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League of Legends Build Guide Author Kyle Campbell

Gangplank Comprehensive *Updated May 2, 2012*

By: Kyle Campbell on February 22, 2012
Comments: 5 | Views: 4,105 |
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Balance/Tank/CDR/Crit/Solo top

Fun Builds Jungle/AP/Dominion

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LoL Champion: Gangplank

Health 2578
Health Regen 17.75
Mana 1560
Mana Regen 19.1
Armor 133.59
Magic Resist 126.8
Dodge 0
Tenacity 0
Movement Speed 390
Gold Bonus 0
Attack Damage 226.55
Attack Speed 30.911
Crit Chance 73%S
Crit Damage 63.38%
Ability Power 30
Life Steal 18%
Spell Vamp 0
Armor Penetration 0
Magic Penetration 0
Cooldown Reduction 15%

Recommended Runes

Purchase Order


Ability Sequence

1
3
5
7
9
Ability Key Q
2
8
12
14
17
Ability Key W
4
10
13
15
18
Ability Key E
6
11
16
Ability Key R

Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
3/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0

Guide Top

Introduction

This is a comprehensive guide to GP, its not the 1st guide I've made but it will be the 1st one that I publish. If you find it more useful than the others then feel free to thumbs it up.

That said, lets get down to business. The point behind this guide is to take all of the various ways people build GP and put them under 1 all encompassing guide. Ive heard some people mention a support build, but I have not seen 1, and frankly without the ability to heal anyone but himself, I don't really think its fair to assign that title. However, if you know of a good support build guide, or have one of your own let me know and I'll try it out, and if it goes well then I'll try to work it in.


Guide Top

Why so many Builds?

Simply put, he is every bit as deadly with high crit as he is high dmg, or armor penn, or CDR, or jungling, or AP, or even as an off-tank. Frankly this was as condensed as I could make it considering the options available.

So from left to right as you see it on your screen the order is:



Balance - best overall design in my opinion, hearty, high crit, high dmg, and enough mana and cdr to keep pelting your enemy.

Tank - It's a tank build, do I really need to explain this to you? If so then go Atmog's with Frozen Mallet, and Aegis of the Legion. This will make you fairly unstoppable.

CDR - High mana, and CDR, this works great because at 40% CDR, Manamune has the same cooldown as Parrrley. Some would argue that Atmogs is better, but this leaves you at 40% CDR, as well has having 2700+ hp, and the dmg passive on top of the rest will leave you at just shy of 300 ad. This is a fun build if you're good with your Ult, and staying in every team fight.

Crit - This is a commonly played version, simply because it makes Parrrley ridiculously powerful. You normally see that most of your trolls and noobies like this build, but can not play well with him. I can attest that this build is phenomenal in the right hands, it's just that unskilled players tend to give it a bad reputation.

Solo Top - This one is designed both for sustainability, and recovery. A small sacrifice in defensive mastery for some utility and the use of Teleport allow you to recall without risk, and re-secure top very easily if you're taken down. Aside from the Mastery it builds a lot like balance, but the order focuses more evenly on offense and defense at the same time. Throw in a Manamune] over a Atma's Impaler, and use a Guardian Angel over Banshee's Veil, and there should be no reason top should ever fall.

Jungle - It's a jungle build, need I say more. Wriggle's Lantern, Utility Mastery, and Murder and Mayhem abound.

AP - Obviously a fun troll build, still VERY viable surprisingly. Just don't forget your heal, your ult, or Deathfire Grasp's Active, they will make or break a fight using this build.

Dominion - Obviously this is made with CDR in mind. Everything happens faster on the Crystal Scar, be sure you can keep up with the flow of the fight. I find that Garrison is a great summoner spell in conjunction Cannon Barrage. It makes for a GREAT defensive line for towers that are just out of reach. I used scaling Armor Greater Seal of Defense on Dominion only because you get to 18 so fast that you shouldn't be punished too hard for the slightly reduced armor, and you will have more Armor than you would with flat runes at lvl 10.


Guide Top

Pros / Cons

Pros


+ Has VERY diverse build options that can be made using the same rune and mastery build.
+ One of the hardest hitting spells for early game harassment.
+ His Parrrley adds on hit effects working great with Grog Soaked Blade or Fronzen Mallet.
+ Remove Scurvy is a great way to escape and survive nearly any gank attempt.
+ Cannon Barrage is a great way to pickup easy kills and help out in team fights, even if you can't get there in time.
+ Raise Morale is one of the best team initiator buffs in game, allowing the entire team to move faster and hit harder.
+ Cannon Barrage is also a Cross Map/LARGE AOE slow Ultimate, so use if you see your teammates trying to chase someone down, or to save them from being chased down.
+ Did I mention hes a freakin PIRATE!!!

