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Gangplank - Critical Acclaim

Gangplank - Critical Acclaim

Updated on March 15, 2011
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League of Legends Build Guide Author N3g Build Guide By N3g 2,536 Views 0 Comments
2,536 Views 0 Comments League of Legends Build Guide Author N3g Build Guide By N3g Updated on March 15, 2011
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Spells:

LoL Summoner Spell: Heal

Heal

LoL Summoner Spell: Teleport

Teleport

Please Keep In Mind!!

I'm am a fairly green character that has established a build that works best for the guys I play with. If it works for you thank your team members. ;)

After 20 games of using this build the only thing that is certain is that team play with the crit on this build and use of the ulti for mob control and during large clashing conflicts has made this very, very efficient for me. I know alot of people complain about crit and its less then solid damage but after adjusting a few of my runes to atk at base the crits have gotten bigger and bigger. As well as the early game harass being more effective.
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Introduction

Plank for me has been a crit chicken from go. Pop shots and getting to cannon fodder so I can assist my teammates and control mobs. Early game having the ability to harass enemy combatants has proved paramount. Also the object of not getting killed stands to be one of my favorite points of this build. Fast and with a possibility to take down a half bar of life in one shot.
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Masteries

I'll be honest and say I'm still working on this. I try to aim for crit as hard as possible here. Some health would help but I try not to get hit alot to be honest. Just stick and move. Staying solely crit is a staple of this build, but I have been tinkering with the raw atk power side on my masteries to make sure the base damage isn't pathetic and it has proven to work very well. Saving crit for quint and building up atk power is making my score go up quite quickly.
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Items

This can vary early game based on mana. I often go with the mana crystal first just so I can stay in the initial confrontation until I hit lvl 6, then proceed from there.

Obviously alot of these items are going to be replacing some of the ones that are less important later in the game. I would suggest keeping the boots that increase ability cool down so you have your ulti faster to stave off late pushes.

Being paired with a tank like cho gath or swain, or really any character with a stun or knock airborn will make the ghostblade's skill that much better. The more swing, the higher chance you will land a nasty crit. Timing is everything, and if they do happen to get away, drop some ulti on your fleeing victim and get ready for the complaining. ;)
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Skill Sequence

Also a mixed bag. This build works awesome for palling up with a tank at top. If you plan on being paired with a glass cannon it might be best to go with raise moral and remove scurvy to keep denying the enemy kills, as well as boosting your partners abilities.

For the last 10 games going parry first and then throwing as much as I can into remove scurvy has made early harass and quick kills under 10 minutes very possible. 3 kills before 9 mins in a few games in a row even while the focus was solely on mobbing.
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Pros / Cons

Honestly this build is for good team players. Beings that I rely on my partners to react as well as they do via vent it is great play for alot of situations, but don't think your gonna play hero and go it alone. As of my attempts soloing sides, mid, or an angry mob....results very. lol
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Farming

I have found myself using my ulti alot late game just to control mobs and up my money for the later items. Early on, after you use raise moral you can chew through a naked group of minions pretty fast but early on this build isn't spectacular for mobbing and for sure not for solo jungling.
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Runes

My runes are set up to make sure that your base damage eventually matches up and amplifies the amount of crit your character has with the build. Crit is awesome, but sometimes unreliable depending on the circumstance. So basing your boost's in runes on your base attack damage staying higher will really make your sneaky crit's super effective and possibly game changing.
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Creeping / Jungling

After you have the movement speed and you start to get the crit to a level where it is noticeable, it is pretty easy to swing in and out of the jungle and get a few quick mob kills. Not a prime of my gameplay but it has proven to work pretty well.
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Summary

So thats what I've got. I made this mainly so I could remember how I get my build together but if it helps or sucks real bad please let me know!! Just looking for a great way to expand the wins. Also after running this build myself and teammates have drastically improved our numbers. 12 of 15 games have been wins with good teamwork and the assistance of my critical pirate. ;)
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