Corki | |
---|---|
General Information | |
Title | The Daring Bombardier |
Pronouns | He/Him |
Release Date | September 19, 2009 |
Cost | 3150 790 |
Attribute | Marksman |
Statistics | |
HP | 610 (+ 100) |
HPR | 5.5 (+ 0.55) |
MP | 350 (+ 54) |
MPR | 7.4 (+ 0.7) |
MS | 325 |
AD | 52 (+ 2.5) |
AS | 0.644 (+ 2.8%) |
RNG | 550 |
AR | 30 (+ 4.5) |
MR | 30 (+ 1.3) |
Developer Info | |
DDragon Key | Corki |
Integer Key | 42 |
External Links | |
Universe | universe.leagueoflegends.com |
Game Info Wiki | wiki.leagueoflegends.com |
Corki is a champion in League of Legends.
Lore[]
- For outdated and now non-canon lore entries, click here.
- Biography
When Heimerdinger and his yordle colleagues migrated to Piltover, they embraced science as a way of life, and they immediately made several groundbreaking contributions to the techmaturgical community. What yordles lack in stature, they make up for with industriousness. Corki, the Daring Bombardier, gained his title by test-piloting one of these contributions - the original design for the Reconnaissance Operations Front-Line Copter, an aerial assault vehicle which has become the backbone of the Bandle City Expeditionary Force (BCEF). Together with his squadron - the Screaming Yipsnakes - Corki soars over Valoran, surveying the landscape and conducting aerial acrobatics for the benefit of onlookers below.
Corki is the most renowned of the Screaming Yipsnakes for remaining cool under fire and exhibiting bravery to the point of madness. He served several tours of duty, often volunteering for missions that would take him behind enemy lines, either gathering intelligence or delivering messages through hot zones. He thrived on danger, and enjoyed nothing more than a good dogfight in the morning. More than just an ace pilot, Corki also made several modifications to his copter, outfitting it with an arsenal of weapons which some speculate were more for show than functionality. When open hostilities ceased, Corki was forced into a retirement, which he felt "cut the engines and clipped the wings." He tried to make do with stunt flying and canyon running, but it was never the same without the refreshing smell of gunpowder streaking through the air around him. | |
Death from above! |
Abilities[]
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Patch History[]
W direct hit burn duration increased.
Corki's been having fun since our last buff, but can still afford another small one, so we're back with round two—get ready for some package boogaloo.
W - Special Delivery
Patch 10.3
W damage per second ratio increased; burn duration increased; now slows.
We want Corki's Special Delivery to be used more aggressively towards enemies, so we're helping incentivize that action.
W - Special Delivery
DAMAGE PER SECOND RATIO : | [0.375 bonus AD, 0.05 AP] | |
⇒ | 0.5 bonus AD, 0.06 AP |
Patch 10.1
R base damage increased later.
Giving Corki some power in a place that won't greatly increase his early game waveclear, but will overall strengthen his niche as an ability-based marksman. Being cautious and optimistic with these buffs, like Azir, based on his low presence in pro play.
R - Missile Barrage
BASE DAMAGE : | [90/115/140] | |
⇒ | 90/125/160 |
Patch 9.16
Base attack damage and attack damage growth decreased.
Corki's been too present in pro play due to his all-too-reliable damage, so we're nerfing him.
Base Stats
Patch 9.13
R ammo bar now reads left-to-right. The Package ARAM timers adjusted.
For ARAM enthusiasts, we've adjusted Corki's Package timers on the Howling Abyss to give him more chances to hit his opponents with a Special Delivery. For Corki fans of all stripes, we've adjusted how his ammo bar tracks missiles: The leftmost missile is now the next to fire. Since Corki's ammo is still attached to the left of his health bar, this means the next missile no longer moves when Corki gets another charge, making it easier to know at a glance if the next missile is a Big One.
Passive - Hextech Munitions
R - Missile Barrage
v8.14
E base damage and resistance reduction per stack increased.
