie before Garen starts Judgment.

    How to beat

    Keep Garen at max range and refresh damage often enough to stop Perseverance from undoing your poke. If he activates Decisive Strike, Valkyrie before the silence connects, then turn with Gatling Gun once Judgment ends or he loses the speed window.

    Later Garen is threatening in side brush and short melee bursts, but Corki wins open-lane duels and contributes more damage in teamfights. Stay above Demacian Justice execute range and do not face-check areas where he can start on top of you.

    • Damage him periodically so Perseverance does not reset the lane.
    • Do not hold Valkyrie until after Decisive Strike hits; the silence can lock it out.
    • Once Judgment is down, Garen has little way to stick to Corki.
    BuyNinja TabiFrozen Mallet
  • Gragas

    GragasEven

    Corki wins extended spacing fights, but Gragas can erase that advantage if Body Slam or Explosive Cask puts Corki into melee range.

    Watch for Explosive Cask: knocks Corki out of his chosen range and can throw him back into Body Slam and Barrel Roll.

    How to beat

    Hold just outside Body Slam range and punish every missed charge with Gatling Gun plus autos. Save Valkyrie until after Explosive Cask or Body Slam is committed; using it first gives Gragas the angle to displace you back. Commit when his E is down and Barrel Roll is not already zoning your retreat path.

    Later Finished Gragas is harder to kill in a side lane and can force picks with Cask, while Corki contributes more reliable mixed damage in front-to-back fights. Stay off flank angles, poke with Missile Barrage, and keep Valkyrie for the Cask follow-up rather than for damage.

    • Do not stand between Gragas and his tower; Cask can throw you into Body Slam range.
    • If Barrel Roll is under you, move first and trade after the slow zone is gone.
    • Gatling Gun matters most after Body Slam misses because Gragas cannot easily leave the cone.
    BuyBanshee's VeilHexdrinkerMercury's Treads
  • Heimerdinger

    HeimerdingerEven

    Corki can clear turrets and poke from range, but Heimerdinger controls ground too well for Corki to dash in blindly.

    Watch for CH-1 Concussion Grenade: direct hit stuns Corki and the surrounding blind can ruin his auto-attack follow-up.

    How to beat

    Fight from the edge of turret range and use Phosphorus Bomb and Missile Barrage to remove H-28G Evolution Turrets before trading onto Heimer himself. Bait grenade by stepping up as if to auto, then Valkyrie sideways or backward rather than forward. Commit only after grenade is down and at least one turret has been cleared.

    Later Heimerdinger is stronger when defending set terrain, but Corki is better in moving fights where turrets are not pre-placed. Do not duel inside his setup; poke the formation down, then rotate or fight when he has to walk.

    • Phosphorus Bomb can hit Heimer and his turret setup together if he stands behind them.
    • Never Valkyrie through multiple turrets unless grenade is already down.
    • If you are blinded by grenade splash, kite out until autos matter again.
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  • Janna

    JannaFavoured

    Janna can disengage Corki but does not have enough solo damage to beat him if he saves Valkyrie for her peel.

    Watch for Monsoon: knocks Corki away and resets the duel after he commits.

    How to beat

    Hold auto range and chip through Eye Of The Storm rather than spending Valkyrie early. Let her use Howling Gale or Monsoon defensively, then re-enter with Missile Barrage and autos while those tools are down. The only way to lose is to chase through repeated slows and tornado setup without respecting her reset.

    Later Janna almost never takes the honest side-lane duel; her value is denying Corki access to carries in teamfights. Poke before the engage and force Monsoon early, then swap targets instead of tunneling through shield and knockback.

    • Do not burst into Eye Of The Storm unless you can keep firing after it expires.
    • Valkyrie after Monsoon, not before it.
    • A charged Howling Gale is avoidable if you keep moving diagonally instead of straight at her.
  • Jarvan IV

    Jarvan IVUnfavoured

    Jarvan IV can force Corki into a trapped melee fight where his armor shred, shield, and Cataclysm beat Corki's kiting.

    Watch for Cataclysm: traps Corki in terrain and forces Valkyrie or Flash before Jarvan's melee damage finishes the fight.

    How to beat

    Stay beyond Demacian Standard plus Dragon Strike engage range and punish Jarvan when the flag combo misses. Keep Valkyrie specifically for Cataclysm terrain or for the knock-up follow-up, not for poke. Commit only after his E-Q is down, because Corki wins the few seconds where Jarvan has no reliable gap close.

    Later Jarvan remains a dangerous side-lane all-in threat, while Corki is stronger if he can teamfight behind a frontline. Track his flag angle, hold Valkyrie until Cataclysm appears, and shred him with Gatling Gun only after he is committed.

    • If Jarvan casts Demacian Standard near you, move perpendicular to the flag-to-Jarvan line.
    • Gatling Gun's armor shred is best after Golden Aegis is spent.
    • Do not Valkyrie forward while Cataclysm is available.
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  • Jax

    JaxUnfavoured

    Jax wins once he reaches Corki because Counter Strike denies Corki's autos and Leap Strike makes spacing difficult.

    Watch for Counter Strike: dodges Corki's basic attacks and lets Jax force the stun window during the all-in.

    How to beat

    Keep maximum range and harass with Phosphorus Bomb and Missile Barrage before Jax can Leap Strike. When Counter Strike starts, stop trying to auto and Valkyrie away from the stun radius; re-engage only after it ends. Corki's winning window is short and starts after Counter Strike is down but before Leap Strike comes back.

    Later Finished Jax wins the side lane if he can force repeated Leap Strike trades, while Corki is more valuable grouped where teammates can punish Jax's dive. Stay with vision and waveclear; do not give him an isolated lane unless Valkyrie and Flash are both available.

    • Do not waste Gatling Gun while Counter Strike is active if Jax can simply walk with you.
    • Phosphorus Bomb and Missile Barrage still matter during Counter Strike because they are not basic attacks.
    • Valkyrie sideways from Leap Strike follow-up so Jax has to choose between chasing and disengaging.
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  • Karthus

    KarthusFavoured

    Corki outranges and outbursts Karthus in a duel as long as he keeps moving and does not stand inside Defile after the kill.

    Watch for Wall of Pain: strips Corki's movement control and makes repeated Lay Waste hits or Defile range much easier.

    How to beat

    Fight at Missile Barrage and auto range while constantly sidestepping Lay Waste rather than standing still for Gatling Gun damage. Save Valkyrie for Wall of Pain or to leave Defile after committing. Once Karthus is low, finish from range and immediately move away from Death Defied casts.

    Later Karthus scales harder in grouped teamfights through Defile, Death Defied, and Requiem, but Corki can still win side pressure if he dodges Qs. In fights, poke him before he can walk in and do not spend Valkyrie into his passive zone unless the kill decides the fight.

