Corki lane gets much sharper when you stop treating rockets as the whole trade and use Q or an auto to start contact, then stay close enough for E, passive autos, and one more rocket to stack together before they fully disengage
Spend W only when it actually buys firing time—after their answer is gone, through a short choke, or at the midpoint of the trade—because a forward dash that still lets them walk out of E is usually just Corki giving up his safety for nothing
Corki’s good games keep breaking out in river mouths, jungle bends, and other sticky midgame spaces where people cannot leave his range cleanly, and recent data says his leads hold worse than Azir, Viktor, or Smolder once fights stretch into long, fully spaced late-game setups
Use W when it changes how long the target has to stay in your range, not just when it moves you forward. The clean moments are after they spend the dash or spell that normally breaks contact, when the fight is already starting in a tight space, or when one more step keeps E attached through autos and a rocket. In lane, that often means walking first and saving W for the midpoint of the trade or the punish after their answer misses. In fights, if dashing now still lets them leave your E for free, you usually have not earned the dash yet.
A percentage of Corki's basic attack damage is dealt as bonus true damage.
Corki fires a flash bomb at a target location, dealing magic damage to enemies in the area. This attack additionally reveals units in the area for a duration.
Corki flies a short distance, dropping bombs that create a trail of fire that damages opponents who remain in it.
Corki's gatling gun rapidly fires in a cone in front of him, dealing damage and reducing enemy Armor and Magic Resist.
Corki fires a missile toward his target location that explodes on impact, dealing damage to enemies in an area. Corki stores missiles over time, up to a maximum. Every 3rd missile fired will be a Big One, dealing extra damage.