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Gangplank Build Guide by Joxuu

AP Carry AP Gangplank - Now with more oranges!

AP Carry AP Gangplank - Now with more oranges!

Updated on March 19, 2013
8.2
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League of Legends Build Guide Author Joxuu Build Guide By Joxuu 9 1 20,361 Views 19 Comments
9 1 20,361 Views 19 Comments League of Legends Build Guide Author Joxuu Gangplank Build Guide By Joxuu Updated on March 19, 2013
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Welcome



spaaaaaaace Philosopher's stoneKage's lucky pick
Catalyst the protector

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Gangplank




Preferred Roles:

Top Lane, Mid

AP Gangplank in nutshell:


Gangplank is sustained champion, with good mid game and forward. He has really good potential for team fights with his ultimate Cannon Barrage, team buff Raise Morale and solo top, because of his amazing gold income from items, Parrrley and sustain, cc removal from Remove Scurvy. You are not in condition to fight early on against basically most of the champions. Mid game is where you see the gold lead clearly and are able to go 1v1.
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Your Counters




Runes







R
E
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M
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D
I prefer that rune set-up for easier last hitting and potential damage trading and defense in top lane. You do not want to loose the lane and you want to get all the last hits you can get! The flat attack damage will help the last hitting, even if you are not so good at it, but do remember; you will most likely be pushed most of the time towards your tower. The defensive glyphs and seals give you enough magic resistance and armor to take hits from minions and to go trade against your enemy if necessary. You do not want to exchange damage, because you have not the best early game.






Masteries





I prefer those masteries for maximising the damage out-put with as much defense as possible.

Gangplank is not meant to be builded really squishy, if you would, you'd loose lot's of good potential by wasting them in support tree when the important points can be gotten from 9 points for the tree for the early game.

The 21 points in Offensive are a bit better rather than 9-21, but it's really up to you. You can go 9-21 also.







Pro's & Con's



+ Gold income
+ Fun to play
+ Teamfight capability
+ High sustain + CC removal

- Vulnerable to burst
- Hard early game
- No escaping abilities
- Quite dependant on kiting


Starting items






I chose these items for regeneration, so you can actually sustain and rush gold per10 items. Health Potions are obviously for some hp to stay longer in the lane. As well as the Mana Potion. Remember to buy wards!

2nd & 3rd Item




Second & Third item should provide sustain and both defensive and CDR bonuses. Those items mentioned above should do more than fine.

4th & 5th Item




At this point, you really need the proc and wether you want to kick some *** or go for more tankier build. I prefer the more tankier build.

Last Items




Last items should be picked wisely, depending about the situation. Wether they have more AP than AD or opposite way around. You can go for 1 aggressive and1 more defensive item again if you like, but you need at least some defensive items at this point! Just to cap it off, go for more damage.



Summoner Spells







Currently, I have Ignite and Flash. They both can work as a escaping tool, because Gangplank doesn't have any reliable escape mechanism. They can also secure kills, which you normally wouldn't get. Especially Ignite works really well as aggressive tool. Situational summoner spells are quite obvious, but I will explain them briefly; Ghost works as a escape tool and synergies well with passive. It can be used to close the gap between u and enemy and you can also use it to escape. Teleport will allow you to go back more often, because you don't have to worry about turret. Can also be used to gank.



Situational Runes







I have already explained my recommended runes, but here are few runes, which you may find more useful. I don't need to really explain them I guess, but in short; Get runes which either give sustain, damage, CDR, defense, movement speed. All of those stats are really important for Gangplank.



Situational ability sequences (Q-W-E)








Abilities & Sequence




Grog Soaked Blade




" Gangplank's basic attacks apply a poison debuff for 3 seconds that can stack up to 3 times. Each stack deals 3 + (1 × level) magic damage per second and slows the target by 7%. "

Parrrley




" Gangplank shoots a target enemy with his pistol, dealing physical damage. If it is killed with this ability, he gains extra gold and refunds half the mana cost. This ability can critically strike and applies on-hit effects, including his passive."

Remove Scurvy




" Gangplank instantly removes all crowd control effects on him, as well as healing himself."

Raise Morale




"Passive: Gangplank's attack damage and movement speed are increased permanently.

Active: Gangplank fires into the air, disabling his passive boost but inspiring himself to gain additional attack damage and movement speed, with nearby allied champions receiving half that amount, for 7 seconds.


Cannon barrage




" Gangplank signals his ship to fire cannonballs upon target area for 7 seconds. 25 cannonballs will drop over the duration and each will deal magic damage to all enemies hit. Enemies in the area of this ability are slowed by 25% for 1.25 seconds, with the duration refreshing if one stays in the area.


Explanation of ability sequence




The current ability sequence, the one which I use and have recommended may differ little bit from AD one. Gangplank is one of those champions, who can pretty much use any skill sequence. You can look at the optional aequences, if you don't like the current one.

I max out ultimate whenever I can of course. Next up I go for Remove Scurvy, because it's the only escape and sustain you have and that's very important for you. Next I choose to go for Parrrley for damage and gold income. Last, but not least Raise Morale. You really don't need the bonuses from it until later on when team fights start. Good ability for your team.


Thanks to Gott der meer, I created chapter just for Cannon Barrage. It's really devastating in a team fight. At max build each cannonball deals 300 magic damage and it shoots 25. Early game you can just use it to get assists from lanes. In team fights it synergies with AoE stuns. You can block enemies escape route, focus it for in the middle of cc for crazy amount of damage or help your team escape.




Tips & Tricks


  • Use your ultimate to get assists for money income even on sure kills.
  • Always focus squishy targets with Parrrley
  • You are able to tank and go in as the first ones due your sustain
  • Use W as a escape tool while being CC'd
  • Remember to use basic attack in the middle of shots for maximum damage


Team Fights



As said already, your mission is to focus the squishiest enemy, preferably AD carry like Ashe, Vayne, Varus etc.. and make him/her unable to participate in the fight at all.

Start off with Cannon Barrage, which should create confusion and split enemies. Next pop-up your Parrrley's and chase him in range of basic attacks. You should be able to take all the hits, because of your tankiness and health regain from Remove Scurvy. Enemie's AD carry should go down really easily and gives your team quite a advantage.

If you are still alive and you're not getting focused, move on to the next enemy, propably AP carry and repeat the same thing, except that you do not have your ultimate ready.
This sounds easy, but the in-game team fight may be different. Basically maximize your utility, team fight potential and supportive skills and items and damage.


Closing



Thank you for reading trough everyone! I hope you didn't get bored & the new way of BBcoding wasn't too awkward and it was easy to understand everything, without going trough 1000 words. This was not as in-depth as other guides maybe, but I hope it has about the same information in short. Feel free to post comment & rate and please leave some feedback!

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