Aggressive items. pick 2-3
Defensive items. pick 1-2
Threats to Gangplank with this build
|Gangplank||You are better.|
|Aatrox||Honestly a joke at the time I'm writing this guide. Abuse with barrels while farming. Play aggro whenever passive is up to make sure he can't sustain.|
|Kennen||Sooooooo easy. You out poke him, and whenever he gets passive off, just eat oranges. Play aggro.|
|Lissandra||Basically kennen 2.0|
AYEEE MATEY. Welcome to my Gangplank guide
This is my first guide, and I figured I'd make it about my main, and favorite, champion, Gangplank. As much as I'd like to delve deep into ridiculous mechanics, lets start off by explaining some ground rules. I've played every champion in league. I've experienced the different levels of mechanical skills and micromanagement that is needed to reach maximum efficiency on a champion. Yet, I haven't shared the same experience with any other champion like I have with GP. Make sure not to get frustrated while trying to do some more challenging things. This guide is targeted at a beginner audience. With that being said, let us dive right into Pros and cons.
PS: If you see the interchanging use of things like Fury and , just keep in mind that I'm NEW with BBC coding, and I have no idea whats going on. So, if you can comment how to improve this guide visually, please do so.
Pros / Cons
|Insane when ahead||If he gets behind, very hard to catch up|
|Crazy burst damage, even to tanks||Little to no damage without a developed build|
|Can build very dynamically based on matchups/enemy team||Is forced to build aggressively if he wants to do damage|
|Lots of poke||No defined escape.|
|Global presence with his ult.||Super long ult CD and ult needs to be upgraded to be worth while|
|Oranges are great for escaping sticky situations and oranges are great for skirmishes||No hard CC|
Passive: Trial by Fire
A super strong passive; hits like a truck in trades. Simple strategy for beginners is to basically walk up and smack your opponent when this is off CD. Using to weave procks +1-2 times is really strong in trades.
The bread and butter of GP's kit. Basically, this is your utensil for everything regarding poke and about 80% of barrel mechanics. A good combo is walking up with hitting them with an auto, and then use while running away. Keep in mind, things you kill with this ability or + earn you silver serpents. This makes farm lanes much easier for GP, as he can, not only farm from afar, but get additional gold while doing so.
Oranges.. AHEM I mean W: Remove scury
We ALL know what this one does. Remove cc, get a hefty heal, and you're good to go. No real mechanics with this. The only thing I can think of is being able to match cast time with the second you get hit by the cc. This can completely disregard your cast time and make things look like nothing ever happened.
E: Barrels (or correctly called) E: Powder Keg
I'm not going in depth with these right now. Basically, a large portion of your kit. Can be used to extend poke, clear waves, shred tanks, burst damage, and so on.
R: Cannon Barrage
AHOHOHOHO. This is one of my favorite abilities in the game. First off, its got lots of uses based on what you upgrade first. You can take for more wave clear and damage over the duration. On the other hand, you can take for cross map snipes. Taking is great for an ALL IN comp, as the movement speed is super strong. Choices vary from game to game and, if you're farming a lot, you may even get the chance to get all 3 in one game.
Lets get to the point with this one. This is a beginner guide, so i'm not going too in depth.
But lets list some of the obvious:
Let me start off by saying, of these 3, the one I recommend to you, is my least favorite. But, it is the best in most situations. is soooo nice with your ulti, also, its pretty good for a barrel + auto + q combo. It gives you that extra little bit of burst that really helps sometimes.
My personal favorite of the 3 is . I'm not explaining this one, because the point of this guide is to not encourage a high level of gangplank play but to introduce you to gangplank.
3rd, and certainly a good one, . Ok this one I actually do recommend a lot of the time. You know how in some matchups I've been saying play passive? And one of my recommended starts is dorans ring + pots? That's for this. This is soooooo good with and Bandit .
Conclusion: Take 80% of the time and take when you think you'll be pressured.
Fury VS Sorcery
Normally, I'd take Sorcery , but the extra AA speed in trades is nice.
Sustain VS burst pretty much. I'll normally choose sustain, because relying on oranges isn't a good idea due to its long CD.
Wanderer VS Savagery
These are interchangeable. I like Savagery better, just because it helps with farm. But if you think you'll be roaming more, be my guest; take wanderer.
Both are pretty good, I just like assassin better because it adds an extra little bit of burst when you have
Meditation VS Merciless
Meditation is only good when you want to sustain a tiny bit more. While, it is useful, the usefulness we'll reap from Merciless is much more. Extra damage=extra kills baby. More kills=more bank B)
I've talked about it before, but just incase you didn't catch the drift, Bandit interacts with . This gets you lots of money. is fine, just not what I prefer most of the time.
Precision VS Intelligence
Intelligence is really good, but there are certain reasons why I refuse to use it in most builds, and the main of those reasons being, Precision is much better on GP. He uses it fully, because his ult does a hefty amount of magic damage. The list could continue on, but I'd rather not write an essay on this one. Heed to my word and take Precision , unless you wanna try some weird build/play style, then take Intelligence .
I'm not going to write on the resolve tree. I've said it a lot before, I'll say it again. This is a guide targeted at beginners. I will give you what I recommend to take on grasp GP:
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Mark of Attack Damage
Greater Mark of Critical Chance
Greater Quintessence of Attack Damage
Greater Mark of Attack Damage VS Greater Mark of Armor PenetrationGreater Mark of Armor Penetration
The reason why I recommend flat AD over penetration is because your barrels already give you enough. That's why we take flat AD instead, it gives us better scaling with our passive, Q, and e
Greater Mark of Attack Damage VS Greater Mark of Armor
The reason why I do not recommend armor marks is because if you really need it, you got it on seals (and even quints) Please don't run armor marks. They are so bad on GP; you need the damage
Greater Seal of Armor VS Greater Seal of Health OR Greater Seal of Scaling Health
Both scaling and flat HP are phenomenal on GP. Although, you run armor because its amazing in early game trades, and if you're not planning on building tanky, they do lots of work. But if you're planning on building tank (armor), then the health flat/scaling is better.
Greater Seal of Armor VS Greater Seal of Scaling Armor
These aren't bad, but they just don't have the early game effect that GP needs. Gp's early game isn't the strongest in most scenarios, so having the flat VS scaling is really nice.
Greater Seal of Armor VS Greater Seal of Gold
Greater Glyph of Scaling Magic Resist VS Greater Glyph of Scaling Magic Resist
Interchangeable. I just prefer the scaling ones, as I normally don't build too much MR. The flats are fine tho. Make your pick
Greater Quintessence of Attack Damage VS Greater Quintessence of Armor
This is the only change I'd make to quints if I had to make any. I don't normally take armor quints, but every now and then its nice with a tankier rune page. I recommend taking these against really heavy AD top champs (Riven, Darius, Olaf, ETC.)
Greater Quintessence of Attack Damage VS Greater Quintessence of Gold