E - Gatling Gun
BASE DAMAGE : | [80/140/200/260/320] | |
⇒ | 120/170/220/270/320 |
RESISTANCE REDUCTION PER STACK : | [0.5/1/1.5/2/2.5] | |
⇒ | 1/1.375/1.75/2.125/2.5 |
Base stats
Q - Phosphorus Bomb
BASE DAMAGE : | [75/120/165/210/255] | |
⇒ | 75/115/155/195/235 |
Q - Phosphorus Bomb
BASE DAMAGE : | [70/115/160/205/250] | |
⇒ | 75/120/165/210/255 |
v7.16
Base attack damage decreased.
Now that Corki scales better into the late game with magic penetration, he doesn’t need to have such a strong early game.
Base stats
v7.12
Attack speed slightly up. Base AD slightly up. Autos do more magic damage rather than physical.
Last time we saw the Corkster bombing through the Rift he'd been doing so as a midlaner, packing obscene poke damage and wave-clear, a potent arsenal desirable for that role. We made some changes to curb that, but they left him feeling like a whiskey delta. We see an opportunity to help him out: we like him as a magic-damage option for the bottom lane marksman role. These changes are designed to reinforce that by making him a more palatable pick in bot lane, while further pushing his magic-damage niche.
Base stats
Passive - Hextech Munitions
W - Valkyrie
With Aegis of the Legion's old aura out of the game, squishy champions who were relying on it to give them enough magic resist find themselves a bit on the burstable side.
v7.4
Normal missile damage down. Missile count now tracked on secondary resource bar.
Corki stands out as one of the strongest midlaners at all levels of play. He brings a lot to the fray: strong poke damage, wave clear, and a fantastic moustache. We’re toning down Missile Barrage’s contributions to the first two, but leaving the Big One intact as an impactful moment for Corki and his opponents to play around. To that end, we’re adding a tracker for Corki’s progress toward the Big One so foes can react accordingly.
R - Missile Barrage
Normal missile damage numbers:
Big One damage numbers:
#clarity:
v6.19
Attack damage per level up.
Sheen buff? Sheen buff. More seriously, Corki’s been struggling ever since his Patch 6.3 nerf, but zooming out a bit brings us to a bigger question: what is Corki? Is he a mage who cares about his auto attacks? Is he a marksman who relies on spells? That tension is at the root of Corki’s unclear identity. Patch 6.3 framed Corki as the least marksman-y marksman, able to get by without reliance on his basic attacks. However, there is a threshold where that goes too far, and Corki has crossed it. Corki doesn’t need to be a carry who can get away with just standing and attacking, but his Trinity empowered autos between spells should be more explosive.
General
v6.17
Attacking wards no longer cancels The Package’s speed boost.
Corki’s Package cements his identity as a premiere roaming Marksman, and losing The Package’s movement speed buff to attack a ward just feels counterintuitive. We’re updating Corki to align with our Patch 6.13 change to Boots of Mobility, allowing him to keep his out of combat movement speed if he stops to clear a ward.
Passive - Hextech Munitions
v6.15
Passive cooldown lowered.
Compared to his consistent performances at the start of the year, Corki’s dragging behind the rest of the pack. More frequent Package deliveries will allow Corki extra opportunities to show off just how daring he can be.
Passive - Hextech Munitions
v6.12
W cooldown adjusted. E deals more damage and stacks his shred faster.
Continuing our work from last patch, we're giving Corki some love to help reclaim the mid-game power he once possessed. As we progress on the (flight) path of Corki buffs, we're taking care to emphasize his unique traits rather than give him generic strength. This time around, smoother Gatling Gun shreddage and more ROFLcoptering should play up Corki’s fantasy of ‘yordle fighter pilot’.
W - Valkyrie
E - Gatling Gun
v6.11
R’s ratio up.
Corki buffs when it’s not even Worlds yet? Trinity Force - core on Corki - is seeing a minor rework this patch which removes its critical strike chance. Corki has already been struggling for quite a few patches now, and losing early access to crit would make Corki’s late-game falloff even harsher than it already is, so we’re giving Corki a boost to his late game power in a way that suits his spellcasting pattern.