Cons


- It can be hard to find a good balance between crit chance and everything else lol.
- Tends to get focused in team fights
- Remove Scurvy has a pretty long Cooldown, so be sure your enemy has put ALL of their debuffs on you before u hit it and run. Otherwise they will just hit u again.
- Parrrley Requires you to dive in a bit to get your shot off, be careful not to overextend.
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Guide Top

Runes

Balance

Runes

Greater Mark of Strength
9

Greater Seal of Resilience
9

Greater Glyph of Shielding
9

Greater Quintessence of Furor
3
Greater Mark of Strength will give you a good head start early game, while 3 Greater Quintessence of Furor are a great way to stack a little more dmg onto Parrrley and your auto attack. The stand defence seals and glyphs will add a great deal of sustain for the early game.


Tank
Runes

Greater Mark of Desolation
9

Greater Seal of Resilience
9

Greater Glyph of Shielding
9

Greater Quintessence of Fortitude
3

Adding Greater Mark of Desolation is a great way to piss off the competition late game, and the Greater Quintessence of Fortitude will help you to stay alive a little longer early game while you build into your tankier items. With this build its not a bad idea to go with a gold per 5 item or 2 for greater sustain. If you do, I would recommend Heart of Gold or Avarice Blade simply because they can both be built into higher tier items that both work great with Gangplank.



CDR
Runes

Greater Mark of Desolation
9

Greater Seal of Alacrity
9

Greater Glyph of Celerity
9

Greater Quintessence of Furor
3

This build is made for constant harass, Greater Glyph of Celerity is a great way to churn out Parrrley quickly and repeatedly. This build is best served on bot with a either a tank or a support that can keep you up and in the fight for as long as possilbe. It is great for keeping the enemies pushed to their turret, forcing them to starve for minion farm. This is also probably your best 2nd choice for soloing top because it allows you to constantly poke any would be tower divers, and the Greater Seal of Alacrity will let you get at least 1-2 more hits on them and slow them to a crawl, at which point the tower will do all the work for you. If you feel the need to take your CDR to the full 40% then you would do well to trade in Manamune for a Youmuu's Ghostblade, or Executioner's Calling in for a Zeke's Herald.


Crit
Runes

Greater Mark of Malice
9

Greater Seal of Alacrity
9

Greater Glyph of Celerity
9

Greater Quintessence of Furor
3

This build is hands down, one of the most brutal early game builds out there. With Greater Mark of Malice and a Brawler's Gloves you get 16% crit right out of the gate. At 10 minutes you should have close to 2000 gold (even if you haven't killed any champs yet), and by that time you should have spent it on an Avarice Blade (750) and Executioner's Calling (1350). These items in combination with the runes will give you 35% crit by the 10 minute mark, and it only gets easier from there. This build sacrifices your Greater Seal of Resilience so be careful on how far you extend for a cheap poke, they might poke back.


Solo Top
Runes

Greater Mark of Desolation
9

Greater Seal of Resilience
9

Greater Glyph of Shielding
9

Greater Quintessence of Desolation
3

This build is a lot of fun. You get your run of the mill defensive runes Greater Seal of Resilience and Greater Glyph of Shielding. It also doesn't hurt to get a Wriggle's Lantern I know you won't be jungling, but its passive is good at taking down the siege minions, especially if their solo top has a promote, and the active lets you ward the river bush for free for the duration of the game. If you don't plan on doing a long laning phase then just grab a couple wards on your first return to base, and call it at that. If the enemy team has a jungle/counter jungle, be sure to ward the river and keep an eye on the mini-map and chat for mias.


Jungle
Runes

Greater Mark of Desolation
9

Greater Seal of Resilience
9

Greater Glyph of Shielding
9

Greater Quintessence of Desolation
3

Just like every other AD Carry your going with Greater Mark of Desolation, Greater Seal of Resilience, Greater Glyph of Shielding, and Greater Quintessence of Desolation. This is the basic needs of any AD jungler. Of coarse run with Wriggle's Lantern and smite, with all the right jungle masteries. Beyond that you're ability to gank is based on your skill and timing. I recommend the traditional blue route, it helps with mana regen and lets you get to a higher level before finally getting back to the solo top to either relieve or gank.


