Corki - The Daring Bombardier

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The Daring Bombardier
Region: Bandle City.png Bandle City
Role: Marksman.png Marksman
Release: 09/19/2009
Cost: 3150IP 790RP
Resource: Mana
Health: 512.76 (+82)
HP Regen: 5.42 (+0.55)
Mana: 350.16 (+34)
Mana Regen: 7.42 (+0.55)
Move Speed: 325

Attack Damage: 55 (+2.5)
Attack Speed: 0.638 (+2.3%)
Range: 550
Armor: 23.38 (+3.5)
Magic Resist: 30 (+0.5)
Overview   Match History    

Corki, The Daring Bombardier is a Ranged AD Carry who also functions much like a caster as many of his abilities deal damage and can be cast frequently. Due to his Valkyrie ability he can stay fairly safe and re-position himself in fights if he finds himself in danger. His ultimate Missile Barrage gives him long range poke allowing him to do damage from a distance safely and frequently. He is primarily found in duo bottom lane due to having a somewhat weak starting game.

Champion Spotlight


Lore: 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!”

- Corki, the Daring Bombardier


PassiveHextech Munitions
INNATE : Corki's auto-attacks deal 100% damage, split between 80% magic damage and 20% physical damage before armor adjustment. After 8 minutes, Corki can return to base to pick up The Package, gaining extreme out-of-combat Movement Speed (150% while in base, 40% outside) and can cast Special Delivery for 60 seconds
PACKAGE COOLDOWN : 5 minutes after being used

QPhosphorus Bomb
ACTIVE : Corki launches a bomb, revealing the destination area for 6 seconds and dealing magic damage to all enemies hit. Any champions hit will also be revealed for 6 seconds. The bomb also grants vision while the in the air.
MAGIC DAMAGE : 70 / 115 / 160 / 205 / 250 (+50% ABILITY POWER) (+50% BONUS ATTACK DAMAGE)
COOLDOWN : 8 seconds
COST : 60 / 70 / 80 / 90 / 100 mana

(ACTIVE) : Corki surges to target location with a speed of 650, dropping bombs on its path that create a trail of fiery destruction for 2.5 seconds. Opponents take damage each half second they stay in the trail.
(The Package) : Travels further and drops bombs along the path that knock aside enemies and leave a burning trail in the area for 5 seconds, Enemies in the trail are slowed by 90% and burn for magic damage equal to 30-100 at levels 1-18 (1.5 BONUS ATTACK DAMAGE) (.2 ABILITY POWER)
MAGIC DAMAGE PER SECOND : 60 / 90 / 120 / 150 / 180 (+40% ABILITY POWER)
MAXIMUM MAGIC DAMAGE : 150 / 225 / 300 / 375 / 450 (+100% ABILITY POWER)
COST : 100 mana
RANGE : 600
COOLDOWN : 26 / 23 / 20 / 17 / 14 seconds

EGatling Gun
ACTIVE : Corki's gatling gun begins firing at enemies in front of him automatically every half second for 4 seconds, dealing half physical and half magic damage shredding the armor and magic resist of enemies who are under continuous fire. Armor reduction stacks and lasts 2 seconds. Corki can keep attacking and using other abilities while Gatling Gun is in effect.
DAMAGE PER SECOND : 20 / 32 / 44 / 56 / 68
ARMOR REDUCTION PER SECOND : 1 / 2 / 3 / 4 / 5
MAXIMUM DAMAGE : 80 / 128 / 176 / 224 / 272
COOLDOWN : 16 seconds
RANGE : 600
COST : 50 mana

RMissile Barrage
ACTIVE : Corki fires a missile in a line that will explode and deal magic damage in an area upon colliding with the first enemy it hits.

Corki can only fire a missile if he has missiles stored, and can store up to 7 missiles. The time to respawn a missile is affected by cooldown reduction and does not progress while having maximum missiles. Every third missile fired will be marked as a Big One, dealing 50% more damage than normal missiles and the explosion has a broader radius. After dying, Corki will respawn with 4 missiles.

MAGIC DAMAGE : 100 / 130 / 160 (+20% ABILITY POWER) (+15 / 45 / 75% ATTACK DAMAGE)
BIG ONE MAGIC DAMAGE : 150 / 200 / 250 (+40% ABILITY POWER) (+30 / 90 / 150% ATTACK DAMAGE)
MISSILE CHARGE RATE : 12 / 11 / 10 seconds
COOLDOWN : 2 seconds
RANGE : 1,225
RADIUS OF AoE : Regular (150); Big Ones (300)
COST : 20 mana

Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
Esltumbnail.png IEM Season IX World Championship 0 14 4 10 28.6 73.7
Esltumbnail.png IEM Season IX - Cologne 0 10 5 5 50 71.4
Esltumbnail.png IEM Season IX - San Jose 2 10 5 5 50 100
WC2014.png 2014 World Championship 0 22 12 10 54.5 28.2
NA LCS.png 2014 NA LCS Summer Playoffs 2 9 4 5 44.4 37.9

