Meta, tier list & top-player builds from the China server · live
库奇 · 英勇投弹手 Marksman
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 22 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Corki: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Corki players, captured in-game.
📖 How to play CorkiCounted on 23 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
22 of the top 30 players have a public match history; the others keep theirs private.
























































































The toughest lane matchups for Corki on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Zed counters Corki: You are fragile and your Package has long cooldowns: his R always finds you at the moment you have no way out.
How to play Corki into Zed: Use Valkyrie only in reaction to his R, moving away from the shadow. Mixed-damage poke from behind the wave: keep him under 60% and he can never go in.
→ ZedWhy Yasuo counters Corki: Wind Wall blocks rockets and Q: half your kit dies to one button while he closes in with dashes.
How to play Corki into Yasuo: Poke only when the Wall is spent. Use Valkyrie OVER him: the burn trail cooks him while you exit his engage. The Package is for opening fights, not for escaping.
→ YasuoWhy Fizz counters Corki: His all-in ignores your poke and his E dodges your charged R: he wants exactly the close-range duel you must avoid.
How to play Corki into Fizz: Valkyrie in reaction to his jump. Long-range poke trades only. Your Package-powered mid game commands teamfights: fight there.
→ FizzWhy Ahri counters Corki: Mixed poke against a pick champion: your constant damage wears her down, her Charm waits for one misstep.
How to play Corki into Ahri: Never stand in an open line while Charm is up. Your poke wins through patience: keep her under 70% and her entries stop existing.
→ AhriWhy Viktor counters Corki: A zone-control duel: his laser against your mixed poke. Nobody dies in lane: the minutes decide.
How to play Corki into Viktor: Do not eat lasers out of pride. Use the Package on your team's fights: your instant engage beats his slow setup.
→ ViktorThe champions Corki works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Gatling Gun (E) only pays off if the channel reaches the end: Unstoppable Force (R) knocks up a whole group and hands you exactly those seconds, with everyone frozen inside the cone that strips their armour and magic resist.
You're the squishiest marksman around and Valkyrie (W) is a reposition, not an escape: Shadow Dash (E) taunts the assassin before he reaches you, and Stand United (R) shields you from anywhere on the map while you're mid-channel on Gatling Gun (E).
Brittle from Bellows Breath (W) adds 30% to whatever crowd control holds the target still, which is usable Gatling Gun (E) time. And Call of the Forge God (R) ploughs through a whole team inside Missile Barrage (R) range.
Two siege champions on the same tower: Shock Blast (Q) and Missile Barrage (R) grind it down from outside range without ever stepping up. And when someone does reach you, Thundering Blow (E) shoves them off where Valkyrie (W) wouldn't have saved you.
Your card names Zed and Yasuo outright: Steadfast Presence (W) roots exactly that kind of dash the instant it commits. Against comps that don't dash, though, Valkyrie (W) was already enough to slip out.
Infinite Duress (R) is a full second of suppression that can't be broken: it's the window where Gatling Gun (E) reaches the end of its channel instead of getting you deleted halfway. And Phosphorus Bomb (Q) reveals the target for him before he commits.
Frenzying Taunt (E) forces the target to stand there hitting Rammus for the whole duration: held like that, he eats the entire Gatling Gun (E) channel and comes out with no armour and no magic resist left.
Your card says channelling Gatling Gun (E) at the wrong moment gets you deleted: inside Lamb's Respite (R) nobody can die for three seconds, so the channel always finishes, and it hands you 150 health at the end.
Curse of the Sad Mummy (R) stuns a whole group for 1.5 seconds: that's when you point the Gatling Gun (E) cone at two or three targets at once and leave every one of them with no armour and no magic resist.
Biggest Snowball Ever! (W) knocks up and Absolute Zero (R) pins the whole team in a heavy slow: a group that can't move is all Missile Barrage (R) and the Gatling Gun (E) channel need.