AP
Runes

Greater Mark of Insight
9

Greater Seal of Clarity
9

Greater Glyph of Celerity
9

Greater Quintessence of Insight
3

Let's be honest, it's not as good as others, but it is fun as hell. Grab Greater Mark of Insight and Greater Quintessence of Insight for late game damage from your ultimate. These can also be traded in for ( Greater Mark of Force and Greater Quintessence of Force) or ( Greater Mark of Potency and Greater Quintessence of Potency) for a direct damage increase. It doesnt hurt to grab a couple ad offensive items early game, simply for the damage of Parrrley early game before you get to Cannon Barrage You will also need Greater Seal of Clarity and Greater Glyph of Celerity for the mana and CDR because you WILL be using Remove Scurvy a little more often with this build, so keep that in mind when pushing, because you do not have any defensive runes here.


Dominion
Runes

Greater Mark of Desolation
9

Greater Seal of Alacrity
9

Greater Glyph of Celerity
9

Greater Quintessence of Furor
3

The runes for this build are normal AD carry. Greater Mark of Desolation, Greater Seal of Defense, Greater Glyph of Shielding, and Greater Quintessence of Desolation it wouldn't be a bad idea to trade the desolation quints in for Greater Quintessence of Furor for the damage bonus, but I don't think it will make too much of a difference in such a short game. I recommend Greater Seal of Defense over Greater Seal of Resilience because you start at lvl 3 and get to lvl 10 within the first 5-7 minutes of the fight, after which the armor per lvl pays off more. CDR is very important in Dominion, but not at the cost of defense. Starting at level 3 with 1300 gold is a great way to skip past all the early game niceties and go straight for the throat, your enemy knows this too, so shielding is an absolute necessity.


Guide Top

Masteries

Balance

Masteries
1/1
3/3
4/4
4/4
1/1
1/1
3/3
3/3
1/1
3/3
3/3
3/4
This page is pretty cut and dry. This is not a build for ganking, it is made for TEAM play. You'll have plenty of early game dmg output with your Parrrley and much greater sustainability late game. This build works well in ranked games mostly due to its sustainability. Anyone who's played GP knows that late game is a pain because you are almost always focused in team fights. This blend gives you the means to get out of tough spots, so long as you're smart enough to avoid them when their obvious.


Tank
Masteries
1/1
3/3
4/4
4/4
1/1
3/3
1/1
3/3
3/3
1/1
3/3
3/3
I posted this as a deliberate build though I must say, if you want to tank, do it with an actual tank. All the same though, the build works, its not about to trump dedicated tanks such as Rammus, Volibear, or Malphite, but it will certainly make squishy assassins think twice before trying to focus you down.


CDR
Masteries
1/1
3/3
4/4
4/4
1/1
1/1
3/3
3/3
1/1
1/1
1/3
3/3
4/4
1/1
Despite the fact that this is a CDR build you will not be using any CDR masteries. Those will be handles by your items and runes. I recommend 21-9-0 because you will be leaving Greater Glyph of Shielding behind for Greater Glyph of Celerity. So it would be wise to put those other 9 point into the defense tree, over the offense tree. All the same this build does have room for a little more CDR so if you want to go 25-5-0, putting the last 4 into Sorcery be my guest.

Crit
Masteries
1/1
3/3
4/4
4/4
1/1
3/3
1/1
3/3
1/1
3/3
3/3
3/4
As the name "crit" suggests, this build should be all about the offense. I put 9 points in the defense tree and focused everything else on Offensive AD mastery, making sure to pickup Lethality, Weapon Expertise, and Havoc.


Solo Top
Masteries
1/1
3/3
4/4
4/4
1/1
1/1
3/3
3/3
1/1
1/1
3/3
4/4
1/1
Ok so solo top is pretty cut and dry, solid offensive mastery tree, with a bit in utility for Good Hands. I go ahead and pick up Runic Affinity here, this is good because if you're soloing top, you can expect company from enemy ganks, and if you can steal a red or a blue from an enemy, then you might as well keep it for a while.