    • Single-target Lay Waste hurts more; avoid being isolated in empty space when he is aiming Qs.
    • After killing Karthus, leave his body before using slow autos to finish other targets.
    • Hexdrinker can block the Requiem execute angle after a close duel.
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  • Kassadin

    KassadinUnfavoured

    Kassadin's silence and Riftwalk let him choose the engage and deny Corki's spell-heavy retaliation.

    Watch for Null Sphere: silences Corki at the start of the trade, delaying Valkyrie and stopping his burst response.

    How to beat

    Harass before level 6 with autos and Phosphorus Bomb, but respect Null Sphere into Force Pulse trades. After Riftwalk, hold distance from fog and keep Valkyrie for the second jump or silence expiry. Commit only when Kassadin has stacked Riftwalk poorly or has just used it to farm or retreat.

    Later Kassadin becomes the stronger side-lane duelist because he can enter, silence, and leave on his terms. Corki should group, keep rockets on choke points, and avoid isolated long lanes where Kassadin can chain Riftwalks onto him.

    • If Null Sphere is flying, do not start Valkyrie too late; the silence can trap you.
    • Force Pulse charges from nearby spell casts, so repeated rockets can ready his slow.
    • Punish Riftwalk used forward only after the silence has ended.
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  • Katarina

    KatarinaEven

    Corki can kite and interrupt her setup with damage, but Katarina wins if Shunpo gets her into a full Death Lotus before Valkyrie creates space.

    Watch for Death Lotus: forces Corki to leave its radius immediately or lose the duel to sustained burst.

    How to beat

    Keep minions between you only if they do not give her a favorable Shunpo angle, and poke with rockets before she can start the all-in. Save Valkyrie for Death Lotus or the Shunpo follow-up, then turn with Gatling Gun once she has no reset path. Commit after Shunpo is down or when she has already used Bouncing Blade to last-hit instead of mark pressure.

    Later Katarina is more dangerous in messy teamfights with resets, while Corki is better at structured poke and front-to-back damage. Do not stand near low-health allies, and keep Valkyrie available until Death Lotus is either interrupted by someone else or out of range.

    • Do not Valkyrie aggressively while Death Lotus is available.
    • Katarina can use nearby minions as Shunpo anchors, so back away from your own low-health wave.
    • If she Shunpos defensively, punish immediately before the next reset opportunity.
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  • Kayle

    KayleUnfavoured

    Kayle matches Corki's ranged damage during Righteous Fury and can deny his burst window with Intervention.

    Watch for Intervention: makes Corki's committed burst deal nothing while Kayle continues attacking or waits out Valkyrie.

    How to beat

    Fight outside Righteous Fury uptime when possible and use rockets to force Kayle to spend Divine Blessing before committing. Do not dump Phosphorus Bomb, Gatling Gun, and Spellblade autos into Intervention; kite backward and resume as it ends. Corki's best window is after Righteous Fury or Intervention expires, especially if Reckoning was used just to slow and not to finish.

    Later Kayle usually wins the isolated finished duel because Intervention protects her strongest damage window. Corki should avoid side-lane stat checks and instead poke teams until Kayle has to ult someone other than herself.

    • Track Righteous Fury duration; Kayle is much less threatening when she has to walk in melee form.
    • If Reckoning lands, use Valkyrie to break the slow chase before she chains autos.
    • Stop firing into Intervention unless you need to refresh spacing with movement.
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  • Kennen

    KennenEven

    Both champions threaten at 550 range, but Kennen wins if he stacks Mark of the Storm into Slicing Maelstrom while Corki wins by poking before the all-in.

    Watch for Slicing Maelstrom: turns a close-range trade into repeated marks, stun pressure, and unavoidable magic damage.

    How to beat

    Trade at max range with Phosphorus Bomb and rockets while sidestepping Thundering Shuriken. If Kennen uses Lightning Rush forward, Valkyrie out before Slicing Maelstrom can stack multiple marks, then punish once the storm ends. Commit only when he has no Lightning Rush or when he is already marked as unable to reach you without Flash.

    Later Kennen is the stronger grouped engage threat, while Corki brings steadier poke and objective damage if he keeps distance. In side lane, Corki can win short trades but should not chase into brush or fog where Kennen can start Maelstrom point-blank.

    • Count Mark of the Storm stacks; two marks means the next spell can stun you.
    • Do not stand in your minion wave if it gives Electrical Surge a free mark chain.
    • Valkyrie out of Slicing Maelstrom early rather than trying to finish through it.
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  • Kog'Maw

    Kog'MawEven

    Corki has better burst and mobility, but Kog'Maw outranges and out-DPSes him during Bio-Arcane Barrage.

    Watch for Bio-Arcane Barrage: gives Kog'Maw the range and percent-health damage to win a straight auto fight.

    How to beat

    Do not handshake autos while Bio-Arcane Barrage is active; poke with Missile Barrage and wait out the uptime. Use Valkyrie to dodge Void Ooze or close only after W expires, then unload Phosphorus Bomb, Gatling Gun, and autos before it returns. If you kill him, immediately move away from Icathian Surprise instead of greeding the last attack on another target.

    Later Kog'Maw wins protected front-to-back DPS if left untouched, while Corki has better burst access and mobility in skirmishes. Look to poke him before fights and force him to use W defensively; never duel him in a long open lane while Bio-Arcane Barrage is running.

    • Missile Barrage can trade while you wait for Bio-Arcane Barrage to end.
    • Void Ooze is the setup that lets Kog'Maw keep you in W range, so save Valkyrie for it.
    • After Kog'Maw dies, path away before his passive explosion arms.
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  • Lee Sin

    Lee SinUnfavoured

    Lee Sin wins if Sonic Wave connects because his follow-up, slow, and Dragon's Rage prevent Corki from maintaining range.

    Watch for Sonic Wave / Resonating Strike: marks Corki and lets Lee Sin choose the moment to dash into melee for the all-in.

    How to beat

    Stand behind minions and make Lee Sin hit Q through the wave before he gets to play the duel. If Sonic Wave misses, step forward with Gatling Gun and autos; if it hits, Valkyrie before Resonating Strike places him on top of you. Commit only after Q is down and Safeguard has been used, because otherwise he can absorb damage and stick with Tempest / Cripple.

    Later Lee Sin is less of a pure scaling duelist than Jax, but he remains lethal through picks and displacement. Corki should group where Lee has to cross vision and use Valkyrie after Dragon's Rage or Q follow-up, not as the first answer to pressure.

    • Minions are your best defense against Sonic Wave.
    • If Lee Sin uses Safeguard forward, his escape is weaker for your countertrade.
    • Do not stand with your back to Lee's team or terrain when Dragon's Rage is ready.
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  • Leona

    LeonaFavoured

    Leona has the crowd control to start a fight but lacks the solo damage to beat Corki if he respects Zenith Blade and Solar Flare.

