Corki Rework Concept
Heya everyone, got kinda bored and was just thinking about what my ideal corki rework would look like so decided to write it out and see what people think
Passive - Experimental Hextech Munitions (Passive and E turned into one)
Corki's basic attacks are modified to deal 80% magic damage and 20% physical damage. If Corki auto attacks the same enemy 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.
**Q - Flare Bomb (Reworked Q) ** Corki launches a flare at the target area. Enemies hit are inflicted with "LOCKED ON" for 8 seconds. The flare also reveals the area and affected enemies for 6 seconds.
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
W - Ace Maneuver (Reworked W)
Corki dashes in the target direction leaving a trail of napalm underneath him that deals magic damage every 0.25 seconds for 2 seconds. If an enemy ability passes within X distance of Corki without damaging him while Corki is using Ace Maneuver and is locked on to an enemy, Corki will have a 2 second window to re-cast Ace Maneuver with a longer distance and increased napalm damage
Sidenote - Not sure exactly how but I feel like this dash should be not a simple straight line. Maybe some sort of Diana Q type thing where he flies in a pattern before arriving to the other side, something with a barrel roll maybe where it can only be used left and right not forward and back, idk exactly. All I know is I don't think it should be a straight line dash
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. If a missile hits a locked on enemy a second gun will start auto attacking the enemy dealing X% of Corki's auto attack damage, and attacking based on X% of Corki's attack speed for as long as the enemy remains locked and in Corki's auto attack range and vision. This second gun can apply the shrapnel from Corki's passive and will spray out towards that target even if it is a different target than the one Corki is attacking
If the missile hits multiple locked on enemies it will prioritize the closest one, and prioritize champions over minions and monsters.
R - Buster (New Ability)
Corki pushes his plane to the limit, increasing his movement speed drastically when running towards enemies. Every ability that passes nearby Corki without hitting him during this time further increases his movement speed and lowers his ability cooldowns. Being hit by abilities lowers his movement speed and the duration of this ability
Purpose
The purpose of this rework is to really emphasize on that gunner pilot theme. Flying around your enemies and relentlessly attacking them while being just out of reach, harassing your enemy until they're low enough that you can just fly in and gun them down, and most importantly really bringing the daring part of his personality into the kit. Right now he isn't the "daring bombardier". He's the really safe laner bombardier. By making his W have a really short range, but a much longer range if its used to dodge skillshots and outplay your opponent, hopefully that will encourage players to make outplays rather than sit at tower and farm up till triforce sorc shoe spike. Plus with the new R ability you now want to get into the thick of combat
I'd really like to hear people's opinions on my idea and if they like it, dislike it, anything they want to change etc. I absolutely love my boy Corki and I want this cocky lil sheen proc machine to be updated properly in a way that both the mains and new corki's like. I'm sure that my rework isn't perfect and could certainly use some tuning so lets discuss! :D