Jungle
Masteries
1/1
3/3
4/4
4/4
1/1
1/1
3/3
3/3
1/1
3/3
1/1
4/4
1/1
This one runs about the same mastery as solo-top, but you pick up Improved Recall over Summoner's Insight for the early game back to base trips. Honestly you could put that point wherever you like, the .5 seconds saved is pretty unnoticeable, I'm just impatient.


AP
Masteries
1/1
4/4
4/4
1/1
3/3
4/4
4/4
1/1
2/3
3/3
3/3
Pretty much the exact opposite of all the other builds, here you're shooting straight down the right side of the offense tree instead of the left. On the utility tree you're only doing 2 points in Good Hands, and then putting points in Expanded Mind and Meditation. This is really needed so don't ignore it, you will be using remove scurvy a bit more with this built, so you need the added mana/mana regen.


Dominion
Masteries
1/1
3/3
4/4
4/4
1/1
3/3
1/1
3/3
3/3
1/1
1/3
4/4
Here is another mastery tree similar to all the rest. The AD offense, with Good Hands, and Swiftness. I drop Runic Affinity and a couple points off of Good Hands and add them to Havoc for this one. You dont really spend that much time dead in dominion, so 1 point is enough. The bonus damage from Havoc though is too great to pass up in such short, fast-paced fights


Guide Top

Skill Sequence

With virtually every Gangplank build you're going to max Parrrley 1st, then Raise Morale and finally Remove Scurvy. Getting you're ults at their proper levels of coarse. Even if you're doing an AP build, you bread and butter remains to be Parrrley. That in mind, max it, then max the others according to what best suits you're needs. If you're up against a CC heavy team, it's not necessarily a bad idea to max Remove Scurvy 2nd. After all staying alive, in lane, and farming can make a huge difference late game.

Balance

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
For balance I max Parrrley 1st, then Raise Morale, picking up 1 point in [[remove scurvy at lvl 4, and then maxing it at 14.


Tank
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Runs the same as balance, if the enemy notices you're trying to build him as an off-tank, they may start giving you priority in ganks, if this is the case, a couple points in Remove Scurvy early game, may be needed.


CDR
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Runs the same as balance, again if they start focusing you down put a couple more in Remove Scurvy and call it a day.


Crit
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Runs the same as balance, if they start focusing you down on crit plank, I actually wouldn't recommend switching points to Remove Scurvy, instead focus on your build, play it safe, and if possible, try to end laning phase early for some early game kills. This is a snow ball build, so the sooner you can start, the better.


Solo Top
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Runs the same as balance, here I would definitely recommend extra points in Remove Scurvy if you're suffering too much dmg up top, especially if the enemy team doesn't have a jungler. If you end up trapped against the tower and losing creep farm as a result, then grab a gold/5 item instead of worrying about trying to farm with Raise Morale.


Jungle
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Here you're going to switch your lvl 1 & 2 spells, and switch your lvl 3 & 4 spells, then build just like balance. You want raise moral for that 1st fight against blue, Parrrley simply wont do enough damage at lvl 1 to finish the golems. However if you have someone willing to give you one helluva leash, you could get away with just sticking to the balance build order.


AP
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
He're your actually putting a few more points in Remove Scurvy early game than you will anything else. The reason for this is the fact that Parrrley will simply not put out enough damage. It is extremely important that you survive to mid game for an AP build, because without some decent farm, you're not going to be doing enough damage to help the team at all.


Dominion
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Again, just like balance. You'll start the game at lvl 3 anyway, so you'll have raise moral if you go top with the team, or Parrrley if you go bot.


Guide Top

Items

For the Best AD, Gangplank can be Anything and Everything.



Early Game


- This and a couple of Health Potion can help you stay in lane a little longer early game.

- This is a great item because it can build into 1 of 3 AMAZING early game items.

One of these 3, depending on who you will be up against.



These are great for the simple fact that they are all crit items, which enhance Parrrley

Personally, I choose to use Executioner's Calling A lot of people are probably wondering why I would pick that over either of the others, the answer is simple. People tend to either heal bait, or buy Health Potion early game, and a Health Potion heals 10hp per sec for 15 seconds, or 150hp total. If 8 of those seconds are cut in half then they only heal for 110 hp. Gangplanks parley will do 74 dmg without any dmg runes, masteries, or items. His passive at lvl 1 will do 9 dmg, and Executioner's Calling's passive will do 32. In total, you deal 115 dmg, and their hpot will heal for 110. At lvl 1 with nothing but that 1 item, you will do more damage than they can heal for. To top that off, the items passive is only a 20 second cool down, so u can easily keep applying it until they are out of potions. Did I also mention that the heal reduction lasts 3 seconds longer than Ignite, sadly no true damage though. So with all of that in mind, imagine how pissed they'll be when you pop that combo of actives and passives to make every potion and heal they use completely useless.


