Gangplank Build Guide by InnerFyre
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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.
This is my most commonly used top lane Gangplank. This guide shows you how to build tanky enough so you can take a ton of damage and deal a ton more out. A lot of Gangplanks I see just go glass cannon and can just be destroyed in a second. With this build you have a lot of the durability you lack as glass cannon but lack none of the damage.
These masteries are your standard AD masteries taking points in armor penetration and increased attack damage. I take 21/9/0 because I like the extra durability from defense. Some people may take 21/0/9, but I find my masteries work best for me and will always take durability over buff duration or gold. The longer you can last the longer you can stay in lane or in combat.
Again your standard armor pen runes with a little durability thrown in. Some people have asked me "Why do you have those runes rather than more offensive ones" I keep saying it but here it is: durability, it all adds up in the end. You can also run flat AD runes in there or crit runes it's really your choice but I find this build supplies more than enough of both.
I start off with a Brawling Glove for the little bit of crit that can apply off of my Parrrley for when you need to take half someone's health in lane at level one, it also builds into a Zeal and eventually the Trinity Force the first of your core items. When building the Trinity force I usually build the sheen after the Zeal because my Q also applies on-hit and thus applies the extra damage from sheen, you can also go the other way with it, if you feel like you can get the kills but just can't keep them close to you long enough feel free to get the Phage over the Sheen second for that chance of a slow. Trinity Force is an amazing item all around, slow crit, movespeed, and of course it's 150% attack bonus...you name any stat on that thing, GP loves it. Next I finish my boots into Mercury Treads simply because a little MR is always nice to have and the tenacity is great even though you have your Remove Scurvy it's nice when you don't have to blow the cooldown. You could replace this with Ninja Tabi if you feel it's necessary. Next I rush a Warmog's because having an extra 1300 health is nice and you will destroy with this and an Atma's Impaler which is great item, not only granting you extra damage from your health but also gives you armor and crit. Infinity Edge is a great choice for almost any AD champ, especially those who stack especially well with crit, which Gangplank and his Q so amazingly do. You can also throw some life steal somewhere in there if you feel it's necessary. Finally I grab a Banshee's Veil for a bit of defense, just because you have over 3000 health by this point and great damage doesn't mean your invincible. You can also get another item depending on how the game is going, remember builds should always be situational.
Skill Sequence & Farming
I level up Parrrley first because: A, it's your heavy hitting ability, and B, it's your farming tool/best friend. Your Q applies your passive, your on hit effects, can crit, and gives you bonus gold for last hitting minions with it. I level up Raise Morale next for the damage passive and my Remove Scurvy last because I only use it for its cleanse-like mechanic. As for farming I take top lane and use my Parrrley mainly for farming. I don't usually harass because I see so many Gangplanks run oom in lane and accomplish nothing from it. By that I don't mean be a complete pushover in lane, someone gets in your face you can show them a thing or two with your E and Q you'll be able to hurt most champs quite a bit.
I run Flash Ignite. The only spells I wouldn't recommend are Clairvoyance, Clarity, Revive, Heal, and Promote. I'm not saying these are completely useless but they just don't shine in solo top with Gangplank. Cleanse is also one I don't feel is a great one to take because it's just redundant with his W. I run Flash personally because Flash is one of the best utility spells in the game simply because it can be use for escaping over walls, positioning, and dodging fatal situations. Ignite because it's great in securing that kill, and also is an anti-lifesteal mechanic, which can make all the difference in a 1v1 fight. I also take Exhaust on occasion because reducing their damage and slowing them is a great way to take someone out of a fight or making sure the kill happens
I hope you enjoyed my first guide, although it lacks the pictures and visual aids of other guides. This build is a great source of damage and durability both of which can be extremely important. This build makes you strong enough early game, a threat mid game, and a terror late game.