    Watch for Zenith Blade: roots Corki long enough for Leona to reach Shield of Daybreak and chain her stun.

    How to beat

    Hold max auto range and sidestep Zenith Blade rather than trading in a straight line. Save Valkyrie for Solar Flare or after Zenith Blade connects, then kite out while Eclipse expires. Commit once her E is down, because she has no clean way to re-enter the fight alone.

    Later Leona is not a side-lane duelist; she matters by locking Corki down for teammates. In teamfights, stand outside Solar Flare center range until she commits elsewhere, then hit the closest target while keeping Valkyrie for the second layer of engage.

    • If Zenith Blade misses, Leona cannot force you to stay in Gatling Gun range.
    • Do not Valkyrie into Eclipse damage just to chase a tanky support.
    • Mercury's Treads are valuable only when her team can follow the CC chain.
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  • Lulu

    LuluEven

    Lulu can deny Corki's burst with Whimsy, Help, Pix!, and Wild Growth, but Corki has the damage to win once those cooldowns are spent.

    Watch for Whimsy: disables Corki during his commit window or speeds Lulu out before Gatling Gun and autos finish her.

    How to beat

    Trade with rockets and Phosphorus Bomb first so Lulu has to shield chip damage instead of your all-in. Do not Valkyrie forward until Whimsy is down; if she saves it, keep the fight short and disengage after forcing Help, Pix!. Commit after Whimsy or Wild Growth is used, because then her duel damage is mostly Glitterlance and Pix autos.

    Later Lulu is better as a teamfight amplifier than a solo killer, while Corki brings more damage if he can avoid being polymorphed in range of enemy carries. Poke shields down and swap targets when Wild Growth lands instead of wasting the whole rotation into bonus health.

    • Whimsy used for movement speed is your cue to pressure before it can polymorph you.
    • Avoid lining up with Pix for unexpected Glitterlance angles.
    • If Wild Growth knocks you up, Valkyrie after the knockup ends rather than buffering a bad dash.
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  • Lux

    LuxEven

    Corki wins if he dodges Light Binding, but Lux can burst him from equal range when binding or Lucent Singularity controls his path.

    Watch for Light Binding: roots Corki in place for Lux's full spell combo and removes his ability to kite.

    How to beat

    Keep minions between you and Lux when Light Binding is available, but do not stand still inside Lucent Singularity's slow. Use rockets to pressure from angles, then Valkyrie sideways if Binding is thrown rather than directly backward through the same line. Commit after Q misses, before Prismatic Barrier can fully reset the trade.

    Later Lux is safer in siege and pick setups, while Corki is stronger in sustained objective fights if he avoids the first bind. Stay off narrow choke lines, poke with Missile Barrage, and hold Valkyrie until Light Binding is visible.

    • Lucent Singularity's slow makes Light Binding easier, so leave the zone before trading.
    • Do not chase in a straight line after Lux; she wants a clean Binding corridor.
    • If Prismatic Barrier is traveling back to her, wait a beat before committing damage.
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  • Malphite

    MalphiteUnfavoured

    Malphite's armor, attack-speed slow, and Unstoppable Force make the duel difficult once he can force Corki into short range.

    Watch for Ground Slam: cuts Corki's attack speed after Malphite reaches him, heavily reducing Corki's sustained damage.

    How to beat

    Break Granite Shield with a rocket or Phosphorus Bomb before taking a real trade, then kite outside Seismic Shard follow-up range. Save Valkyrie for Unstoppable Force; if you use it first, Malphite can ult the landing spot and force Ground Slam. Commit only when his ultimate is down and his shield has already been removed.

    Later Malphite becomes a stronger engage and anti-marksman threat, while Corki contributes more damage if he survives the first ult. In side lane, do not try to stat-check him through Ground Slam; group with vision, poke his shield off, and position where Unstoppable Force cannot hit multiple carries.

    • Do not open with autos into Granite Shield if you can remove it safely with Missile Barrage.
    • Ground Slam after Unstoppable Force is the damage window that makes Corki lose the duel.
    • Valkyrie must be held for Malphite's engage, not used to chase Seismic Shard trades.
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  • Malzahar

    MalzaharUnfavoured

    Malzahar wins if he ever starts Nether Grasp on Corki without QSS, because Corki cannot Valkyrie during suppression and eats the full combo.

    Watch for Nether Grasp suppresses Corki in Null Zone and removes his escape window.

    How to beat

    Hold outside 550 range and trade with Phosphorus Bomb and Missile Barrage instead of walking up for extended autos. Bait Malefic Visions onto minions and clear the Voidling before committing. Once Nether Grasp is down or you have Quicksilver Sash ready, Valkyrie sideways out of Null Zone and punish his immobility.

    Later With Quicksilver Sash, Corki can side lane carefully, but Malzahar is still better at forcing picks if Corki shows alone. In teamfights Corki should save Valkyrie and QSS for Nether Grasp, then free-hit from behind the front line once Malzahar's suppress is spent.

    • Do not Valkyrie forward while Nether Grasp is available.
    • Clear Voidlings quickly; they add real damage during suppression.
    • Missile Barrage can poke him without entering Rune Prison-style ult range.
    • If Black Shield support is not present, QSS is the matchup item.
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  • Master Yi

    Master YiEven

    Corki can kite and burst Master Yi before he sticks, but Highlander makes slow-based spacing unreliable and Alpha Strike dodges key damage.

    Watch for Alpha Strike dodges Phosphorus Bomb or Missile Barrage while putting Yi on top of Corki.

    How to beat

    Keep Yi at the edge of auto range and do not fire your main burst while he can Alpha Strike. Valkyrie after Alpha Strike lands, not before, so he has to run through Gatling Gun and missiles to reconnect. If he uses Meditate to stall, stop dumping cooldowns and reposition for the next auto-spell-auto cycle.

    Later Finished Yi is scarier in the side lane if he finds Corki without Valkyrie, while Corki is more useful in structured teamfights before resets happen. Stay grouped with control around flanks and save displacement distance for the first Alpha Strike exit point.

    • Watch where Alpha Strike ends before choosing the Valkyrie angle.
    • Highlander ignores slows, so Cutlass-style slows are only useful before his ult or after it expires.
    • Do not let Meditate absorb your full Gatling Gun window.
    • Stand away from minion waves so Alpha Strike has fewer bounce options.
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  • Miss Fortune

    Miss FortuneEven

    The duel is a skill matchup where Corki has better mobility and mixed burst, but Miss Fortune wins stationary trades and punishes bad angles with Bullet Time.