R - Missile Barrage
v6.6
Basic attack ratio down.
The go-to midlane staple in pro play, Corki’s damage output is too much for his peers to keep up with at the moment. Corki makes sense as a ‘caster-carry’ at heart, using his gold to fuel a barrage of high-damage abilities for poking enemies or laying on the burst after a package power-play. What doesn’t make sense is the guy with top-shelf spells (and hextech munitions) having above-average basic attacks. We’re cutting back on some of that extraneous power (there it is) to bring him in line without infringing on his spell-slinging identity.
Passive - Hextech Munitions
v6.3
Q damage down. R recharge time up.
Let's be clear - Corki's doing a lot of damage. Too much, in fact. Preseason's magic damage conversion has done wonders for Corki's burst damage, especially on targets without the cash to invest toward significant defensive items. These two changes are slightly related in tuning down Corki's power, but they have two differing goals. On the topic of Phosphorus Bomb: when a spell has high base damage and a lot of additional damage per level, it means that a Corki who gets ahead in levels stays ahead (even without items). For Missile Barrage: its uptime was tuned around a previous season (and itemization), and with Essence Reaver being a core item, we're tapping down those oppressive missiles just a bit.
Q - Phosphorus Bomb
R - Missile Barrage
While Corki's always happened to have the highest magic damage of the marksmen, we finally decided to embrace his hextech obsession, tweaking his basic attack to do both physical and magic damage. If that weren't enough of an itemization headache, Gatling Gun's received a similar treatment and now splits its shred between armor and magic resist. A true multi-threat, Corki's damage demands an answer or he'll burn through the last of your resistances in no time. On top of his new weapons, Corki's also pushing the boundaries of the word ‘daring', picking up periodic payloads that buff Valkyrie for big teamfight disruption or reckless solo dogfights.
General
NEW
Passive - Hextech Munitions
W - Valkyrie
E - Gatling Gun
R - Missile Barrage
- "Like we mentioned in our Visual Effects developer blog, League is an evolving game and, with each day, we're constantly pushing our own expectations forward. Ultimately this means we can always find opportunities to improve and iterate when we don't think we're hitting today's Clarity Bar(™). Much like our earlier texture work, we decided to do a VFX-modernization pass on a few older champions to tone down their visual noise, particularly in teamfights where they can drown out everything else that's happening. We've got four updates in 5.12, with a few more to come in later patches - at that point we'll take a step back to see how they've been doing and if y'all want more down the way!
- The following champions have received updates to their ability visual effects:"
v5.1 VALKYRIE COSTS MORE MANA.
- "For a champion with such high burst potential, trade-offs needed to be made to keep Corki's high-power, high-damage lane in line. Increasing Valkyrie's Mana cost allows for us to maintain an important lever that presents options to Corki's opponents: either he uses so many spells that he can't escape, or he gets forced to use Valkyrie to escape and gives you some breathing room before beginning his barrage all over again."
v4.21
Phosphorus Bomb travels slower.
- "Oh Corki. We've known about your strengths for some time, but we're always careful about balancing you because you're rarely a 'standout' in any particular category (unlike, say, Tristana or Kog'Maw who you know are strong when they're strong). But with power reductions coming for Lucian, we know you're up next on the "very strong, safe marksmen" list in competitive play, so we're taking some cautious steps to keep you in line as well. "
- W - Valkyrie
- BUGFIX Fixed a bug where Valkyrie being interrupted would halt Corki's movement but still extend Valkyrie's damage field.
v4.3 Corki players can now see Phosphorus Bomb’s area of effect indicator and Phosphorus Bomb now scales with bonus AD. “Way back, we added more gameplay to Phosphorous Bomb in the form of a travel time, thereby increasing the difficulty of the skill but not the reward. We’ve added some extra gunpowder to the bomb this patch to rebalance the ability.”
