Gangplank Build Guide by pmwest24
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Hello there, I'm pmwest24 or in game MoLesturMomma, and this is my guide on how to play Gangplank, specifically as a jungler.
Gangplank is a bit of a niche character. He hasn't really been that great, but it was very well possible for him to put out some carnage, and wreck squishies. With the recent buffs, Gangplank is in a much better place now. Not amazing, but definitely must better than before. And he's still fun as hell.
Gangplank is a melee carry with great burst (with the recent changes, he's transitioning more over to a Tanky DPS role), but not as you would normally think. He isn't really always putting out consistent damage every second. He can have some great physical burst, but since this burst comes from his only means of ranged damage as an ability, and has a cooldown, he isn't like other carries.
Is a great farmer, getting extra gold from last-hitting with Q.
Nice AD and MS steroid, that also affects his team, making pushing very easy.
A farmed up Gangplank is something you don't want to mess with.
Has a free cleanse that heals.
Very good ultimate.
Weak early game, like most carries.
Melee ranged basic attack doesn't help.
Not very well liked.
Red: Attack Speed (15%). These help out quite a bit.
Yellow: Armor (13). Mandatory.
Blue: Blue is a matter of choice. I choose mana regen because easier jungle runs
Quintessences: Armor Penetration (10). Helps out a lot.
21/0/9 mastery build is standard for most physical damage dealers and carries.
2% Crit Chance - Helps a bit.
Smite mastery is needed and helps out a lot.
4% Attack Speed - Not a whole lot, but eh, it helps somewhat.
6 Armor Penetration - Helps out quite a bit.
Offensive Mastery - May not seem like much, but it helps, and it does affect neutrals.
3 AD - Eh, why not? We need it to advance anyway.
10% increased crit damage - Not a whole lot, but it'll help.
4% increase to all physical and magic damage - Nice.
10% less time spent dead - The faster you can get up and help your team after dying, the better.
2% increased regen - We only get this to move on to the next tier. (3 points in Perseverance barely gives 2 HP per 5 seconds, not worth it)
5% increased XP gain - Very nice, and mandatory to have 4/4 in this for jungling.
15% longer buffs - Mandatory for jungling.
Other possible mastery setups:
16/0/14 - You get a bit more mana regen and longer buffs from this.
1/8/21 - More mana regen, CDR, move speed, shorter Summoner Spell cooldowns, and a bit more durable in the jungle, but slower.
The item build that I have followed can be costly but if you can hit this build like I can if about 40-45 minutes you can tell the other team GG!!!
Unless of course you have a feeder!
Passive: Grog Soaked Blade
Gangplank's basic attacks apply a poison for 3 seconds that deals 4 - 21 magic damage per second and slows the target by 7%. This can be stacked up to 5 times.
Gangplank shoots a target unit for 20/45/70/95/120 plus 100% of his attack damage as physical damage. Gangplank gains 4/6/8/10/12 extra gold if Parrrley deals a killing blow. This ability can crit and applies on hit effects.
Cooldown 5 seconds
Cost 40/45/50/55/60 mana
W: Remove Scurvy
Consumes a large quantity of citrus fruit which clears any crowd control effects on him and heals him for 80/150/220/290/360 (+100% of ability power) health.
Cooldown 22/21/20/19/18 seconds
Cost 65 mana
E: Raise Morale
Passive: Gangplank gains 8/10/12/14/16 Attack Damage and 3/4/5/6/7% Movement Speed.
Active: Gangplank fires his pistol into the air, disabling his passive boost but increasing his Attack Damage by 10/14/18/22/26 and Movement Speed by 7/9/11/13/15% and nearby allied champions' Attack Damage and Movement Speed by half that amount for 6 seconds.
Cooldown 25 seconds
Cost 50/55/60/65/70 mana
R: Cannon Barrage
Signals Gangplank's ship to fire upon an area for 8 seconds. Each cannonball deals 65/110/155 (+20% of ability power) damage and slows enemy units 25% for 1.25 seconds.
Cooldown 120/115/110 seconds
Cost 100 mana
Flash is the best summoner spell in the game right now and a free escape for anyone is just too good to pass up.
Creeping / Jungling
Start with Vampiric Scepter and a point in Raise Morale, go to wolves. Make sure to have your team guard your jungle.
Pop Raise Morale, and start whacking away on the wolves (make sure to focus the big one down first).
Go to wraiths, Smite the blue one. You'll level up, put a point in Parrrley, pop Raise Morale again, and use Parrrley whenever it's up (if you can get a last hit with it, go for it, but I wouldn't advise twiddling your thumbs waiting to all the time).
Go to golems, pop Raise Morale, Parrrley, and get attacking. (You get a bit low here, so be careful.) When you level up, put another point in Q.
Blue pill back and buy Cloth Armor and a Health Potion (you might be able to buy another if you got a few last hits with Q).
Make your way to Blue, pop Raise Morale, and do the usual. Smite will be up, use it to kill blue. I usually pop the health potion here.
Now kill wolves, (you'll level up, put a point in E), kill wraiths again.
Now go for Red, Smite should be almost up soon. Use Smite to finish off red.
Kill golems. You have now cleared out the jungle, will be Level 5, with about a 5:10 clear.
You'll probably be too low to gank, so just go back and buy. (At this point, I buy Boots, a ward or two, and maybe some health potions.)
What I sometimes do is after getting Blue, go Wolves > Wraiths > Golems, go back, and buy, and get Red. You'll be more higher HP than doing a full clear.
Also, don't forget, always Smite to kill. You don't want to risk having someone take your buffs, or even Dragon/Baron, do you?
During the early game, you'll be spending most of your time jungling, obviously. You may have a Level 1 teamfight occur (I don't find that Gangplank is very strong in Level 1 teamfights). Once you have red, you should aim to try and driveby often. As important as ganking is, you also want to make sure your farm is steady. Don't forget to ward, as well as ward up the enemy jungle, as you might get a chance find an enemy, or even potentially steal one of their buffs.
With the recent patch, I find Gangplank is more of a potent jungle fighter and counter jungler, specifically once he reaches Level 5, and even more so once he hits 6 and has his ultimate.
Keep up on ganking and farming, help your team out when you can, make sure to keep Dragon and Baron warded, as well as warding the rest of the map, and keep control of Dragon. Have your teammates help you to get Dragon finished faster. Usually at this point, you have your /, and are starting to near in on your Trinity Force. People will be staying less often in lane, so be careful of ganks/people roaming around. It may be possible to get Baron at this point.
At this point, you should be well farmed up, as should others. This is where Gangplank is at his strongest, as a farmed up Gangplank hurts. Ward ward ward ward ward ward ward. Don't stray off without your team, and be careful when the enemy team/most of the enemy team is MIA. As I said before, ward Baron and Dragon constantly.
Gangplank is a very fun character. He's a bit disliked, but I like him a lot. With the recent buffs, I see Gangplank's popularity to rise more and for him to be somewhat more viable. And jungling as him is even more fun.
I hope you enjoyed reading my guide, and I hope you make good use of this guide. If you liked it, please give a like. I also appreciate feedback and comments. Play on, and have fun.
And don't forget, all you have to do is just follow the damn route!