    Watch for Bullet Time forces Corki to either Valkyrie out immediately or lose the all-in.

    How to beat

    Trade from diagonal angles so Double Up cannot bounce through a minion into you. Keep Valkyrie available whenever Bullet Time is up, then dash across or behind the cone and turn with Gatling Gun. Once Make It Rain is down, Corki can force shorter burst trades with Q, R, and Trinity-style autos.

    Later Corki usually has the safer side-lane pattern because Valkyrie lets him choose the fight, but Miss Fortune's teamfight ultimate can outvalue him if Corki is trapped in a choke. Play fights spread out, poke first with missiles, and never spend Valkyrie just to gain damage before Bullet Time is used.

    • Do not stand behind low-health minions when Double Up is ready.
    • Valkyrie perpendicular to Bullet Time, not straight backward through the cone.
    • Breaking Strut with a missile makes her engage and disengage much worse.
    • If she channels after Make It Rain, she has no movement tool left.
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  • Morgana

    MorganaEven

    Corki wins if he avoids Dark Binding, but one binding lets Morgana chain Tormented Soil and Soul Shackles long enough to punish him.

    Watch for Dark Binding roots Corki long enough for Tormented Soil and Soul Shackles to connect.

    How to beat

    Fight from max auto and missile range, using minions to block Dark Binding while chipping her shield down with physical autos and true damage. Do not Valkyrie forward through Black Shield, because it denies the disable pressure your team might need and leaves you inside Soul Shackles range. When Dark Binding misses, Corki can step in for Gatling Gun and autos before backing out.

    Later Morgana is not a clean side-lane duelist unless she lands Q, while Corki can pressure her from range. In teamfights Corki should stay spread from allies, keep Valkyrie for Soul Shackles, and let Black Shield expire before committing burst to a target.

    • Minions are your best answer to Dark Binding angles.
    • Black Shield blocks Phosphorus Bomb damage but not your basic attack damage.
    • If Soul Shackles latches, Valkyrie out before the second hit stuns.
    • Do not chase into Tormented Soil while her spell vamp is ticking.
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  • Nasus

    NasusEven

    Corki can kite Nasus early and mid game, but Wither turns the duel if Nasus survives long enough to reach him.

    Watch for Wither cripples Corki's movement and attack speed, taking away both kiting and sustained DPS.

    How to beat

    Harass at max range and keep the wave between you and Nasus so he has to spend health to reach Wither range. If he casts Wither, Valkyrie immediately before the slow ramps to full strength, then continue with missiles rather than trying to stand and auto. Commit only when Fury of the Sands is down or he is too low to walk through Gatling Gun.

    Later A stacked Nasus wins most isolated side-lane fights if Wither connects, while Corki contributes more reliable poke and backline damage in teamfights. Late, do not answer him alone past river without vision and a clear Valkyrie path.

    • Valkyrie early in Wither, not after it has fully ramped.
    • Do not fight inside Spirit Fire; its armor reduction makes Siphoning Strike trades much worse.
    • Keep missiles for when he walks up to last-hit with Q.
    • If Fury of the Sands is active, kite time instead of measuring damage.
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  • Nidalee

    NidaleeEven

    Corki wins close-range burst trades, but Nidalee can win the duel before it starts with long-range Javelin Toss poke and trap shred.

    Watch for Javelin Toss chunks Corki from outside his return range and forces bad Valkyrie timings.

    How to beat

    Stand behind minions and move laterally so she cannot line up max-range spears. If a spear misses, step forward with missiles and Phosphorus Bomb before her cooldown comes back, but do not chase blindly through brush or traps. Save Valkyrie for cougar-form Pounce commit or to dodge the next spear angle after she heals.

    Later Nidalee is better at long side-lane sieges and poke wars, while Corki is stronger when a fight actually starts around grouped targets. Force objectives after dodging a spear, because letting her reset with Primal Surge gives her too many free attempts.

    • Do not enter brush without respecting Prowl and Bushwhack angles.
    • A trap's resist reduction makes the next spear or cougar combo much more dangerous.
    • Punish Primal Surge usage; it is her sustain and attack-speed steroid.
    • Valkyrie sideways against spears, not directly away from Nidalee.
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  • Nunu & Willump

    Nunu & WillumpFavoured

    Corki generally wins the isolated duel because Nunu lacks burst and gap close, but Ice Blast can make sloppy kiting painful.

    Watch for Ice Blast slows Corki's movement and attack speed, letting Nunu stay close enough to channel Absolute Zero.

    How to beat

    Keep Nunu at missile and auto range, and do not stand close enough for him to start Absolute Zero without spending time walking in. If he Ice Blasts first, kite backward with Valkyrie only if he can actually reach you; otherwise punish the cooldown with Gatling Gun and autos. Interrupting Absolute Zero is not in Corki's kit, so leave the circle instead of trying to race the channel.

    Later Nunu almost never wants a true side-lane duel with Corki, but his Blood Boil and Absolute Zero matter around teamfights. Corki should poke him before objectives and hold Valkyrie for the ult zone or an Ice Blast chase.

    • Consume does nothing in a pure champion duel unless a minion wave or monster is nearby.
    • Do not fight inside Absolute Zero just because Nunu is low.
    • Ice Blast cuts your attack speed, so short trades beat extended standing autos.
    • Blood Boil makes his chosen carry the real late-game threat.
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  • Olaf

    OlafUnfavoured

    Olaf is difficult because Undertow starts the chase and Ragnarok prevents Corki from relying on peel or crowd control once Olaf commits.

    Watch for Ragnarok lets Olaf ignore disables and run straight through Corki's team while Undertow keeps the chase going.

    How to beat

    Stay outside axe range and force Olaf to spend Undertow before you commit damage. If he lands an axe, Valkyrie over terrain or far enough that he cannot pick it up for a chain slow. Fight only after Ragnarok expires or when he is already low enough that Gatling Gun and missiles kill him before Reckless Swing range matters.

    Later Olaf wins the isolated side-lane run-down if he has space and hits axes, while Corki is stronger in teamfights that kite backward through poke. Late game Corki should position with terrain nearby and avoid long lanes where Ragnarok can cover the full distance.

    • Never Valkyrie toward the axe landing spot; that shortens his next Undertow.
    • Reckless Swing is true damage, so armor alone does not solve the duel.
    • His low-health attack speed bait is real; finish from range with missiles.
    • Ragnarok is the timer: kite it, then turn.
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  • Pantheon

    PantheonUnfavoured

    Pantheon beats Corki in a direct all-in because Aegis of Zeonia guarantees Heartseeker Strike unless Corki has the cleanse or spacing to break the combo.

    Watch for Aegis of Zeonia stuns Corki and sets up Heartseeker Strike's champion damage.