For Damage



There are a few ways to do this:

The Tanky Way



This is an obvious build for any ad carry that has to get in close to do their damage.


The Straight AD way



A little more damage, a little less survivability.

The Critplank Way



Here you're buying pretty much anything with crit. This is more useful for poking with Parrrley

For Sustain



Armor and HP



After Atma's Nerf, this does a little less damage. However it still gives you 45 Armor, and Over 1k hp, and Warmog's Armor by itself will grant 19.05 bonus damage from Atma's Impaler, not counting you own HP of coarse.

Utility and Sustained Dmg



This is obviously a breakdown of trinity force into each of the better counterparts. This is very useful because both Atma's Impaler and Parrrley get a much greater benefit from Frozen Mallet than they will from Trinity Force. Also you will get a nice bump in all 3 defense types; magic resist from Lich Bane, armor from Atma's Impaler, and hp from Frozen Mallet. The con to this of coarse is the fact that it only leaves you with room for 2 more items, and 1 of them will need to be boots. If you don't care about the dmg bonus from Sheen, then you can always trade it in for the new Maw of Malmortius, which is a much better Sustain Item in my opinion.

Balanced Opponent Team



A good balance of offense and defense.
Warmog's Armor - A great tip to stay alive, have more health than your enemy at the end of a fight.
Atma's Impaler - Let's be honest, it was made for warmog's.
Trinity Force - Solid offensive item, built from the ground up in small increments, a great way to keep the enemy back, and a hodgepodge of great passives.
Infinity Edge - Because a ridiculous amount of damage simply wasn't enough, it needed to be padded with even more from the unique crit dmg bonus.
Guardian Angel - Great damage mitigation for both types, and a passive that's to die for, after all you only live once...or twice. Okay enough puns.

AD Heavy Opponent Team



This is pretty straight forward.
Thornmail returns a good chunk of their damage back to them. This is great for putting a dent in their carry, even if you're being focused down.
Frozen Heart is a great way to get fantastic CDR, and what most people dont seem to realize is that it has 99 Armor, whcih makes it the 2nd highest armor value in the game, beaten only by Thornmail's 100.
Randuin's Omen is a great counter to any auto-attacking team, however it seems to be far more effective against melee than it does against ranged, and of coarse there's the active that slows everyone within range.
Atma's Impaler, while certainly not the best armor, it's passive makes you dangerous to ignore in a fight, and it's crit can easily tip the scales in your favor.

AP Heavy Opponent Team



Honestly I think these are probably the only one's worth considering.
Banshee's Veil - Great magic resist, and adds a nice touch of hp and mana to assist in both taking dmg, and letting you deal it a little more. The passive is a great life saver, especially if their team is weak on initiators.
Force of Nature - The highest magic resist item in game, great because it helps to prevent being focused by a team's nukes. The hp regen passive is phenomenal in conjunction with Warmog's Armor or Frozen Mallet, also you get a small movement boost passive.
Maw of Malmortius - This is a new item built up from Hexdrinker and I have to say, it is amazing. First off the component Hexdrinker matches Lich Bane in magic resist and costs 2000 less, secondly when fully built, it has 6 more magic resist, and still costs 170 less. Doing a side by side of the dmg output, Lich Bane is capable of doing 100% bonus damage based on AP, NOT AD, making it far less valuable to an ad carry, however Maw of Malmortius is all AD all the time, with 2 phenomenal passives, an AP soaking shield, and a dmg increase bonus. This is one of the best counters to someone who gets focused down in team fights.
Lich Bane - Not the best at magic resist, but mix that with sheen's passive, and it give's him a little more sustain, and a hell of a lot of threat.
Mercury's Treads - Hand's down life-saver. A little bit of magic resist is great, but the best part is the tenacity.

CC Heavy Team



Mercury's Treads - Easily the best and most viable option. It gives you a little magic resist, and tenacity. You'll see this one more often than any other, and for good reason. The reason being that all the other items are simply too low tier to be viable late game, but boots never go out of style.
Cloak and Dagger - Not the best choice, but certainly the best Tenacity item after Merc Treads.
Quicksilver Sash - A great way to piss off the competition. This item is a bit less useful for GP because his W can do what this items active can. However if you are up against a well coordinated team that saves a few CC's for after you hit Remove Scurvy then this item is a great slap in the face against all of them.