Patch History

Patch Notes 7.16

Base attack damage decreased.
Quote.png Now that Corki scales better into the late game with magic penetration, he doesn’t need to have such a strong early game. Unquote.png

Base stats



  • Arcade Corki’s E - Gatling Gun visuals no longer shoot sideways when under the effect of Lulu's W - Whimsy

Patch Notes 7.12

Attack speed slightly up. Base AD slightly up. Autos do more magic damage rather than physical.
Quote.png 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. Unquote.png

Base stats

  • BASE ATTACK SPEED: 0.625 ⇒ 0.638

HextechShrapnelShells.jpg Passive - Hextech Munitions

  • BASIC ATTACK DAMAGE: 50% physical, 50% magic ⇒ 20% physical, 80% magic

Valkyrie.jpg W - Valkyrie

  • NEW PREPARATION: Phosphorous Bomb and Missile Barrage can now be buffered during Valkyrie's travel time

Patch Notes 7.9

Quote.png 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. Unquote.png
  • HOORAY: Champions who previously gained no magic resist per level now gain 0.5 per level
  • AFFECTED CHAMPIONS: Ahri, Anivia, Annie, Ashe, Aurelion Sol, Azir, Bard, Brand, Caitlyn, Cassiopeia, Corki, Draven, Elise, Ezreal, Fiddlesticks, Gnar, Graves, Heimerdinger, Janna, Jayce, Jhin, Jinx, Kalista, Karma, Karthus, Kassadin, Kayle, Kennen, Kindred, Kog’Maw, LeBlanc, Lissandra, Lucian, Lulu, Lux, Malzahar, Miss Fortune, Morgana, Nami, Nidalee, Orianna, Quinn, Rakan, Ryze, Sivir, Sona, Soraka, Swain, Syndra, Taliyah, Teemo, Thresh, Tristana, Twisted Fate, Twitch, Urgot, Varus, Vayne, Veigar, Vel’Koz, Viktor, Vladimir, Xayah, Xerath, Yasuo, Ziggs, Zilean, Zyra

Patch Notes 7.6

    • Technically not a bugfix: Arcade Corki’s E - Gatling Gun VFX have been toned down to be less overwhelming
    • Technically not a bugfix: Arcade Corki’s R - Missile Barrage VFX have been updated to be more recognizable

Patch Notes 7.4

Normal missile damage down. Missile count now tracked on secondary resource bar.
Quote.png 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. Unquote.png
  • MissileBarrage.jpg R - Missile Barrage
    • Normal missile damage numbers:
      • BASE DAMAGE: 100/130/160 ⇒ 75/100/125
      • TOTAL ATTACK DAMAGE RATIO: 20/60/100% ⇒ 15/45/75%
      • ABILITY POWER RATIO: 30% ⇒ 20%
    • Big One damage numbers:
      • BASE DAMAGE: 150/195/240 ⇒ 150/200/250
      • TOTAL ATTACK DAMAGE RATIO: 30/90/150% (unchanged)
      • ABILITY POWER RATIO: 45% ⇒ 40%
    • #clarity:
      • AMMO RACK: The number of missiles Corki has stored is now shown in his secondary resource bar. The resource bar turns red when the next missile is a Big One.
    • Fixed a bug on Arcade Corki where his model didn’t immediately reappear after his recall animation.

Patch Notes 6.19

Attack damage per level up.
Quote.png 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. Unquote.png


  • ATTACK DAMAGE AT LEVEL: 18 98.5 ⇒ 115.5

Patch Notes 6.15

Passive cooldown lowered.
Quote.png 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. Unquote.png

HextechShrapnelShells.jpg Passive - Hextech Munitions

  • PACKAGE COOLDOWN: 300 seconds ⇒ 240 seconds

Patch Notes 6.12

W cooldown adjusted. E deals more damage and stacks his shred faster.
Quote.png 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’. Unquote.png

Valkyrie.jpg W - Valkyrie

  • COOLDOWN: 26/23/20/17/14 seconds ⇒ 20/19/18/17/16 seconds

GatlingGun.jpg E - Gatling Gun

  • DAMAGE: 80/128/176/224/312 ⇒ 80/140/200/260/320
  • TICKS PER SECOND: 2 ⇒ 4 (now 16 ticks over 4 seconds)
  • MAXIMUM SHRED: -4/8/12/16/20 armor and magic resistance after 8 ticks (unchanged). At max shred, further ticks against the same target refresh the shred duration.