    How to beat

    Stay outside his stun range and use missiles to break Aegis Protection before trading with autos. If he jumps, cleanse the stun with QSS when available or Valkyrie out as soon as control ends, then punish him while Heartseeker Strike is down. Do not take repeated Spear Shot poke before the all-in; Corki needs enough health to survive the first rotation.

    Later Pantheon remains dangerous in side lanes through point-click engage, but Corki outscales him in sustained teamfight damage if he survives the first stun. Track Grand Skyfall flanks and stand where a jump does not place Pantheon between you and your escape path.

    • Pop Aegis Protection with a missile or weak auto before your real burst.
    • Do not Valkyrie forward while Aegis of Zeonia is available.
    • Heartseeker Strike is much easier to punish after he commits and cannot reposition.
    • Armor helps, but QSS changes the all-in more than raw stats.
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  • Rammus

    RammusUnfavoured

    Rammus punishes Corki's auto attacks with taunt and Defensive Ball Curl, making the duel bad unless Corki keeps distance and waits out his armor stance.

    Watch for Puncturing Taunt forces Corki to attack Rammus during Defensive Ball Curl and removes his ability to kite.

    How to beat

    Keep Powerball from reaching you by standing near minions, corners, or Valkyrie terrain. If Rammus uses Defensive Ball Curl early, stop autoing and kite until it ends, then re-enter with spells and Gatling Gun. Never spend Valkyrie aggressively while Taunt is available, because that is the moment he wants.

    Later Rammus is much better at forcing picks on Corki than at matching his ranged damage in open fights. Corki should group behind teammates, let someone else absorb Powerball, and treat Taunt as the cooldown that decides whether he can auto.

    • Do not auto into Defensive Ball Curl unless you are finishing him.
    • Valkyrie after Powerball contact is too late if Taunt is in range.
    • Gatling Gun's armor shred matters only after his W is gone.
    • QSS removes the taunt and is the cleanest duel answer.
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  • Ryze

    RyzeUnfavoured

    Ryze wins short-range spell chains once Rune Prison connects, while Corki needs to poke him down before the root range matters.

    Watch for Rune Prison roots Corki in range for Ryze's Overload and Spell Flux rotation.

    How to beat

    Hold maximum range and use Missile Barrage to soften him before entering auto range. If Rune Prison is available, do not Valkyrie forward for Gatling Gun unless Ryze is already low or his Desperate Power is down. When he ults, disengage first; his spell vamp and movement speed make trading through the rotation favor him.

    Later Ryze becomes a stronger side-lane duelist because his low-cooldown spells and spell vamp punish Corki inside 550 range. Corki has to teamfight from longer angles, poke before objectives, and use QSS or MR items to survive the first root chain.

    • Rune Prison and Corki's auto range are both close enough that one extra step can lose the duel.
    • Do not fight Ryze during Desperate Power unless he is already killable.
    • Spell Flux MR shred makes the next spells hit much harder.
    • Missiles let you play the matchup without giving him a root target.
    BuyQuicksilver SashBanshee's VeilHexdrinkerMercury's Treads
  • Shaco

    ShacoEven

    Shaco wins if he starts from stealth behind Corki, but Corki wins a visible fight by kiting and bursting the real Shaco down.

    Watch for Deceive gives Shaco an unseen backstab opener and removes Corki's first spacing decision.

    How to beat

    Avoid isolated brush and keep missiles moving through likely approach paths so Shaco cannot choose a free backstab. When he appears, Valkyrie away from Jack In The Box zones and turn with Phosphorus Bomb to reveal and damage his position. If Hallucinate is used, stop committing full burst until you identify the real Shaco by movement, damage taken, or item effects.

    Later Shaco is more threatening through ambushes than honest side-lane duels, while Corki is better in grouped fights where stealth angles are controlled. Buy vision, stay near teammates, and force him to enter through visible terrain before spending Valkyrie.

    • Do not chase Shaco through a box nest after Deceive is down.
    • Phosphorus Bomb helps expose the area where he exits stealth.
    • If he opens from the front, he loses much of Backstab's value.
    • Hallucinate punishes panic burst; identify the real one first.
    BuySightstoneRuby SightstoneGuardian Angel
  • Shen

    ShenFavoured

    Corki can kite Shen and outdamage him at range, as long as Shadow Dash does not start the fight on Shen's terms.

    Watch for Shadow Dash taunts Corki long enough for Shen to land Ki Strike and keep him in melee range.

    How to beat

    Stay just outside Shadow Dash threat range and punish Shen every time he walks up for Vorpal Blade. If Shadow Dash misses, immediately step forward with Gatling Gun and autos before Feint can absorb too much. Save Valkyrie to dodge the dash or to break distance after the taunt ends, not for extra damage.

    Later Shen rarely beats Corki in a straight finished-item duel unless he lands taunt under favorable terrain, but Stand United makes his real value cross-map. Corki can pressure him in side lane, then interrupt or punish his team with objective damage if Shen ults away.

    • Sidestep Shadow Dash before trading; do not trade first and dodge later.
    • Feint is small compared to sustained Corki damage, so wait it out if needed.
    • Punish Stand United channels by taking turret damage or forcing the wave.
    • Do not stand near walls that make Shadow Dash angles harder to read.
    BuyQuicksilver Sash
  • Singed

    SingedEven

    Corki can kite Singed in open space, but Mega Adhesive into Fling turns the duel into a poison chase that Corki does not want.

    Watch for Fling puts Corki behind Singed, forcing him through Poison Trail and ruining his escape direction.

    How to beat

    Hold max range and kite sideways, not directly behind Singed, so you are not following Poison Trail. Save Valkyrie until after Mega Adhesive or Fling pressure appears; if you use it early, Singed can simply run at you with Insanity Potion. Commit only when he has no adhesive field between you and safety and you can keep Gatling Gun on him while backing away.

    Later Singed is better at wasting Corki's time in a long side lane, while Corki is better at objective fights if he refuses the chase. Late game, hit whoever Singed leaves exposed and use Valkyrie to reset after Fling rather than tunneling through poison to kill him.

    • Never chase in a straight line through Poison Trail.
    • Mega Adhesive is the setup; respect it before Fling even starts.
    • Insanity Potion means kite duration, not burst race.
    • Cut across his path so Gatling Gun hits while you retreat.
    BuyBoots of SwiftnessQuicksilver SashBanshee's Veil
  • Sion

    SionEven

    Corki wins if he keeps Sion at range, but Cryptic Gaze lets Sion force a shield detonation and lifesteal-heavy melee trade.

    Watch for Cryptic Gaze stuns Corki long enough for Death's Caress and empowered attacks to land.

    How to beat

    Stay outside his stun range and chip Death's Caress before it can be detonated on you. If he walks forward with shield active, back up and use missiles rather than giving him the range for Cryptic Gaze. Once the stun or shield is down, Corki can use Valkyrie to maintain distance and punish his lack of mobility.