- Phosphorus Bomb
- (NEW) BONUS ATTACK DAMAGE RATIO: +0.5 Bonus Attack Damage Ratio
- (NEW) CLARITY: Now shows area-of-effect indicator for Corki (previously displayed only for enemies)
v3.14 'Summary: We've increased the cast range and reduced the Mana cost of Phosphorus Bomb while adding in a new mechanic to the ability so that bombs are now lobbed before exploding instead of instantly damaging an area. We've also reduced Gatling Gun's Mana cost and increased Missile Barrage's total attack damage ratio at later levels. 'Context: By adding more gameplay depth to Phosphorous Bomb, we can more effectively balance Corki's abilities, especially his Mana costs. Historically, Corki was too dependent on his overpowering early game damage, allowing him to abuse his lane opponents and snowball the game. Now that we've addressed that issue, we have room to make him more competitive in the later parts of the game.
- Q - Phosphorus Bomb
- Mana cost reduced to 60 / 70 / 80 / 90 / 100 (from 80 / 90 / 100 / 110 / 120)
- Now lobs a bomb through the air that explodes at the end location, instead of instantly damaging the area
- Cast range increased to 825 (from 600)
- Now additionally grants vision while the missile is in the air
- E - Gatling Gun
- Mana cost reduced to 50 at all ranks (from 60 / 65 / 70 / 75 / 80)
- R - Missile Barrage
- Total Attack Damage ratio increased to 20 / 30 / 40% (from 20%)
v3.13 Summary: Corki's base attack speed has been reduced. Missile Barrage's base damage has been reduced at earlier ranks and the cooldown between missile shots has been increased. Additionally, the cooldown between missile shots can no longer be reduced by cooldown reduction, but CDR will still affect how quickly you can gain missile ammo. Context: Overall, we like the direction we pushed Corki toward with Trinity Force, but currently he's too overwhelming to play against. Here we're reducing excess power in a few areas to put him more in line with other similar spell-based ADCs. Ultimately, Missile Barrage should function as a powerful sustained damage tool rather than a source of burst damage.
- General
- Base Attack Speed reduced to 0.625 (from 0.658)
- Missile Barrage
- Base damage reduced to 100/180/260 (from 120/190/260)
- Cooldown between missile shots increased to 2 seconds (from 1.2)
- Cooldown between missile shots can no longer be reduced by Cooldown Reduction (Cooldown Reduction still affects how quickly you gain missile ammo)
- Valkyrie
- Mana cost reduced to 50 from 100
- Missile Barrage
- Mana cost reduced to 20 from 30/35/40
- Missile Barrage
- Fixed a bug where Missile Barrage would sometimes fail to deal damage
- Missile Barrage
- Fixed a bug where using Missile Barrage restarted the cooldown for gaining another missile
- Missile Barrage
- Now fires a Big One every 3rd missile instead of every 4th
- Missile charge rate reduced to 12 / 10 / 8 seconds from 12
- Gatling Gun
- Mana cost reduced to 60 / 65 / 70 / 75 / 80 from 60 / 70 / 80 / 90 / 100
- Base Movement Speed increased by 25.
