Your numerous damage options
Basic Example Build
Well hello there fellow summoners, I am Thatdudeinthecotton and welcome to my guide on AP Gangplank! As an alternate take on the god of the seven seas, this build focuses on giving out several powerful abilities for you to use, instead of focusing solely on one.
Ap Gangplank can be played as sustain bruiser toplaner, or a glass cannon esque midlaner. While fun he is by no means op, and is advised to be played as more of a counterpick than a regular choice if you are playing in ranked.
Remember: This guide is not the be-all end-all way to play Ap Gangplank. This guide represents My conclusions on the optimal way to play/build him. I encourage you to examine and critique this guide as you feel necessary and if you feel I am ignoring some significant items, skill choices etc, please mention it in the forum and I'll consider adding it to the guide. I will try my best to iterate further on this guide and answer any questions concerning the build order, skills etc.
This Guide is consistently being updated as new patches come in :)
With the death of runglaive, ap gp has been re-relegated to being sub-optimal, you have been warned.
In Rememberance Of RuneGlaive
On the 22nd of july 2015, Gangplank, with Enchantment: Runeglaive in hand, fought to the death with ap Ezreal. In doing so, he succeed in slaying the menace, but at the cost of his own magic. May his sacrifice be honoured by all.
Pros / Cons
-Consistent damage output
-Has personal Cleanse every 20-12 secs.
-Ult deals significant damage
- YOUR A MOTHERF$%*ING PIRATE!!
Greater Mark of Attack Damage
Greater Seal of Scaling Armor
Greater Glyph of Cooldown Reduction
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Ability Power
* = Reccomended
* Greater Mark of Attack Damage: Get these for last hitting and to boost the effectiveness of early all ins when going aggresive top lane.
* Greater Seal of Scaling Armor: Pretty standard, they simply provide very good armor. They'll give you some bulkiness as the game goes on.
* Greater Glyph of Scaling Magic Resist: Generally take these over flat glyphs as most ap champs hit their stride at level 6.
* Greater Glyph of Cooldown Reduction: The early 5% CDR is useful and combined with masteries equals 10% cdr without items, which opens up Gangplanks build options as the game goes on.
* Greater Quintessence of Ability Power: Whats there to say? It makes your abilities hit harder. It also puts more citrous in your oranges, sway in your swag and junk in your trunk.
Greater Quintessence of Movement Speed: Allows you to delay building boots if you wish, without being penalised too heavily. (For obvious reasons I still advise building boots at some stage in the game).
Good Summoner Spells
Just gonna get this one out of the way, yes Flash is a good spell choice. It can be used offensively, defensively and for anything in between.
This combined with Cannon Barrage gives you a powerful map presence at almost every stage of the game. Good for saving turrets, allies or split pushing. Also it lets you return to lane quickly, especially if you're top.
The classic spell for duels, ignite adds some considerable damage to your repertoire. I don't take it as often as teleport, but if you're confident you can dominate your lane with it, go ahead.
While typically seen on supports, this spell offers significant dueling power as well as letting you effectively "shut down" any carries damage potential in teamfights.
"usable" Summoner Spells
The usefulness of this over flash is hotly debated. Personally Id only consider this when the enemies lack cc to slow you down. Then this would give more chasing potential than flash. However, its not very versatile.
Unless you're going jungle with runic echoes, don't pick this up.
Has been buffed to give a move speed buff on use, also the heal now scales better than barrier. The double heal is a little redundant, but with the extra move speed, Heal essentially works as a semi- Ghost. Is good for sustain and chasing, but has somewhat less kill potential than Ignite.
Another Duelists spell, its great for when you need a way too mitigate the enemies burst. The problem with this spell however is that it only last for 2 seconds, during which most enemies will wait for it to go down before finishing you. Usually better in mid than in top, as burst is more common in mid
Seeing as you already have a cleanse, this spell is very situational. Consider it if the enemy team has ridiculous amounts of CC. Wait, scratch that, don't.
Bad Summoner Spells
Skills and How to use them
Parrrley: A single gunshot
Remove Scurvy: Heal and shake off CC
Powder keg: A big bang that procs onhits
Cannon Barrage: AOE Slow with a hail of Cannon Balls
ALWAYS be aware of when this skill is up.
Early to late game
Well, its farming time :D.
Gangplank's early game damage is pretty good, though it can be outdone by some bruisers.
Focus on getting as much farm as possible, and simply sustain the lane all day long. Chances are you won't get kills, but won't die yourself. The idea of this strategy is to safely reach midgame without any really big screwups.
After the first three levels, before you have gone back for Sheen, you'll probably hit a bit of a power drop (assuming the lanes even). Most enemies have a stronger level 6 than you in 1v1 scenarios. Taking that into account, just try getting to level 6 before your enemy so that you can either kill them or B early and keep the wave off of your tower with your ult.
If the enemy stuns you, consider when it is best to w. If you w too early you may just remove the enemies CC, but still be hit by their damage dealer without healing. Since gangplank lacks CC, pushing will make it exceptionally hard for your jungler to gank. Also, even with a CC cleanse, you don't want to make your lane an obvious target for your enemies jungle. If your junger does come to gank, remember to use your e to improve their damage+chasing potential.