    Later Attack-damage Sion can win side-lane fights if he reaches Corki during Cannibalism, while Corki is stronger in teamfights where Sion is kited before touching the backline. Apply Grievous Wounds if his lifesteal build is the problem, and do not duel him in a minion wave that feeds his sustain.

    • Do not stand close enough for shield detonation after Cryptic Gaze.
    • Cannibalism makes extended auto trades worse than burst-and-kite trades.
    • His passive can blunt small autos, so use spells to keep damage steady.
    • If Death's Caress expires harmlessly, his engage window gets much weaker.
    BuyQuicksilver SashExecutioner's CallingNinja Tabi
  • Sivir

    SivirFavoured

    Corki usually wins because he outranges Sivir and has more mixed burst, but Spell Shield can deny the cooldown he needs to finish cleanly.

    Watch for Spell Shield blocks Phosphorus Bomb or a key Missile Barrage, denying Corki's burst and giving Sivir mana to keep fighting.

    How to beat

    Use a low-value missile or Gatling Gun tick to test Spell Shield before throwing Phosphorus Bomb. Stay at 550 range and force Sivir to choose between walking up from her 425 range or spending Boomerang Blade for poke. If On The Hunt is used, Valkyrie back through open space and re-engage after the speed burst fades.

    Later Corki remains the stronger direct duelist at range, while Sivir's late-game value comes from team speed and Ricochet damage in grouped fights. In teamfights, poke before she can press On The Hunt and avoid lining up with teammates for Boomerang Blade and bounces.

    • Do not throw your first big spell into Spell Shield.
    • Corki's 550 range lets him hit while Sivir cannot auto back.
    • Sidestep Boomerang Blade sideways; backing up often eats the return hit.
    • Break her engage rhythm by Valkyrieing after On The Hunt starts.
    BuyNinja Tabi
  • Skarner

    SkarnerFavoured

    Corki wins if he keeps Skarner out of Impale range, but one Flash or shielded run-in can turn the duel immediately.

    Watch for Impale suppresses Corki and drags him through Skarner's melee damage before Valkyrie can be used.

    How to beat

    Hold max auto and Missile Barrage range, and use Phosphorus Bomb or rockets to break Crystalline Exoskeleton before he reaches you. Do not Valkyrie forward unless Impale is down; save it to cross his approach line after he commits W or Flash.

    Later Skarner is still more dangerous in side lanes if fog lets him start the fight with Impale, but Corki contributes far more poke and sustained damage in teamfights. Buy cleanse effects when Skarner's job is only to ult you, then stand behind a front line and punish him after the pull fails.

    • Pop Crystalline Exoskeleton before trading autos; losing the shield removes his speed spike.
    • Valkyrie after Impale range is threatened, not when Skarner first appears.
    • If he tags you with Fracture, do not let him walk up for the marked follow-up.
    • A warded lane matters more than damage items because Skarner's duel starts from fog.
    BuyQuicksilver SashMercurial Scimitar
  • Sona

    SonaFavoured

    Sona can poke and stun, but Corki's burst and sustained autos heavily outdamage her in a clean duel.

    Watch for Crescendo stuns Corki long enough for Sona to land Power Chord and disengage or set up allies.

    How to beat

    Stay just outside her 550 auto range until she spends a spell cycle, then answer with Phosphorus Bomb, Gatling Gun, and autos. Save Valkyrie for after Crescendo or to dodge its line; if she misses it, she cannot survive an extended trade.

    Later Sona should not side-lane against Corki and loses the isolated fight badly. In teamfights she is dangerous because Crescendo starts fights for her team, so Corki should poke from outside its line and only Valkyrie forward once it is down.

    • Track Power Chord; the damage-reduction chord can make your all-in look worse than it is.
    • Phosphorus Bomb reveals her position after she backs into brush to reset spacing.
    • Do not bunch with allies in front of Crescendo just to finish Sona.
    • Her healing is annoying, but she runs out of room if you keep walking her down after Crescendo is gone.
    BuyMercury's Treads
  • Soraka

    SorakaFavoured

    Soraka can stall with silence and heals, but she lacks the damage or mobility to beat Corki alone.

    Watch for Infuse silences Corki, denying Valkyrie or Missile Barrage during the short window when Soraka can trade back.

    How to beat

    Trade from 600-plus spell range first, then step in for autos after Infuse is used. If she holds silence, do not Valkyrie aggressively; chip her down with rockets until Wish and Astral Blessing are forced, then re-engage during their downtime.

    Later Soraka almost never wants the side-lane duel and loses it unless Corki facechecks into silence under support from allies. In teamfights Corki should apply poke before committing, because her heals are strongest when fights start slowly and her team stays grouped.

    • Do not rely on one burst combo through Wish; force it, back off, then fight again.
    • Infuse stops Valkyrie, so cast your escape before entering silence range if allies are missing.
    • Executioner's Calling is only worth it when Soraka's healing is deciding fights, not just for the 1v1.
    • Her Starcall range invites you to kite backward while Gatling Gun shreds her armor.
    BuyExecutioner's Calling
  • Taric

    TaricEven

    Corki can kite Taric forever in open space, but Dazzle into Shatter and Radiance can punish any short-range commit.

    Watch for Dazzle stuns Corki and gives Taric the guaranteed walk-up he otherwise cannot get.

    How to beat

    Stay outside Dazzle range when possible and harass with Missile Barrage before entering auto range. If Dazzle is down, Corki can Valkyrie across Taric's retreat path and use Gatling Gun to cut through Shatter's armor aura; if it is up, do not start the duel point-blank.

    Later Taric is not a real side-lane threat unless Corki wastes Valkyrie into stun range, but his armor aura and point-click stun matter in grouped fights. Corki should poke before the engage and avoid being the closest target when Taric is fishing for Dazzle.

    • Shatter's armor aura makes pure auto trades worse; mix rockets and Phosphorus Bomb into the trade.
    • Valkyrie sideways after Dazzle lands if Taric's team is not there, then resume kiting.
    • Do not chase through brush where Taric can shorten Dazzle travel and start melee range.
    • If he uses Shatter early for damage, his defensive aura is gone for your follow-up.
    BuyMercury's Treads
  • Teemo

    TeemoEven

    Teemo's Blind and mushrooms can ruin Corki's auto-heavy damage, but Corki has better burst range and can punish him when Blind is down.

    Watch for Blinding Dart removes Corki's basic attack damage during the key trade window.

    How to beat

    Open with Phosphorus Bomb and Missile Barrage from outside Teemo's 500 range, then wait out Blinding Dart before committing to autos. Use Valkyrie to cross mushroom zones only when you know where the traps are, and keep trades short unless Blind has already been spent.