- Hextech Shrapnel Shells no longer benefits from critical strikes
- Valkyrie cooldown increased to 26 / 23 / 20 / 17 / 14 seconds from 20 / 18 / 16 / 14 / 12
- Missile Barrage missile charge time increased to 12 seconds from 10
- Valkyrie's targeting indicator now scales with distance from Corki
- Missile Barrage
- Area of effect and particle are now properly centered around the point of impact
- Spell icon is now tinted when 'The Big One' is ready
- Phosphorus Bomb
- Base damage increased to 80 / 130 / 180 / 230 / 280 from 70 / 120 / 170 / 220 / 270
- Now reveals champions for 6 seconds in addition to revealing the area for 6 seconds (does not reveal stealth)
- Gatling Gun
- Now has a base damage of 20 / 32 / 44 / 56 / 68 per second
- Duration has been adjusted to 4 seconds at all levels
- Scales with 0.4 bonus Attack Damage ratio per second, from 0.4 total Attack Damage ratio every second
- The cooldown before Corki's next Missile Barrage charge and his current stacks are now shown in the same buff
- Phosphorus Bomb
- No longer blinds
- Damage reduced to 70 / 120 / 170 / 220 / 270 from 80 / 130 / 180 / 230 / 280
- Gatling Gun attack damage ratio reduced to 20% from 25%
- Missile Barrage: Big One bonus damage reduced to 50% from 60%
- Fixed a bug that was causing the line missile targeting display to be offset on Valkyrie and Missile Barrage
- Phosphorous Bomb no longer reveals stealthed units
- Gatling Gun
- Fixed a bug where it could hit unseen, non-champion stealthed targets like wards
- Fixed a bug where it was dealing too much damage
- Fixed a tooltip typo with Missile Barrage
- Base movement speed reduced to 300
- Fixed Valkyrie's level-up tooltip to show the effects of Corki's current cooldown reduction
- Missile Barrage
- Base damage reduced to 120 / 190 / 260 from 125 / 200 / 275
- Mana cost increased to 30 / 35 / 40 from 25 / 30 / 35
- Big Ones now deal 60% increased damage, down from 100%
- Cleaned up Gatling Gun and Missile Barrage tooltips
- Valkyrie
- Range increased to 800 from 700
- Base speed increased to 650 from 500
- Missile Barrage
- Now scales off 20% of Corki's total attack damage in addition to ability power
- Updated the tooltip to reflect that a Big One deals twice as much damage as a normal missile
- The time to store a missile is now reduced by cooldown reduction effects
- The time to store the next missile does not progress while you are at maximum missiles
- Corki respawns with 4 missiles
- Gatling Gun Mana cost reduced to 60 / 70 / 80 / 90 / 100 from 60 / 75 / 90 / 105 / 120
- Phosphorous Bomb Mana cost reduced to 80 / 90 / 100 / 110 / 120 from 90 / 100 / 110 / 120 / 130
- Attack range increased to 550 form 500
- Valkyrie can no longer be cast while rooted
- Missile Barrage reload time reduced to 10 seconds from 14
- Attack speed per level increased to 2.3 from 1.86
- Missile Barrage
- Added a counter indicating how close to the Big One you are
- 1 missile is now granted when you first put a point into it
- Missile Barrage now reloads while dead and will no longer reset the stack count upon death
- Valkyrie animation improved
- Phosphorous Bomb
- Area of effect reduced to 225 from 250
- Mana Cost increased to 90 / 100 / 110 / 120 / 130 from 70 / 85 / 100 / 115 / 130
- Fixed a bug causing Phosphorous Bomb's particle to show above the fog of war, even without vision of that area
- Fixed a bug where Phosphorous Bomb placed a buff on Corki saying he would miss on attacks
- Fixed a bug where the vision granted by Phosphorous Bomb disappeared upon using a basic attack
- Valkyrie
- Cast range reduced to 700 from 900
- Mana Cost increased to 100 at all levels from 100 / 90 / 80 / 70 / 60
- Missile Barrage
- Small Missile area of effect reduced to 200 from 225
- Large Missile area of effect reduced to 300 from 350
- Mana Cost increased to 25 / 30 / 35 from 20 / 25 / 30
- Phosphorous Bomb blind duration reduced to 3 seconds form 4
- Valkyrie cast range reduced to 900 from 1,000
- Reduced base Mana regen from 0.88 to 0.8
- Reduced Mana regen per level from 0.08 to 0.07
- Phosphorous Bomb
- Reduced blind miss chance from 50% to 35%
- Increased Mana cost from 60 / 75 / 90 / 105 / 120 to 70 / 85 / 100 / 115 / 130
- Gatling Gun damage percentage reduced from 33 to 25
- Valkyrie abilit power ratio reduced from 0.8 to 0.4
- Missile Barrage
- Increased cooldown between new missiles from 12 seconds to 14
- Increased Mana cost form 15 / 20 / 25 to 20 / 25 / 30
Corki released
Articles[]
- 2014
- 2013
- May 29th, Corki in Professional Play from LoL Esports
- September 19th, Closer Look: Corki at Worlds from LoL Esports
Additional Content[]
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Journal of Justice
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