+WARD YOUR LANE
"The Cannons are ready!!"
So now you have your ult. This means you have to pay much more attention to whats going on across the map. You can now roam from your lane to help your allies, without worrying too much about your lane getting pushed as you can repel the wave no matter where you are. Of course you can also use your ult to help teammates in fights that are just too far away from you, it can secure kills if the enemies too fast to chase or if they're hiding under their tower.If you're suspicious that the enemy are going dragon (Or know they are) you can ult to check/ steal it from them.
Teamfights are now in full-sway, and where you are in them depends on which build you've taken:
DPS: You're the ap-damage dealer for your team. Generally speaking you do better in the middle of your team as opposed to the front or back. Being in the middle allows you to dps anyone brawling with your tanks while also being in range to fight off anyone diving your teams squishies. You can get away with this because anyone who can't instantly gib you will have trouble killing you thanks to the crazy heal on your W.
TANKY: You're a bruiser, ergo you either follow up after your teams tank or innitiate fights yourself. Your goal is to be a pain to kill for anyone who attacks you, but deal enough damage so that they have no choice but to try. But really you're just stalling for time as your other more damage focused allies go to work.
-In both cases use your ult when the enemies are bunched up-
When pushing: Always utilize your e for a faster push. Once you have Sheen you can use the procs off of w and e to deal more damage to the turret.
Sustain and Safety
This is a good start against quite a few lanes. The mana pots allow you to harass more often, and the extra health pot means you can save your w for cc removal should a gank happen. Depending on how aggressive you think you can be, feel free to switch up the health and mana pot ratios. This obviously doesn't build into anything, but it'll give you a ****ton of sustain during laning phase.
Gets into your core items faster at the expense of dueling stats and sustain. Good if you're confident that your opponent can't kill or bully you out of lane quickly. Both items build into 3 good start up items each. Faerie charm lets you get more health pots, but sapphire crystal gives more immediate mana before your first recall. If you feel you need more mana than this start can provide you should consider just starting with a flask instead.
First Time Back
This item synergizes very well with ap Gangplank. The ap boosts his heal, the mana deals with his consumption issues and the proc makes his Parrrley deal good damage, whether you've been levelling it or not. Buy this before your other mana item if you can harass your opponent safely and aren't just farming. Otherwise buy this 2nd.
If you find yourself either playing defensively and just safely faming all day with your Parrrley , this would be the best choice of item. It gives nice mana right off the bat and progressively builds into an Archangel's Staff and more mana than any self respecting citizen knows what to do with. More useful top than mid.
A strong first item against AD lanes. Aside from armor, it provides mana sustain and indirect damage in the form of CDR. For what it is its very cost effective. Build Sheen into Lich Bane before getting Frozen Heart as the extra defensive stats aren't worth the amount of gold it costs early on. Works especially well in top.
Lich Bane is absolutely mandatory.
This item is literally half of what makes ap Gangplank viable. It procs with Parrrley, giving you some nice ranged damage. It helps that almost half of Parrrleys damage is ad,
making it hard to build resistances too. Then there's the added move speed for utility AND it's got ability power which'll amp up all of your abilities ( Parrrley now included).
Archangel's vs Athene's
There are three main factors to consider when choosing which of these two items is going to occupy your second item slot. Firstly, does the enemy rely on ap?, do you feel the need for some more early CDR after Ionian Boots of Lucidity? and finally, are you having serious mana consumption issues (I mean major issues)? If the answer to all 3 of these questions is yes, then Athene's Unholy Grail will probably be the better choice.
However, in terms of raw power Archangel's Staff gives signifigcantly more ap (approx. 80 more from its passive) and also comes with a very useful active when it becomes Seraph's Embrace. Also ,as CDR is built in to other items further on in the build, this makes Archangel's Staff the more powerful late-game option of the two.
Situational and Late game Damage items
"Tons of damage" -Phreak
Seriously this item will just make all of your abilities pack so much more punch. However for the amount of money it costs you won't be getting any form of tankieness or sustain. I would normally delay this for a zhonya's, then grab it immediately afterwards. However if you stomped your lane then there's nothing wrong with getting this immediately after your core.
Yup, the jukemeister is here. This provides some pretty nice armour, a hefty chunk of ap and one of the most potent active abilities in the game. Since this builds out of Seeker's Armguard, your power wont be at low ebb while building it and you'll gain some solid defence. I would put this just under core for ap Gangplank as it allows for some interesting plays.
Sortof the opposite of Abyssal Scepter in that its at its best when the enemy stacks mr. Its best used as one of your last purchases, as the mr reduction isn't that noticeable early on.
This gives out a lot of useful stats, particularly if your finding yourself mana hungry in mid to late game. the mana-regen and cooldown reduction allows for you to spam your moves a little more, and the passive makes it more difficult for the enemy to save themselves in a teamfight. I normally take it if the enemies got an annoying lifesaving ability/healer on their team.
Garbage, don't buy it.