    Later Teemo can make side lanes miserable with Noxious Trap control, but Corki is better in straight front-to-back teamfights. Sweep or avoid trap corridors, poke before objectives, and do not chase him through prepared ground.

    • Phosphorus Bomb can reveal Teemo after Camouflage or brush jukes.
    • If Blind lands, keep moving with Gatling Gun active instead of standing still for useless autos.
    • Do not Valkyrie onto Teemo unless you know the landing area is not trapped.
    • Hexdrinker helps against poison and Blind burst when Teemo is AP-heavy.
    BuyHexdrinkerMercury's TreadsQuicksilver Sash
  • Tristana

    TristanaEven

    Corki has stronger mid-range spell burst, while Tristana wins longer late-game auto fights as her range and Rapid Fire scale up.

    Watch for Buster Shot interrupts Corki's commit and creates enough distance for Tristana to win with range.

    How to beat

    Trade before her scaling range takes over: land Phosphorus Bomb, tag her with Gatling Gun, and weave Trinity Force-style autos between rockets. Hold Valkyrie until after Rocket Jump or Buster Shot; if she spends Rocket Jump aggressively and misses the reset window, turn immediately.

    Later Finished Tristana usually owns the side-lane spacing because Draw a Bead outranges Corki. Corki should look for poke and burst in teamfights instead of standing in a pure auto duel against Rapid Fire.

    • Do not Valkyrie first into Buster Shot; she will reset the range for free.
    • Punish Rocket Jump cooldown hard, especially if she used it to farm or reposition.
    • Your armor shred matters before she gets to free-hit; fight during Gatling Gun, not after.
    • At high levels, rockets are how you contest her range, not autos alone.
    BuyNinja Tabi
  • Tryndamere

    TryndamereUnfavoured

    Corki can kite Tryndamere early, but Spinning Slash plus Mocking Shout and Undying Rage make the all-in very hard to finish cleanly.

    Watch for Undying Rage denies Corki's kill window and lets Tryndamere keep chasing while Corki's cooldowns run out.

    How to beat

    Keep him at rocket range and never Valkyrie toward him unless Spinning Slash is already down. Bait Undying Rage with burst, then disengage over terrain or through Valkyrie's trail; re-enter only after the ultimate expires and his Fury is low.

    Later Tryndamere is the stronger side-lane duelist when both are finished, especially with room to chase. Corki should answer waves from distance, group earlier, and force teamfights where Tryndamere has to run through poke and crowd control.

    • If Mocking Shout hits your back, you waited too long to disengage.
    • Valkyrie over walls after Undying Rage starts, not before he commits Spinning Slash.
    • Do not burn your full combo into the first sliver of health unless you can also leave.
    • Executioner's Calling helps cut Bloodlust healing after his ultimate ends.
    BuyNinja TabiExecutioner's CallingFrozen Mallet
  • Twisted Fate

    Twisted FateFavoured

    Corki outduels Twisted Fate if he avoids Gold Card, because TF is fragile and cannot match Corki's sustained mixed damage.

    Watch for Pick A Card Gold Card stuns Corki and guarantees Wild Cards plus follow-up autos.

    How to beat

    Watch the card cycle and back out while Gold Card is locked. Once it is thrown or times out, Valkyrie past the Wild Cards angle and force an extended trade with Gatling Gun and autos; TF has no combat escape without Gate setup.

    Later Twisted Fate avoids honest side-lane duels by using Destiny and Gate to create numbers advantages. Corki should shove safely, keep vision behind him, and join grouped fights where TF cannot isolate him with a Gold Card pick.

    • Do not trade into a held Gold Card just because TF is low.
    • Valkyrie diagonally, not straight back, to dodge Wild Cards after the stun window.
    • Phosphorus Bomb and rockets punish TF when he walks up to last-hit with cards cycling.
    • If Destiny is available, assume the duel can become a collapse.
    BuyMercury's TreadsQuicksilver Sash
  • Twitch

    TwitchEven

    Twitch can win from Ambush with stacked poison and Spray and Pray, but Corki wins if he reveals or survives the opener and fights at controlled range.

    Watch for Ambush gives Twitch the first hit and attack-speed window needed to stack Deadly Venom before Corki can answer.

    How to beat

    Do not stand in narrow lanes or brush without vision when Twitch is missing. If he opens, Valkyrie out of Spray and Pray's line instead of straight away, then turn once Venom Cask is down and he has no stealth reset.

    Later Twitch is the scarier finished hypercarry in a pure front-to-back if he opens unseen, but Corki has better pre-fight poke and safer objective setup. Corki's job is to reveal him early, chunk him before fights, and never let Spray and Pray line through the whole team.

    • Phosphorus Bomb can expose Twitch after Ambush if you predict his path.
    • Side-step Spray and Pray's line; distance alone does not stop the piercing bolts.
    • If Venom Cask lands first, disengage before Expunge cashes out max stacks.
    • Do not chase Twitch into fog after he exits a losing trade.
    BuyNinja TabiGuardian Angel
  • Vayne

    VayneUnfavoured

    Vayne's Final Hour dueling and Silver Bolts outscale Corki in isolated fights if she gets repeated short-range resets.

    Watch for Condemn denies Corki's Valkyrie commit and can pin him long enough for Silver Bolts to finish the duel.

    How to beat

    Fight in open space away from walls, and use rockets to make Vayne spend Tumble defensively before you enter auto range. Save Valkyrie for after Condemn or to break her Final Hour chase; if she goes invisible, do not fire blind autos, reposition until she reveals.

    Later Vayne is the stronger finished side-lane duelist and wins most isolated all-ins. Corki should group, poke before she can start Final Hour, and force her to walk through team damage rather than giving her a clean 1v1 lane.

    • Never Valkyrie along a wall angle where Condemn can stun you.
    • Count Silver Bolts; back off before the third hit when your burst is not ready.
    • Phosphorus Bomb helps track her during Final Hour Tumble if it lands before she disappears.
    • Short poke trades favor Corki; repeated close autos favor Vayne.
    BuyNinja TabiGuardian Angel
  • Veigar

    VeigarEven

    Corki can burst Veigar before the full combo lands, but Event Horizon into Dark Matter and Primordial Burst is lethal if Corki missteps.

    Watch for Event Horizon traps or stuns Corki, setting up Veigar's entire burst combo.

    How to beat

    Stay outside Event Horizon cast range and poke with Missile Barrage until Veigar uses it defensively or misses. Valkyrie should cross out of the cage, not into Veigar; once Event Horizon is down, Corki can all-in quickly because Veigar has no mobility.