Patch Notes 6.11

R’s ratio up.
Quote.png 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. Unquote.png

MissileBarrage.jpg R - Missile Barrage

  • RATIO: 0.2/0.5/0.8 total attack damage ⇒ 0.2/0.6/1.0 total attack damage

Patch Notes 6.7

Basic attack ratio down.
Quote.png 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. Unquote.png
  • HextechShrapnelShells.jpg Passive - Hextech Munitions
    • RATO ON BASIC ATTACKS: 1.1 total attack damage ⇒ 1.0 total attack damage

Patch Notes 6.3

Q damage down. R recharge time up.
Quote.png 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 Phosphorous 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. Unquote.png
  • PhosphorusBomb.jpg Q - Phosphorus Bomb
    • BASE DAMAGE: 80/130/180/230/280 ⇒ 70/115/160/205/250
  • MissileBarrage.jpg R - Missile Barrage
    • AMMO RECHARGE RATE: 12/10/8 seconds ⇒ 12/11/10 seconds

Patch Notes 5.22

Quote.png 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. Unquote.png
  • General
    • BASE ATTACK DAMAGE: 51.24 ⇒ 56
    • BASE MANA: 305.16 ⇒ 350.16
    • MANA GROWTH STAT: 37 ⇒ 34
  • NEW HextechShrapnelShells.jpg Passive - Hextech Munitions
    • HEXTECH SHRAPNEL SHELLS: Corki's basic attacks deal 110% damage, split evenly between 55% magic damage and 55% physical damage
    • THE PACKAGE: After 8 minutes, Corki can return to base to pick up The Package, gaining extreme out-of-combat Movement Speed (150% while in base, 40% outside) and can cast Special Delivery for 60 seconds
    • PACKAGE COOLDOWN: 5 minutes after being used
  • Valkyrie.jpg W - Valkyrie
    • RANGE: 800 ⇒ 600
    • THE PACKAGE: Special Delivery: Travels further and drops bombs along the path that knock aside enemies and leave a burning trail in the area for 5 seconds.
    • THE PACKAGE: Special Delivery: Enemies in the trail are slowed by 90%
    • THE PACKAGE: Special Delivery: Enemies in the trail burn for magic damage equal to 30-100 at levels 1-18 (+1.5 bonus ATTACK DAMAGE) (+0.2 ABILITY POWER)
  • GatlingGun.jpg E - Gatling Gun
    • I'M SENSING A PATTERN: Now deals half of its damage as magic damage
    • EXPOSED: Now additionally reduces Magic Resist
    • ARMOR AND MAGIC RESIST SHRED: 2/4/6/8/10 per second ⇒ 1/2/3/4/5 per second
  • MissileBarrage.jpg R - Missile Barrage
    • DAMAGE: 100/180/260 ⇒ 100/130/160
    • TOTAL ATTACK DAMAGE RATIO: 0.2/0.3/0.4 ⇒ 0.2/0.5/0.8

Patch Notes 5.1

Quote.png 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. Unquote.png
  • Valkyrie.jpg W - Valkyrie
    • COST: 50 mana ⇒ 100 mana

Patch Notes 4.21
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."

  • PhosphorusBomb.jpg Q - Phosphorus Bomb
    • MISSILE SPEED: 1125 ⇒ 1000

Patch Notes 4.3
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.”

  • PhosphorusBomb.jpg 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)

Patch Notes 3.14
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%)

Patch Notes 3.13
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)

Patch Notes 3.09

  • Valkyrie
    • Mana cost reduced to 50 from 100
  • Missile Barrage
    • Mana cost reduced to 20 from 30/35/40

Patch Notes 3.08

  • Missile Barrage
    • Fixed a bug where Missile Barrage would sometimes fail to deal damage

Patch Notes 3.06

  • Missile Barrage
    • Fixed a bug where using Missile Barrage restarted the cooldown for gaining another missile

Patch Notes 3.05 Balance Update

  • 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

Patch Notes

  • Gatling Gun
    • Mana cost reduced to 60 / 65 / 70 / 75 / 80 from 60 / 70 / 80 / 90 / 100

Patch Notes

  • Base Movement Speed increased by 25.

Patch Notes

  • 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

Patch Notes

  • Valkyrie's targeting indicator now scales with distance from Corki

Patch Notes

  • 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

Patch Notes

  • 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)

Patch Notes

  • 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

Patch Notes

  • The cooldown before Corki's next Missile Barrage charge and his current stacks are now shown in the same buff

Patch Notes

  • 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%

Patch Notes

  • Fixed a bug that was causing the line missile targeting display to be offset on Valkyrie and Missile Barrage

Patch Notes

  • 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

Patch Notes

  • 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

Patch Notes

  • 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

Patch Notes

  • 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

Patch Notes

  • 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

Patch Notes

  • 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

Patch Notes

  • Valkyrie animation improved

Patch Notes

  • 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

Patch Notes

  • Phosphorous Bomb blind duration reduced to 3 seconds form 4
  • Valkyrie cast range reduced to 900 from 1,000

Patch Notes

  • 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

Other Contents


  • Classic Corki
  • UFO Corki
  • Ice Toboggan Corki (Special)
  • Red Baron Corki
  • Hot Rod Corki (Limited)
  • Urfrider Corki
  • Dragonwing Corki
  • Fnatic Corki (Limited)
  • Arcade Corki (Limited Edition)

  • Arcade Corki

  • Classic Corki
  • UFO Corki
  • Red Baron Corki

  • Classic Corki
  • Red Baron Corki
  • Hot Rod Corki

Champions List









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Jarvan IV


















Lee Sin









Master Yi

Miss Fortune



































Tahm Kench









Twisted Fate
















Xin Zhao