Rylai's Crystal Scepter
Consider this Rod of Ages little brother. No mana, and the base stats aren't as appealing overall. The only reason to get this is if the enemies lack natural flash esque escapes. Is mediocre on live, but on PBE has been buffed to give an additional 40% slow instead of 15%. If this change goes live it'll make it a pretty strong pickup.
-These items are geared directly towards survivability. If you're playing toplane, take two of these, building them either during or immediately after your core. If your playing mid, grab one of these last.
Frozen Heart/Randuin's Omen
These two are the best anti-ad items in the game. Which one is better for your situation depends on whether or not the enemies have reliable escape's (random example: Shunpo). If they have powerful escapes, Frozen Heart is the best as it builds outof Glacial Shroud. If they lack escape mechanisms, Randuin's Omen might serve you better as it will help you "stick" to your opponent more easily.
Thornmail is also an option, but it doesn't provide utility to the team and its passive isn't as good as Frozen Heart's against the majority of enemies. Might build it if someone else has already got Randuin's and the carry is an AD carry.
Build this if enemy mid (or other ap champ) is becoming a problem. The MR is good and the cdr helps you spam parrley, BUT what really makes this item is the passive. As ap Gangplank can already heal huge chunks of his health this item just makes him that much more unkillable.
UPDATE: the new passive health regen on this makes it essentially a must buy on ap Gangplank, as it'll also help against other damage types aswell now.
SOOOO MUCH HEALTH!!!!
^^reason to get warmogs^^
Warmog's is a good choice if there's no prevelant damage type on the enemy team, or if the enemies just grabbed a whole lot of magicpen/armorpen. Though the regens been nerfed its still pretty noticable. Would not build if the enemies grabbed a Blade of the Ruined King.
Gives some armor and magic resist which is nice, but really everyones here for the passive. Mathematically speaking, the warmogs will give you more health than the revive from this does, however the four second stasis can really save your bacon in a teamfight. Always be aware when its up, but try not to waste it if possible. If your confident in your team to follow your innitiate, or your getting focused down alot, this could be a good choice.
Banshee's Veil/Quicksilver Sash
Both of these are good against mages for similar reasons. They both offer MR and they both shrug of spells. The key difference being that banshee's shield is popped by any spell, whereas quicksilver can be spent on any cc that bothers you. Quicksilver also builds into Mercurial Scimitar.
Normally I would choose banshee's veil as it tends to be abit more helpful should the enemy get a suprise initiate on you. However if you've got the reflexes, quicksilver is a decent option.
Aegis Of The Legion/ Locket of the Iron Solari
Very much so geared towards team based stats, these can be a good option for teams that distinctly lack tankyness. Would only pick these up after mid game, as the stats given aren't as beneficial to your early game as other items, and you're really getting it for the team aura's anyway.
Note: Aegis auras don't stack. If someone else is building it, you'd be better off getting something else instead.
The usefullness of this item increases with how long you can stand next to your enemies and live. For that reason Id only ever build this as a part of my top build and even then only when Im being very aggresive.
Wards save lives more than most armors do. No it is not just the responsibility of the support to get every ward for your team. A ward only costs 4 minions, so don't be stingy.
-Boots are pretty much essential for any champion. Without decent movespeed you'll never be able to catch or escape from your enemies. Which set you choose is circumstantial though I recommend building them early.
Generally your best bet is to go for Ionian Boots of Lucidity, as the CDR helps you both offensively and defensively. If you want to increase your magic damage get Sorcerer's Shoes for the Mpen. Against a heavy ad team, Ninja Tabi are useful. Mercury's Treads are used against teams with reliable CC. Boots of Swiftness are good when the enemy lacks "hard" CC. Boots of Mobility are helpful when roaming, but offer no combat based advantages.
-Items that are currently being experimented with or are just very niche in their usage.
Under reevaluation due to current PBE AP item balance changes. Large buffs to ap and mana ratios may make it a viable alternative to archangels.
alternate to lich bane...?
So... yeah... this is Lich Banes only competition when it comes to this build. obvious disadvantages are: less ap, weaker procs and no ms buff. However it does come with a hefty chunk of CDR (so you don't need Ionian Boots of Lucidity), A strong AS buff and constant ap procs on all of your attacks. Since your melee this means you'll need tankiness and for that reason I reccomend only using it as part of a toplane bruiser build.(if you really have to that is)
Well they give AP, MS, MR and a helpful active. All pretty helpful, but has the same problem as Rod of Ages in that it doesn't conveniently fill any given item slot :/
If you feel like showing off the stats you got while using this build, Ill post them here :)
Well, that's about it for my build on ap Gangplank.
I sincerely hope that you enjoyed reading it, and hope you see your way to trying him out in the future :D
If you have any criticisms or questions please share them and I'll do my best to reply :)
Obligatory shout-out to JHOIJHOI, Cause without her, every guide on this website would be unformatted and bland.
Big thanks to Captain Meiyjhe whose feedback helped improve the item build significantly.
5th of november 2013: Updated toplane-section, reccomended items and added new item path.
3rd of July 2015: GUIDE ENTIRELY REOWORKED: Runeglaive Rampage Update!
22nd of July 2015: Runeglaive rampage is over, may it rest in peace. Ap Ezreal is a doofus.