| 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





Masteries
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.
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
CDR - High mana, and CDR, this works great because at 40% CDR,
Crit - This is a commonly played version, simply because it makes
Solo Top - This one is designed both for sustainability, and recovery. A small sacrifice in defensive mastery for some utility and the use of
Jungle - It's a jungle build, need I say more.
AP - Obviously a fun troll build, still VERY viable surprisingly. Just don't forget your heal, your ult, or
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
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
+
+
+
+
+ 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
-
-
-
-
-
Runes
Balance
| Runes | |||||||||||||||
Greater Mark of Strength 9 |
Greater Seal of Resilience 9 |
Greater Glyph of Shielding 9 |
Greater Quintessence of Furor 3 |
||||||||||||
Tank
| Runes | |||||||||||||||
Greater Mark of Desolation 9 |
Greater Seal of Resilience 9 |
Greater Glyph of Shielding 9 |
Greater Quintessence of Fortitude 3 |
||||||||||||
Adding
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,
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
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
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
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
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.
Masteries
Balance
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 yourTank 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
CDR 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
Crit 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
Solo Top Ok so solo top is pretty cut and dry, solid offensive mastery tree, with a bit in utility for
Jungle This one runs about the same mastery as solo-top, but you pick up
AP 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
Dominion Here is another mastery tree similar to all the rest. The AD offense, with
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
Tank 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
CDR Runs the same as balance, again if they start focusing you down put a couple more in
Crit Runs the same as balance, if they start focusing you down on crit plank, I actually wouldn't recommend switching points to
Solo Top Runs the same as balance, here I would definitely recommend extra points in
Jungle 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,
AP He're your actually putting a few more points in
Dominion 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
Items
For the Best AD,
Gangplank can be Anything and Everything.
Early Game
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
Personally, I choose to use
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
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
Utility and Sustained Dmg
This is obviously a breakdown of trinity force into each of the better counterparts. This is very useful because both
Balanced Opponent Team
A good balance of offense and defense.
AD Heavy Opponent Team
This is pretty straight forward.
AP Heavy Opponent Team
Honestly I think these are probably the only one's worth considering.
CC Heavy Team
Jungling
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.
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.
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.
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).
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.
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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