Jungling



Wriggle's Lantern - The most obvious choice for any jungler. This item gives a great balance of offense, defense, and life steal. Plus the active gives you a free ward every 3 minutes. At 75g per ward that's nearly 1000 gold saved by the end of a normal game.
The Bloodthirster - I know it seems like an odd place to put it, but it's passive is simply too good to not max out while in the jungle. Just don't forget that it works per kill, so wraiths and wolves is much faster than going for the golems, especially if the enemy team isn't watching their jungle. Just run in a small circle back and forth and you should be maxed out in about 3 minutes (not including travel time).


Guide Top

Summoner Spells



You'll notice that I have Ghost in almost all of my builds, honestly those are mainly there to show his diversity. I like them because it enhances you're ability to run someone down and start wearing them down with your passive. Flash is effective as well, as is your ult, but I personally just enjoy running after them and grinding them to a halt. I would not recommend this approach in a team fight of coarse, that would be suicide. However, it's very disruptive to the enemy team if your chasing someone out of position down, it may even encourage them to break off an attack, and try to come after you. Obviously if that happens, it's time to run, but it is a great way to cause confusion, which can save a team mate, save a tower, or if you're fed enough bring another poor sap to meet his demise.

Other viable options include:



These should be pretty obvious 2nd choices. Exhaust stacks with your passive, always a great way to focus someone down. Teleport is VERY handy if your soloing top, or just feel like saving the day when someone's getting chased in lane. Heal is great because it lets you save Remove Scurvy for when you're being CC'd down, instead of for when you're low on hp. Clarity, because most builds will only give you mana from a Trinity Force which doesn't get you very far if you use you're spells a lot. And of coarse Smite, for the jungling Gangplank

Some less viable (but still handy) situational spells include:



Just like heal, Cleanse is there to allow you to use it BEFORE using Remove Scurvy. In this case, its in case they are trying to CC you down, but haven't done enough damage yet to put you in the ground. Garrison is more for dominion than anything else, it has both an offensive, and defensive application, and is great for soloing bot on the Crystal Scar.


Guide Top

Laning Phase

The Basics
During the Laning Phase you will be maxing out Parrrley, there are 2 reasons to do this, more important than any other. 1. Doing more damage as early as possible. 2. Having that damage potential at the end of laning phase so that you can rip people apart in team fights.

Soloing Top
If your soloing top or off-tanking use Parrrley to poke/harass as much as possible. It wouldn't be a bad idea to rush an Avarice Blade for the gold/5 if your soloing a 2v1 lane. This will help you catch up on the farm you are losing to the turret. Once you have Raise Morale be sure to call for a gank, and wait for the right timing to move in. Initiate with Parrrley for the slow passive and start moving in, as soon as your teammate is in range pop Raise Morale to aid in running them down. If you're past lvl 6 look for the opportunity to use Cannon Barrage (see the Cannon Barrage section for tips on placement and timing) to block their best escape route, if they try to run through it, then they will be slowed, if they try to run around it they will be trapped. In either case, keep after them until they are dead, and do NOT let them get back to their tower/team mates.

Ganking and Waiting for a Gank
If you need a gank, then do the smart thing and ping for it. After that WAIT, I can't tell you how many times I've ducked into the river bush at top, and my team mate just starts charging in headlong. To any skilled player, that act of bravery is a dead giveaway that help is nearby. This can completely ruin an initiate, and possibly cost you the kill. The best thing to do is to coordinate the effort, If they can close the gap, and either slow, exhaust, knock up/back (whatever their skills may be), then it gives you more time to poke with Parrrley, making the kill almost guaranteed.

If your past lvl 6, don't forget to close off their most obvious path of retreat with Cannon Barrage, if they're low enough that they can't pass through it and survive, then predict that they might try to go around, and cut them off.

Everything Else
To play GP successfully you need to time your shots, and play a proper cat and mouse game. Don't let them get on top of you unless it's under the turret, and don't get on top of them ever, you're more dangerous late game, but during laning phase, you're just too squishy to do that. Let your lane partner/jungler get right on top of them, you just sit back and support with Parrrley slows, and a Raise Morale buff.


