Best Corki Build for Top, EMERALD +
p ability icon pq ability icon qw ability icon we ability icon er ability icon r
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Jack of All Trades

Jack of All Trades

0 / 10
Each different stat from your items gives 1 Ability Haste. At 5 and 10 stats, you gain 10 or 25 Adaptive Force.
Ability Haste
Ability Haste +0
Adaptive Force
Adaptive Force +0
Breakpoint
5 more stats needed for the 5-stack breakpoint.
Counted Stats
Add items above to estimate Jack of All Trades from parsed item stats.
P ability icon P

P - Hextech Munitions

A percentage of Corki's basic attack damage is dealt as bonus true damage.
0g (+0%)
Q ability icon Q

Q - Phosphorus Bomb

Cooldown 9 / 8.5 / 8 / 7.5 / 7
Cost 60 / 65 / 70 / 75 / 80
Range 825 / 825 / 825 / 825 / 825
Corki lobs a bomb, dealing magic damage. The area and champions hit are revealed for seconds.
Cooldown 9 / 8.5 / 8 / 7.5 / 7 -> 8.5 / 8 / 7.5 / 7
@Ability Resource Name@ Cost 60 / 65 / 70 / 75 / 80 -> 65 / 70 / 75 / 80
0g (+0%)
W ability icon W

W - Valkyrie

Cooldown 20 / 18 / 16 / 14 / 12
Cost 80 / 85 / 90 / 95 / 100
Range 600 / 600 / 600 / 600 / 600
Corki flies over and scorches a path, burning it for seconds. Enemies in the fire take up to magic damage over the duration.
Cooldown 20 / 18 / 16 / 14 / 12 -> 18 / 16 / 14 / 12
@Ability Resource Name@ Cost 80 / 85 / 90 / 95 / 100 -> 85 / 90 / 95 / 100
0g (+0%)
E ability icon E

E - Gatling Gun

Cooldown 12 / 12 / 12 / 12 / 12
Cost 50 / 55 / 60 / 65 / 70
Range 600 / 600 / 600 / 600 / 600
Corki fires a gatling gun in front of him, dealing physical damage over seconds and shredding up to Armor and Magic Resist.
@Ability Resource Name@ Cost 50 / 55 / 60 / 65 / 70 -> 55 / 60 / 65 / 70
0g (+0%)
R ability icon R

R - Missile Barrage

Cooldown 2 / 2 / 2
Cost 35 / 35 / 35
Range 1225 / 1225 / 1225
Corki fires a missile that explodes on the first enemy hit, dealing physical damage to surrounding enemies. Every third missile instead deals physical damage.

This Ability has up to charges. Basic attacks against champions reduce the time between charges by seconds on hit.
Effect1 0 / 0 / 0
Effect2 0 / 0 / 0
Effect3 0 / 0 / 0
Effect4 0 / 0 / 0
Effect5 0 / 0 / 0
Effect6 0 / 0 / 0
Effect7 0 / 0 / 0
Effect8 0 / 0 / 0
Effect9 0 / 0 / 0
Effect10 0 / 0 / 0
0g (+0%)

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