Gangplank Build Guide by Xalgar
Not Updated For Current Season
Not Updated For Current Season
Hello I'm Xalgar and I'm going to show the guide for Gangplank jungler. This is a guide where i will show what i do and how i do it as a Gangplank jungler.
Gangplank is a strong jungler if you play him right, I'm not saying this is perfect build or the best for dps/tank etc this is a hybrid build for a Heavy damaging Gangplank with some hp for survivals.
Gangplank is an excellent fighter in 1v1 situations due to his high single target damage output and CC removal.
Runes i prefer full Armor pen and a bit tanky so u can survive and still do damage. I go for the Magic resist with 1.49 magic resist at start for a better early game defensive but its up to you, you can take the magic resist per lvl but i don't see why when you need to be lvl 10 before its better than the 1.49 resist once and if they are heavy magic damage you also build magic resist.
This masteries is what i prefer and the tanky part in defensive is awesome for GP cause he is a bit squishy early game. you can take 9 in utility for more mana and mana regen so you can keep on going with more mana for spell but i prefer the tanky part for the early game damage reduction.
Its the basic jungle start items and get boots early so you can gank more and faster early game. The Dorans'Blade is a good item for GP not many people are using it in a guide so this is my Remix to this. its a good hp and damage boost until you get Infinity Edge. You are gonna sell the items later to get Infinity edge and Bloodthirster so dont keep it for late late games :) and sell your wriggle's for Last Whisper at last. you can always switch the order of the items but this is how i normally go.
So if they have heavy magic damage you go for Merc treds instead of Ninja tabi.
the Wriggle's is the item you sell last so u can pick an item to counter the targets you attack, if heavy armored targets you take Last whisper.
If they are heavy magic damage or attack damage you go for tanky items.
You start with Q that's what i find the best for jungling him, cause the early blue and the extra gold for killing with Q is awesome, and then again last hitting with Q is important too.
So after u killed blue you get to lvl 2, i take W to heal up every CD wile i have blue cause then mana isn't a problem.
When you gank you use E to engage them and u gain attack damage and movement speed and you are buffing your friends also so it makes it easy to chase the target.
Grog Soaked Blade (Innate): Gangplank's basic attacks apply a poison debuff for 3 seconds that can stack up to 3 times. Each stack deals (3 + level) magic damage per second and slows the target by 7%.
Grog Soaked Blade causes Gangplank's auto attacks to slow and do damage over time to the target. It can stack up to 3 times.
File:Grog Soaked Blade.gif
Ability Description Leveling up
Parrrley (Active): Gangplank takes aim and shoots an enemy with his pistol, dealing damage. If it kills it, he gains extra Gold. This ability can critically strike and applies on-hit effects.
Cooldown: 5 seconds.
Cost: 40 / 45 / 50 / 55 / 60 mana.
Physical Damage: 20 / 45 / 70 / 95 / 120 (+1.0 per attack damage).
Extra Gold: 4 / 5 / 6 / 7 / 8 .
Parrrley is a targeted attack that damages and applies on-hit effects to the target. It can critical strike and will give Gangplank additional gold if it kills the target.
Parrrley does physical damage and applies on-hit effects, including his passive Grog Soaked Blade. On-hit items like Sheen it will apply the damage bonus immediately. It can critically strike, and when it does, it takes into account the spells bonus damage.
Parrrley is affected by items like Thornmail.
Parrrley can not be dodged and is unaffected by blinds.
It is considered a melee attack for purposes of Tiamat, dealing 50% splash damage.
Parrrley applies 40% slow from Frozen Mallet and 8/16/24% slow from Blessing of the Lizard Elder
Parrrley will proc life steal.
Parrrley will be blocked by Aegis Protection.
Remove Scurvy (Active): Gangplank consumes a large quantity of citrus fruit, which removes all crowd control effects on him and heals him.
Cost: 65 mana.
Cooldown: 22 / 21 / 20 / 19 / 18 seconds.
Heal: 80 / 150 / 220 / 290 / 360 (+1.0 per ability power).
Activating Remove Scurvy will heal Gangplank and remove any crowd control effects afflicting him at the time of activation.
Scurvy is a debuff that is applied to Gangplank. This does nothing in-game other than show that he can use Remove Scurvy.
Remove Scurvy is one of the few abilities in the game that can remove suppression. It will remove any type of CC other than knock ups and push or pull effects.
Raise Morale (Passive): Gangplank's Attack Damage and Movement Speed are increased.
(Active): Gangplank fires into the air, disabling his passive boost but inspiring himself to gain Attack Damage and Movement Speed, with nearby allied champions receiving half that amount, for 6 seconds.
Cooldown: 25 seconds.
Cost: 60 mana.
Area of Effect: 1400 (estimate).
Cost: 50 / 55 / 60 / 65 / 70 mana.
Passive Attack Damage Bonus: 8 / 10 / 12 / 14 / 16 .
Passive Movement Speed Bonus: 3 / 4 / 5 / 6 / 7 %.