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After Laning Phase

Mid Game
In team fights you want to poke with Parrrley and keep at a safe distance, as I just explained you're maxing damage 1st, not survivability, so right after Laning Phase, you will be somewhat squishy still. Putting points in Raise Morale will help out a lot if the enemy gets low enough and you and your team can safely finish them; and if you get too low, you can use it to get away.

Late Game
As you approach Late Game you will need to be mobile, hopefully you have a few kills already, and maxed Parrrley and Raise Morale. If not, that's okay, just steal a few from team-mates with Cannon Barrage (but don't tell them I told you to do it), and you'll be caught right up. If you're team is under in kills, it will be your job to assist in catching them up, use Parrrley to focus their carry, most carries have very little in the way of defense. Most just use life-steal to balance out their hp loss, your Parrrley crits will help keep them down. Use Raise Morale as an AOE buff for the team to help secure kills, or at the very least, help your team get out of trouble faster. Use Cannon Barrage as an AOE debuff to slow enemies, this can be used offensively and defensively. Remember that saving a team mate's life is just as valuable as taking an enemies.

Gangplank is a phenomenal asset to the team, be there for them. Use your spells to help secure kills for everyone, and to help protect your team from loss.


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All About Cannon Barrage

**Pics will be posted as examples as I make them.**
Barrage in Lane
Cannon Barrage is a great way to control the battlefield. One thing to remember about Cannon Barrage is that it ALMOST occupies an entire lane. Most people simply place it in the center of the lane a few steps ahead of the enemy, or even worse with the enemy in the center. Please don't be that guy. There are far too many ways to duck into the jungle off the side, a side that is not being hit by Cannon Barrage if you place it in the center.

The best way to do this is to time your shot until they are in-between jungle entrances. At that time place it so that the edge of barrage is right on top of the enemy, and so that their current direction of travel is towards the center of the barrage. This works extremely well for 2 reasons. 1, if they travel through it, it buys your team time to catch up. 2, if you place it so that they are right on the edge, they have to make a full 90 degree turn to go around without being hit by slow, and can only gradually turn back as they move around the circle.

Something to be careful about when doing this is to make sure their Flash is down. If not, then wait for them to move a little closer to the outer wall, so that they can't just Flash into the jungle.

Barrage in River
River barrage is a great way to get kills. More often than not, if an enemy is in the river, then allies are typically cutting through the jungle to get to them. Use this to your advantage, save your Cannon Barrage to herd the enemy into the approaching allies (by either cutting off an exit ramp, or blocking the mid/top/bot lane entrances), or until after they have been headed off by at least one ally, and then place it ahead of them forcing a 2v1 fight in your teams favor.

Barrage in Jungle
Hands down the trickiest to master, the trick is to place it in a place where they can go in, and not come back out, there a few places like this in the jungle, which makes herding a much better option. The easiest way to do this is wait for them to get into one of the long and and narrow paths in jungle and barrage as they approach the end of it, slowing them no matter what direction they choose. The best Cannon Barrage points are tri-bush, the outer wrap around bush by blue buff, between red buff and wraiths, and between red buff and golems (making sure to get the side exit as well).


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Jungling

As GP you will do the traditional Blue Route, it's simple, easy to do, and everyone who's read a guide before already knows this. I will post a pic as soon as I get my hands on one.

As far as ganking goes, there's a little more to it. One of gangplanks best features is the damage of Parrrley, however one of his weaknesses in ganking is the range of Parrrley. With this in mind you have to do more than just kick back in the river bush, you have to be coordinating with your team mate. They need to be pretty over-extended for you to be able to get to them before they can get to a bush. Don't waste your Raise Morale to close the gap, instead try to work it at a 90 degree angle from their path of retreat, hit em with Parrrley, and wait until your team mate has caught up to you before popping Raise Morale. This way you both have a speed/dmg bonus, helping to secure a kill. If you have it, use Cannon Barrage either in the river ramp, or the enemies top bush (depending on which direction they are running) to turn them back towards you, or at the very least, slow them down so that you can get to them.


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Summary

In scope of the whole thing, pretty much here's a fun way to do whatever you want with gangplank. I've had an absolute blast playing him so far, and the more I play him, the less I suck. So expect to see adjustments, additions, subtractions, and total overhauls the more I play him.

If anyone actually got this far, and can assure you, I'm just as tired of typing as you are of reading...god am I tired of typing.

END


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