A two-way synergy: Pyromania (P) is a guaranteed one-second stun that holds the target inside the Gatling Gun (E) channel, and that channel strips their magic resist right as Summon: Tibbers (R) lands on them.
Valkyrie (W) is no escape and you're made of paper: Hero's Entrance (R) shields you from across the map and knocks up whoever was on you, while Shield of Durand (W) taunts the diver and hands you a full Gatling Gun (E) channel.
His damage is all magic and Gatling Gun (E) strips magic resist off anyone caught in the cone: inside that window Pyroclasm (R) hits twice as hard. And Sear (Q) on an already-burning target stuns for 1.75 seconds, the length of your channel.
Nevermove (E) roots and drags the target toward him, and Vision of Empire (W) deals 50% more to anything already locked down: that pinned target is the same one your Gatling Gun (E) cone is stripping magic resist from.
Map synergy, not fight synergy: Destiny (R) reveals every enemy, so you know where to dump your Missile Barrage (R) charges and where the flank is coming from. But when they land on you he gives you nothing, and with Valkyrie (W) spent you die anyway.
Gatling Gun (E) forces you to stand still out in the open: Unbreakable (E) intercepts projectiles and cuts the rest by 35%, which is the only way the squishiest marksman in the game ever finishes a channel. Stand Behind Me (W) adds armour and magic resist on top.
Whimsy (W) polymorphs for a second the assassin that Valkyrie (W) isn't enough to dodge, and Rampant Growth (R) adds health and knocks off whoever already landed on you. Those are the two buttons you're missing to stand still and channel Gatling Gun (E).
Dark Passage (W) is the real escape that Valkyrie (W) isn't: the lantern shields you and pulls you out of a dive. And Death Sentence (Q) hands you a stunned, motionless target, which is a Gatling Gun (E) channel well spent.
One hook or stun taken with Valkyrie (W) down and you're dead: Black Shield (E) blanks that first crowd control outright. On the other side, Dark Binding (Q) roots for two seconds, exactly what the channel needs.
Every hit on a champion shaves 2 seconds off Missile Barrage (R): Tidecaller's Blessing (E) puts damage and a slow on your next attacks, so you refill charges instead of only poking. Aqua Prison (Q) and Tidal Wave (R) do the rest.
Worth it against teams that open with hard lockdown: Breath of Life (R) cleanses roots and stuns across the group and Ultra Mega Fire Kick (Q) kicks off whoever jumped you. Against a team that burns you down from range, though, he has no answers.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | C | 50.14% | 1.04% | 0.01% | #18 / 22 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | C | 49.16% | 1.41% | 0.03% | #18 / 22 |
Corki is a hybrid Marksman in Wild Rift who trades the pure auto-attack identity of most ADCs for a poke-and-burst kit: Phosphorus Bomb and Valkyrie chip away at range with magic damage, while his passive true damage and Gatling Gun let him win prolonged trades and duels. He's a lane bully early and a long-range siege and pick threat later on, making him a great pick for players who'd rather fight than just kite.
Skill order: E > Q > W (max Gatling Gun first for lane trading power, Phosphorus Bomb second for poke scaling, Valkyrie last since it's mainly a repositioning tool) — always level Missile Barrage first at 5/9/13.
Open trades with Phosphorus Bomb to poke and reveal the enemy duo before you commit; the vision it grants on hit tells you whether it's actually safe to walk up. When they engage or stand still to last-hit, follow up with autos and Gatling Gun. The armor and magic resist shred plus his true damage passive usually win the extended exchange. Manage your Missile Barrage charges carefully: don't dump all four into the wave, and weave autos onto enemy champions whenever you trade so the charges refresh faster. Hold Valkyrie in lane rather than burning it for chip damage; it's your only tool to dodge an all-in or escape a gank.
By the mid game Corki becomes a backline siege and poke threat: stay at max range, chip with Phosphorus Bomb and Missile Barrage before the fight starts, and save Gatling Gun's channel for a target you can either kill or safely disengage from. Valkyrie is your positioning tool in fights, use it to angle around your own frontline or slip out of a flank, not as your opening move. Once the fight is on, target whichever squishy carry is closest or most exposed; between the true damage passive and the armor and magic resist shred, Corki deletes priority targets fast once his autos and Gatling Gun connect.