    Later Veigar becomes more threatening as his burst scales, so Corki cannot side-lane casually without vision and a defensive item. In teamfights Corki should chip from range, hold Valkyrie for the cage, and only dive Veigar after Event Horizon is spent.

    • Do not stand on the Event Horizon edge; crossing it is what stuns you.
    • Banshee's Veil can block the first spell and ruin Veigar's pick pattern.
    • Hexdrinker is strong if Primordial Burst is the damage that kills you.
    • Your AP ratio makes Primordial Burst hurt more than it would against a pure ADC.
    BuyBanshee's VeilHexdrinkerMaw of Malmortius
  • Warwick

    WarwickFavoured

    Corki wins the kite fight, but Warwick's Infinite Duress can lock him down long enough for lifesteal and Hungering Strike to swing it.

    Watch for Infinite Duress suppresses Corki and prevents Valkyrie while Warwick deals damage and heals through the exchange.

    How to beat

    Harass from rocket range and force Warwick to use Hungering Strike for sustain before he can ult. Keep Valkyrie until Infinite Duress range is threatened, and if he ults into a cleanse effect, turn with Gatling Gun immediately before he can heal back up.

    Later Warwick is better at catching a lone Corki from fog than at beating him through open-lane kiting. Corki should carry a cleanse item when Warwick is targeting him, group behind front line, and punish Warwick after his suppression is removed or interrupted.

    • Blood Scent means low-health baiting is risky; he will find the chase angle.
    • Do not trade point-blank where Hungering Strike and autos keep his passive healing running.
    • Executioner's Calling matters if Warwick is surviving through Q and passive heals.
    • QSS turns his ultimate from a kill threat into a bad engage.
    BuyQuicksilver SashMercurial ScimitarExecutioner's Calling
  • Wukong

    WukongUnfavoured

    Wukong's dash, stealth reset, and Cyclone give him enough guaranteed contact to beat Corki if Corki wastes Valkyrie early.

    Watch for Cyclone knocks Corki up and keeps Wukong in range through Corki's attempted disengage.

    How to beat

    Keep minions between you and Wukong when possible so Nimbus Strike angles are predictable, and do not commit damage into Decoy. Save Valkyrie until after Nimbus Strike or the start of Cyclone, then kite out of the spin and re-enter with Gatling Gun once his cooldowns are down.

    Later Wukong is stronger at forcing side-lane all-ins and much more dangerous as a teamfight engager. Corki should avoid isolated brush fights, poke before Wukong can flank, and hold Valkyrie for Cyclone rather than using it for damage.

    • Phosphorus Bomb can reveal which Wukong is real after Decoy if timed well.
    • If Crushing Blow lands, back away until the armor reduction expires before continuing autos.
    • Do not chase Decoy into brush; Wukong wants you close when stealth ends.
    • Cyclone's knockup can cancel your damage window even if Valkyrie is available afterward.
    BuyNinja TabiGuardian Angel
  • Zilean

    ZileanEven

    Zilean can kite and revive through Corki's burst, but he lacks sustained damage if Corki avoids repeated Time Bomb trades.

    Watch for Chronoshift erases Corki's first kill and leaves him exposed after spending Valkyrie and burst cooldowns.

    How to beat

    Stay outside easy Time Bomb range when your passive poke is enough, then force Zilean to use Time Warp defensively. If Chronoshift is available, stop hitting once it is cast unless you can safely wait out the revive; commit after the mark expires or after he has used Rewind for bombs instead of escape.

    Later Zilean rarely wants a pure side-lane duel, but he can waste Corki's time and punish overcommitment with revive. In teamfights Corki should poke whoever lacks Chronoshift, then swap targets when the ultimate lands instead of tunneling the revived champion.

    • Do not spend Valkyrie just to kill through Chronoshift; you need it for the revive position.
    • Time Warp's slow makes straight-line kiting fail, so angle toward terrain before it lands.
    • If Rewind is used for double bombs, his speed control is less available.
    • Phosphorus Bomb gives vision when he tries to wait out Chronoshift in brush.
    BuyMercury's TreadsQuicksilver Sash
18
Attack damage
342.9
Ability power
30
Armor
145.5
Magic resist
84.6
Attack speed
1.271
Cooldown reduction
0%
Critical strike chance
35%
Move speed
399.6
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
2,239
Health regen
14.4 / 5s
Mana
1,109
Resource regen
16.4 / 5s

Offense

Attack range
550
Crit chance
35%
Crit damage
250%
Life steal
12%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
43%
Lethality
6
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at this build's ranks
  • Q

    Phosphorus Bombrank 5/5

    Damage
    301
  • W

    Valkyrierank 5/5

    Damage
    190
  • E

    Gatling Gunrank 5/5

    Damage
    84
  • R

    Missile Barragerank 3/3

    Damage
    344

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second677.7
Attacks per second
1.271
Average hit
533.4
Normal hit
349.8
Critical hit
874.4
Armor after penetration
0
Magic resist after penetration
0
Damage increase
+2%
Life steal healing
81.3 / s
Time to kill
1.5s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
102.2
Ability power
0
Armor
80.5
Magic resist
30
Attack speed
0.915
Cooldown reduction
0%
Critical strike chance
0%
Move speed
325
18

Resources

Health
1,851
Health regen
14.4 / 5s
Mana
909
Resource regen
16.4 / 5s

Offense

Attack range
550
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at max rank
  • Q

    Phosphorus Bombrank 5/5

    Damage
    280
  • W

    Valkyrierank 5/5

    Damage
    180
  • E

    Gatling Gunrank 5/5

    Damage
    34
  • R

    Missile Barragerank 3/3

    Damage
    280

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second93.5
Attacks per second
0.915
Average hit
102.2
Normal hit
102.2
Critical hit
204.4
Armor after penetration
0
Magic resist after penetration
0
Time to kill
10.7s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
342.9
Ability power
30
Armor
143.5
Magic resist
86.6
Attack speed
1.271
Cooldown reduction
0%
Critical strike chance
35%
Move speed
399.6
18

Click an item to leave it out of the numbers.

Resources

Health
2,239
Health regen
14.4 / 5s
Mana
1,109
Resource regen
16.4 / 5s

Offense

Attack range
550
Crit chance
35%
Crit damage
250%
Life steal
12%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
43%
Lethality
4
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at this build's ranks
  • Q

    Phosphorus Bombrank 5/5

    Damage
    301
  • W

    Valkyrierank 5/5

    Damage
    190
  • E

    Gatling Gunrank 5/5

    Damage
    84
  • R

    Missile Barragerank 3/3

    Damage
    344

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second677.7
Attacks per second
1.271
Average hit
533.4
Normal hit
349.8
Critical hit
874.4
Armor after penetration
0
Magic resist after penetration
0
Damage increase
+2%
Life steal healing
81.3 / s
Time to kill
1.5s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.