Corki Rework Concept 2.0

ThirteenJesters·12/16/2019, 7:18:07 PM·4 votes·4,727 views

Doing another rework, this time significantly more fleshed out than my previous one with explanations for each ability as well as lore. If you're not interested in the lore of Corki and just wanna read the kit modifications scroll down to "Passive - Experimental Hextech Munitions"

Note: I like Corki for his theme much more than his gameplay. As such this rework is based much more around really bringing to life the yordle pilot theme rather than trying to keep his current trading patterns and kit

Lore Corki migrated to Piltover at the request of his old friend, Heimerdinger. Although Corki himself had little interest in technological advancements himself he saw this as an opportunity to test other's inventions with a more hands on approach.

Corki spent most of the first few months in Piltover as a test subject for many Yordles insane inventions. Explosives, EMPs, weaponry, modifications, things that each assured Corki would result in a certain improvement to Runeterra's residents!

His role as test subject ended the day Heimerdinger introduced him to an experimental machine known as the Reconnaissance Operations Front-Line Copter; ROFL Copter for short. It was to be a device to allow quick recon missions or even possibly serve as a taxi service between major points of interests that were difficult to get to by foot.

As Corki donned his safety equipment and saddled himself in the cockpit he began his takeoff and began to feel... Alive. The winds blew through his hair and filled the yordle with a sense of exhilaration. As he dipped and dived through the air Corki piloted the machine as if he had been doing it since the day he was born. Effortlessly flying in-between mountain ranges and skimming the lakes underneath.

Upon landing back at the meeting spot Corki pulled the copter into the garage and sealed himself inside for days, not allowing even heimerdinger to enter inside. When he emerged the once simple machine had been turned into a weapon of war. Two guns had been mounted to the front, a compartment underneath with hidden explosives, and a back compartment added with a gunner seat and multiple missile triggers.

Corki knew at his core that this machine could end conflicts before they even began. And he believed himself to be the best one capable of piloting such a machine. Together, with the approval of Caitlyn and the rest of her enforcers, he was given approval to use this machine in times of crisis.

He got such an opportunity when a large blimp like figure began to float out of Zaun. It would seem that some sort of gang warfare had broken out and someone sought to end the conflict early with an aerial bombardment. The sheer amount of casualties that could be caused by such a machination would be astounding, and Corki was quickly given the call to end this quickly.

Ready and raring to go Corki quickly set off flying towards the source of danger. His heart in his throat as he saw this giant blimp easily 50 times his size, he nevertheless flew onwards toward it just as it finished its launch. It would seem that his machine was not nearly as stealthy as he thought as immediately a barrage of bullets came towards him.

Quickly pulling to the right and engaging his front gatling guns Corki fired away at the blimp leaving it riddled with dozens of tiny holes within seconds. Dodging and weaving between bouts of shrapnel and explosives Corki continued to fire wave after wave of metal and gunpowder towards his adversary. Given its massive size however the limited amount of high profile weaponry on his copter made this encounter deadlier by the minute.

He knew that he only a limited stockpile of ammo and he would run out before the blimp sustained enough damage to crash. Worse yet, it would take only a couple of well placed shots to end Corki as well.

Thinking quickly Corki began circling the enemy aircraft until he found its weak spot, a pile of gas canisters fitted in the bottom of the ship which gave it its lift. The daring pilot soared underneath the blimp directly between the scores of cannons that littered the bottom of the craft. Deftly dodging each shot placed towards him Corki approached the gas canisters only to find his guns incapable of piercing the hard metal that coated the canisters.

With only a single option left Corki dumped his remaining gas into the tank for a sudden burst of speed and advanced directly underneath the canisters. With a deft movement he flipped his plane upside down and let loose a barrage of every explosive left with him. The fire scorched his facial hair as a chain explosion was set off, a loud joyful yip escaped Corki's lips as he fled out underneath the crashing airship.

Landing back on solid ground a few minutes later, Corki was awarded the title of "ace pilot" and given free reign to perform future missions for the city. With the help of heimerdinger Corki created over a dozen ships near identical to his own, and recruited daredevil pilots such as himself to serve as his backup. Corki named his squadron the Screaming Yipsnakes, and together with them set to serve as the first line of defense not just for Piltover, but for Runeterra as a whole.

Stat changes

Auto attack range: 550 -> 450 (might be a bit much, likely would end up at around 470-500 range)

Movement speed: 325 -> 335

Passive - Experimental Hextech Munitions (Passive and E turned into one)

Corki's basic attacks are modified to deal 90% magic damage and 10% physical damage. If Corki auto attacks the same enemy champion or epic monster three times in a row his weaponry overloads causing Corki to spray out hextech shrapnel towards the direction of the enemy. The shrapnel last for 3 seconds and its duration is refreshed every time Corki auto attacks an enemy 3 times in a row.

The shrapnel does minor damage and shreds enemy armor and MR, increasing all affects of this at levels 6/11/16

Explanation: Corki's E was always a very boring amount of hidden power. You press the button, you shred enemy resistances in front of you. Nerfing the numbers while increasing its up time makes a lot more sense to me personally

Q - Radar Jammer (Reworked Q)

Corki launches an EMP at the target area, dealing damage to enemies caught inside. Enemies hit are inflicted with "LOCKED ON" for 8 seconds. Enemy champions that are hit briefly have their radar scrambled, disabling their minimap and revealing them to Corki briefly.

