Corki, the Daring Bombardier

Overview:

Despite having undergone some moderate changes as part of the marksmen Class Update, Corki's problems have largely stayed the same: his kit lacks focus, and aside from getting a shiny new tool he has access to every 8 minutes, he doesn't particularly stand out among other mobile, ability-based marksmen.

 

Taking a few liberties, I ended up with Corki's initial redesign - a daredevil dogfighter who could fly circles around melee enemies and unleash his munitions against them once they were squarely in his sights. His main method of flight was pretty clunky, however, and I feel like it strayed too much from Corki's identity as a bombardier (which, after playing some Ace Combat 7, I realize is different from a dogfighter). 

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To get this scrappy hunk of junk off the ground, I needed to make sure he delivered on a niche that solidified his role as a Daring Bombardier. In this case, that translates to an ace pilot with devastating  area-denial abilities, who isn't afraid to charge straight into the middle of the fight (and can achieve the aerial superiority to do so without turning it into a suicide mission).

I've also doubled down on Corki's supply-based gameplay, ensuring that his high-octane bombing runs are punctuated with the occasional resupply trip. This should allow him to keep up the offensive and break enemy sieges, while limiting his effectiveness when invading or fighting away from his lane. 

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Unlike my initial redesign, this Corki isn't too far off from his current iteration, both in terms of form and function. His iconic Ult and The Package are essentially unchanged, while his old Q, W, and E have been consolidated into Back Burner and Cluster Fragment Bombs.

One thing that didn't stick was his function as a hybrid damage-dealer. I think there are cases where this sort of feature makes sense, especially in flexible kits that encourage basic attacks (like Kog'Maw's or Teemo's), but with Corki's ability-heavy playstyle, forcing him to want both AD and AP didn't make sense. 

All values in blue are meant to give a general idea of the ability's properties, and are subject to change.

Class: Battlemage

Recommended Positions: Solo Midlane, Solo Sidelane

Complexity: Low

Innate: Hextech Munitions

Corki's groud crew drops off Supplies at the nearest ally turret (or turret ruins) every

60 to 20 (based on level) seconds. Corki can interact with nearby Supplies to resupply, channeling for 3 seconds and restoring 20% mana once the channel is complete.

After 8 minutes elapse, The Package is delivered to both corners of Corki's fountain, which he can pick up after channeling for 1 second. Doing so grants him one cast of Special Delivery, which must be cast before Back Burner within the next 60 seconds, as well as 40% bonus movement speed out of combat prior to the ability being cast, after which The Package goes on cooldown for 8 minutes.

Q: Back Burner


Corki lobs an incendiary bomb that lands at the target location after 0.75 seconds, dealing 50/75/100/125/150 + (50% AP) magic damage to enemies caught in the initial blast and reducing their magic resist by 40% for 2 seconds.

The blast leaves behind a burning field for 4 seconds, dealing 20/30/40/50/60 + (20% AP) magic damage to enemies within it each second, and extending the duration of Back Burner's magic resist reduction.

While carrying The Package, Back Burner becomes Special Delivery, increasing its area of effect and duration by 300%

Range: 725 (target range), 250 (effect radius)

Targeting Type: Skill Shot - Circle

Cooldown: 8

Cost: 60/70/80/90/100 mana

W: Cluster Fragment Bombs

Corki begins scattering miniature bombs around himself for 4 seconds, dealing

30/50/70/90/110 + (X% AP) magic damage to enemies hit every second after a 0.25 second delay and slowing them by 30%.

During this time, Corki gains 15/17/19/21/23% bonus movement speed, increased to 30/34/38/42/46% for 2 seconds upon moving within 600 units of an enemy champion.  

Range: 325

Targeting Type: None 

Cooldown: 16

Cost: 100 mana

E: Valkyrie

Corki lifts off after 2 seconds (increased by 0.75 seconds upon taking damage, up to 4 times), becoming Sky High for up to 6 seconds, once Corki runs out of mana, or until the ability is

re-activated. 

While Sky High, Corki is untargetable by non-turrets, is ghosted, and can travel over impassible terrain, but is disarmed for the duration and his Back Burner and Cluster Fragment Bombs take an additional 0.5 seconds to reach their destination.

Range: Self

Targeting Type: None 

Cooldown: 24/22/20/18/16

Cost: 30/42/54/66/78 mana per second (once Sky High)

R: Missile Barrage

PASSIVE: Corki stocks a missile every 12/11/10 seconds, up to a maximum of 7, and starts with 7 missiles every time he respawns. Resupplying with Hextech Munitions immediately restocks 3/5/7 missiles.

ACTIVE: Corki fires a missile in the target direction that explodes upon the first enemy hit, dealing 90/125/160 + (40% AP) magic damage in an area. Every third missile Corki fires is a Big One, dealing 100% increased damage within an 50% larger area.

While Sky High, Corki will instead fire directly at the target area, dealing the same damage within the missile's explosion radius once it reaches its destination. 

Range: 1300, 650 (while Sky High)

Targeting Type: Skill Shot - Line, Skill Shot - Circle (while Sky High)

Cooldown: 2

Cost: 20 mana