Active Attack Damage Bonus: 12 / 19 / 26 / 33 / 40 .
Active Movement Speed Bonus: 8 / 11 / 14 / 17 / 20 %.
The passive part of this ability increases Gangplank's attack damage and movement speed. The active part of this ability gives Gangplank additional attack damage and movement speed and half of his bonuses to nearby ally champions.
The passive bonus is only disabled while the active buff is in effect. It is not removed for the entire cooldown.
Cannon Barrage (Active): Gangplank signals his ship to fire upon target area for 7 seconds. Each cannonball deals damage. Enemies caught in the area of this ability are slowed for 1.25 seconds, duration refreshing if one stays in the area.
Cost: 100 mana.
Area of Effect: 575 (estimate).
Cannonball Area of Effect: 275.
Magic Damage: 65 / 110 / 155 (+0.2 per ability power).
gifCooldown: 120 / 115 / 110 .
Flash / Smite is the best spells for Gangplank, you can use flash for offensives and defensive fights. Flash is good for escapes and with your W and E spell and Flash u can move fast cleanse your CC and then flash over walls if needed.
Smite is for killing minison in the jungle faster and for Last hitting Dragon/Barron/Blue golem and Red Lizzard. with the 10g u get per smite you can time your smite to use it every cd and then also for your primary targets.
Pros / Cons
A strong jungler with good mobility and good early/mid/late game
He has strong gank early game.
GP's W is sick in team fights and in 1 v 1 fights.
Across the map ulti that he can use for kills/Assists/minions
He is a pirate cant argue with that ****
If he can get some early ganks out its GG at 20 :D
After Infinity Edge you have a 4 sec CD 1000 crit named PARRLEY! :D
He is mana dependent, and if he loses blue or don't get it at start its hard to jungle with him.
He needs to get off some gank early game to really carry games.
He is squishy before he gets Warmogs.
You are a target late game if you don't have the hp to tank.
Can get easily countered with heavy armor.
Creeping / Jungling
You start at Blue and you probably gets a pull form your team mates so its not that hard to kill.
You go to wolfs and take them, and trying to last hit with Q to get some extra cash.
Then Wrights here you can last hit 2-4 minions with Q and that's good money but don't let them attack you to much so don't wait for CD if its more than 1-2 secs.
Then you go for Red and kill it wile you use W to heal all the way form killing blue to the red.
then u take golems and then you try to gank.
If every lane is doing good you go back to Wraiths and then to wolfs, then you continue farmin till your lanes needs you.
A gank is not only good for you, its good for the lane and the team, extra xp and gold is the key to win.
If you have a team who you can trust, you can invade their red buff and their wraiths. its good to counter jungle at start and at red also, cause then some champions is not that good of a ganker and its not always guarded so you can take it without getting noticed, But if you have your 4 other team mates there you can get first blood if the poor bastard is there alone.
i don't recommend to invade their jungle if you don't have the full team able to go there cause they can be Counter counter jungling (Counter ception O: ) you and then you are in trouble.
To invade their jungle you group up with your team and then you walk as one unit to their red lizzard and then to their wraiths, u wait there to 1:40 kill wraiths and then at 1:55 u kill red. and then get out of there and go back to blue.
You always want to give the 2 blue to your mid if he is mana dependent, if not ask if top needs it and if none needs it u take it for more gold and stronger ganks with sick mana regen.
Ganking / Warding
Ganking is the ''job'' of a jungler you will be flamed for not ganking when its not the jungler fault that you cant gank. That means that if they push their lane and the ask for gank you can't, cause then the normally just hug their tower. You want to gank lanes who is pushed to your tower, so u can run behind them and then 2 vs 1 the target. Also when u gank as Gangplank you want to use E as a ''charge'' so u have more movement speed and u take more damage, you want to pinging your team mates so they know you are coming to gank. As gangplank you don't have a stun but u have a okay slow after a few hits on the target, so you will do much better if u have a laner who have a stun/slow/CC/pushback and its you damage who is ganking so they can CC and u kill. Not like other gankers who is using spells to CC the target so the laners can kill the target, Gangplank is a good damager so use it. When you have ganked bot lane you can go and take dragon with bot lane and if needed get help form mid, dragon is a super good income and it gives close to a lvl with xp early game.
After you get wriggle's you have a ward every 3 min and that's really good for you as a jungler and its a super good defensiveness for the laners, every lane will have some wards but u probably want to ward one of the ways to mid, Bot lane has a support who is warding and so that's is the most warded lane in game. Mid don't want to use alto of money on wards so they will ward 1 of their side, that's where you come in, you will ward the opposite side form what he did to cower more area with wards. Top will have 1 ward who is placed at Tribrush or the brush at the end of the river.
You can also you wriggle's to ward the buffs in the jungle and Barron/dragon also, and you can use it to gank, you can ward their blue and then smite it to kill it before the enemy jungler takes it or giving it to enemy mid.
Thanks for reading the guild and i hope it will help you folks, please comment and tell me if i have missed anything.