When an enemy is locked on Corki's auto attacks are modified. When attacking a locked on enemy Corki can move as normal while continuing to attack the enemy

Explanation: Lets be real here. A fighter pilot that can't move while they're shooting? Borrrringgggg. Corki should be all about flying around his opponents and constantly bombarding them. The EMP effect was added since in my experience, the 6 seconds of vision he had previously were very rarely used. It makes a lot more sense thematically to me to scatter enemies radars and allow for his allies to close in on them.

W - Ace Maneuver (Reworked W)

Passive: Corki gets increased movement speed while in auto attack range of a LOCKED ON target

Active: While Corki is within auto attack range of a LOCKED ON target this ability becomes usable. Corki dashes in a target direction, leaving a trail of fire underneath him which damages those who walk over it. The cooldown and mana cost is reduced so long as you remain in LOCKED ON range after you reach the end of the dash

Explanation: Corki has always had problems with balance, most specifically in pro play, because of his safety in lane. Limiting his dash to combat situations rather than as a free out will make him a lot less safe, as well as a lot more fun to play

E - Tracking Missiles (Reworked R)

Corki stores up to 2/3/4/5/6 missiles. Corki can launch a missile dealing magic damage in a small AOE. Every third missile has increased damage, aoe, and radius. Enemy champions hit by this ability will be affected by LOCKED ON. If an enemy is hit by this ability while already LOCKED ON, the duration will be refreshed to its maximum.

Everytime a Big One hits an enemy while Corki is attacking them in a LOCKED ON STATE, a secondary gun will begin firing at the enemy for as long as they remain in LOCKED ON range. The second gun fires at Corki's current attack speed and dealing 50/60/70/80/90% of Corki's normal auto attack range

Explanation: Corki's ult has always been such a huge part of his kit. He's one of those champions that really doesn't do a whole lot up until level 6. That's why I believe his ult needed to be added as a basic ability, similar to the recent Diana mini rework. The extra gun effect was added to increase his damage given the big hit to AA range I gave him

R - Gun em down! (New ability)

Corki's vision range is doubled, and he begins to fly towards a target point while firing a barrage of bullets in a line. Corki can recast this ability 1/2/3 times to dash towards a target direction and begin his ultimate again The dash will leave behind a fire trail similar to his W. This ability is cast similar to a Viktor E, with a starting point and ending point chosen each time its cast.

Corki can travel over walls while this ability is being casted. Initializing a movement command will cancel the ult, teleporting you to the closest patch of normal ground if cancelled while flying over terrain. The speed Corki moves while in this ability is greatly reduced if you fly in a direction with no enemies.

Explanation: I wanted to keep an ability similar to his Package without having something quite as strong. His current package while extremely fun is also very odd and at times too strong. This still allows him a teamfighting ability and roaming tool, but one that can be countered at the benefit of having a much lower cooldown than his current package.

So that's all I have for the moment! If you have any questions or comments let me know em :D I hope you all enjoyed reading!

4 Comments

Galiö12/16/2019, 8:16:34 PM2 votes

I love the ROFL Copter. Is that a thing currently? Also if it was me, I'd tone down the technology theme a bit and make it more exotic/magical. Just my personal bias to technology in a fantasy setting where most characters dont have access to such technology.

I like the Q and lock on thing even though most of the kit seems to revolve around it. I think Q would be more interesting if corki attacks and can only attack the person he is locked onto and you can end it early by pushing Q again or leaving range for X amount of time.

I also would like to see hos new E tuned more since you attempted to go into number more so than concept l.

As for R it offers way too much imo and would be hard to balance in casual play and near impossible for pro play. A lot of utility in just one spell.

It seems nice overall and true to his character though so I appreciate that.

ACatIsFineToo12/16/2019, 11:58:23 PM1 votes

I hate the damage split. It doesn't make a lot of sense to me. Why is corki dealing magic damage? It never made sense to me in his current form, but 90% magic damage? O,O. This is a massive buff that can't be balanced IMO. Magic resist items are currently very bad, and having an adc essentially deal magic damage is extreamly hard to balance.

I would recommend 75% physical damage and 25% magic damage if anything, and have his fire deal magic damage.

Other problems. Corki needs his mobility, but I understand that having a large dash makes it very hard to kill him. What if his Vakyrie/Ace Maneuver only had a 300-400 range, but the range became 600-800 if he targeted a Locked-On enemy with it.

8 seconds of Locked-On seems ludicrously high (Think Release Kalista levels of kiting. Which was nerfed into the ground.) I would cut this down to like 3 seconds. That's a LOT of time. Especially since you can refresh the duration with a few auto's, and his missiles. Even at 3 seconds, you'll always be locked on. Lucien's ultimate The Culling lasts 3 seconds, and that is a large amount of time to run and gun.

I think the secondary gun is a bit much. I love the concept, but practically double damage is...wow. Id probably change this to a small flat amount of damage, maybe bypassing some resistances. Or a flat 20% as strong as his auto attack. This ability does SO MUCH already without the secondary gun. It really looks as powerful as two abilities as is. (Volly + Ranger's Focas)

I do like the Ultimate. I think it would be a great way to give him that Dog fight feel, diving back and forth while bombarding your enemies with guns and bombs.

FlameHalbrdOkido12/17/2019, 3:05:38 AM1 votes

The mini-map thing on the Q kinda has the same issue as the old E thing, its kinda hidden power that isn't easily appreciated, i think its a lil tacked on and the kit and theme would work fine without it. I think the vision is much more useful especially since it can help reveal invisible targets and overall helps his team with vision, i think this is much more useful. Even if u think the vision was useless i think u will end up finding the mini-map thing more useless in more cases than the vision was.

I like what u have done with the rest of the abilities and how u attempt to fix his issues and better deliver on his theme