Corki Rework
So, a rioter on the boards recently said Corki is on their radar for a rework. This got me thinking of what such a rework could look like. Ideally it would remove hidden/difficult-to-balance power (passive/Special Delivery), open up both AD and AP builds, and retain his identity as a unique sort of 'spellcasting' missile-spamming ADC. So, these are the ideas I came up with for Corki. Obviously the numbers are my best guesses and potentially under or over-powered, but the kit is what is most important. I would love to know what you would all like to see as well!
**Corki: The Yordle Pilot
PASSIVE: Master Pilot**
Corki can move over terrain and units but is visible to enemy units from twice the usual distance.
Q: Magic Missile
Mana Cost: 50/45/40/35/30
CD: 6/5/4/3/2 seconds
Magic Damage: 60/70/80/90/100
(Range: 1175 range (down from 1225))
Fires a missile in a straight line that explodes upon hitting an enemy, dealing magic damage to the target hit and surrounding enemies. Scales with (20% AP) and (30% bonus AD).
W: Pursuit
Mana Cost: 60/70/80/90/100
CD: 12/11/10/9/8 seconds
Corki dashes in the target direction. His next attack critically strikes for 120/125/130/135/140% damage and deals 40% AP bonus magic damage.
E: Hextech Munitions
Mana Cost: 100
CD: 13/12/11/10/9
On-hit Damage: 10/20/30/40/50 (+40% bonus AD) (+15% AP).
Corki's basic attacks within 5 seconds deal bonus magic damage to the target. Each time Corki attacks an enemy champion, Hextech Munition's cooldown is reduced by 1 second.
R: Shrapnel Spray
Mana Cost: 100
CD: 90/75/60
(Range = 550 (same as auto range))
Corki sprays bullets and shrapnel in a cone in front of himself for 4 seconds, which deal 10/20/30 (+6.25% bonus AD) (+2.5% bonus AP) mixed damage [50% physical/50% magic]. Enemies hit lose 1/2/3 Armor and Magic Resist per hit for 2 seconds, stacking up to 8 times.
tl:dr: Passive is flying; Q is rockets; W is dash with a critical hit; E is an auto-enchant; R is a super-powered Gatling Gun.