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Gangplank Build Guide by NobodyQWERTY

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League of Legends Build Guide Author NobodyQWERTY

Gankplank-Off Jungle (or Tank) Assasin

NobodyQWERTY Last updated on July 15, 2012
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Team 1

[VS]

Team 2

Ability Sequence

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





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 26

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 4


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Introduction

THIS GUIDE DOES NOT GUARANTEE VICTORY NOR DOES IT GUARANTEE GETTING A GOOD SCORE.
Have Fun! Remember that this is a game!
If you have any scores to send me, or don't want your comment to be public send it to nobodyqwerty123@gmail.com
Gangplank is hybrid melee, ranged attack damage champion. He deals massive damage, supports his team, and can globally slow people with his ultimate.


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Pros / Cons

Pros
-Attack Damage and Movement Speed boost to himself and allies
-Passive Slow and Damage Over Time
-Free Cleanse
-Global Ultimate that also grants Vision!
- Parrrley kills grant bonus gold

Cons
-Item reliance to deal maximum damage
-Spell have cast times (not instant :O)


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Scores

Lane

Jungle


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Runes

Runes

Greater Mark of Lethality
9

Greater Seal of Scaling Mana Regeneration
9

Greater Glyph of Cooldown Reduction
9

Greater Quintessence of Lethality
3
I take armor penetrationMarks and Quints. Some people may ask "Why don't you take critical strike chance for Marks?" I prefer armor penetration as I already build 100% critical strike chance within the game, so I find critical strike chance runes to be useless for me.
I take mana regeneration per level for Seals as spamming Parrrley to farm and harass takes up a lot of mana.
For my Glyphs I take flat cooldown reduction to reduce the already low cooldowns even lower on all my spells. If you wanted to replace them I would suggest critical damage runes to improve damage when achieving a critical strike.
Runes

Greater Mark of Lethality
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Health
3
Armor penetrationmarks for the same reason, flat armor seals to become that off tank that he wasn't in Build 1, for glyphs I take magic resist per level as armor scales, but magic resist does not. For my Quints I take flat health to improve my base health pool.


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Masteries

Masteries
1/5
3/5
4/1
2/5
4/1
1/1
3/5
1/5
3/1
3/1
1/
1/5
3/5
For masteries I take 26 points in the offence tree to maximize all damage done in the least amount of time.
While taking 4 points in the Utility tree to reduce the cooldown of flash and death time. Though the 2% move speed boost may be nice, Gangplank's Raise Morale already has a passive and active speed boost so there is no reason to take the 2%.. The 2nd build takes the same masteries.


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Skills

-Passive that slows people and deals damage over time, also applies to Parrrley.
parley size-64-Q-When it deals a killing blow bonus gold is awarded, this skill will apply on-hit effects and can hit critically, which is why most people build him around critical strikes.
-W-Removes all crowd control effects and heals for a set amount. Even breaks suppression from champions like Warwick, Malzahar or Skarner
-E-Passively gives attack damage and move speed, when activated gives additional attack damage and move speed and half of that to nearby allies (extremely big radius, look at the images in the skill range demonstration section.)
-R-One of the few remaining global ultimate in the game. Massive area of effect. Each cannon ball does damage and slows enemies hit. Great for chases or keeping people off turrets.


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Skill Order, and Skill Combos

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
I max Parrrley first to deal the most consistent ranged damage I can and get bonus gold while I'm at it. Raise Morale is maxed second as it can give easy assists even if you are out of range, and it can delay the need for boots for much longer. I take a quick point in Remove Scurvy to remove crowd control effects, and I max it last unless I need a quick and bigger heal and I just leveled. As with most champions you level Cannon Barrage whenever you can.

There is no specified skill combo that actually will do much, however going Raise Morale into Parrrley increases Parrrley's damage from the active of Raise Morale. Use Cannon Barrage when your out of range of people and they are fighting to get easy assists (More Gold!). Whenever you get hit with hard crowd control (stuns, suppresses) don't use Remove Scurvy unless it will kill you if you don't. You want to save it to save your life, not whenever you get hit, as its cooldown is pretty long.


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Skill Range Demonstration

8 Wards are put at maximum distance to show you the relative distance to warding. Gangplank's ultimate is global, so the radius is shown instead. Also his Remove Scurvy has no range as it is always self cast.

Parrrley

Raise Morale

Cannon Barrage


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Summoner Spells

I take Flash and Ignite to position myself more easily or escape, and get extra damage early game or to reduce healing at any stage of the game.
Your ultimate already gives vision, but more vision is more better!
You won't have any mana problems.
You have Remove survy, and Quicksilver Sash can be purchased so there is no need.
Slowing more is amazing! Just watch out for those with Cleanse or similar spells/items.
This and Raise Morale used together makes you run super fast! Great for escaping or running across the map.
Remove Scurvy not enough for you?
MUST...COME...BACK...TO...LIFE...WITH...MORE...HEALTH!
Time to Jungle!
Do you really need attack speed?
Pushers gonna push, and Gangplank can push well! With Promote even better!
I see no disadvantage in any of these spells for Gangplank except for Clairvoyance,
Clarity and Surge

For tankier Gangplank I would probably take Teleport and Flash so that I can get to a team fight fast, since walking always takes time, and Flash is always good.

Jungling


Flash and Smite


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Items

I start with a Sapphire Crystal which I upgrade to a Sheen as soon as I can since it applies to Parrrley. Taking Ionian Boots of Lucidity or Wriggle's Lantern as your next item, it is up to you which one to take. Wriggle's Lantern will help if you are behind or if you want to go into the jungle already, and Ionian Boots of Lucidity will help you spam more in lane to get kills more easily. Next item is an Infinity Edge to give a great damage boost along with critical strike boosts for Parrrley. As soon as I can, I finish Trinity Force, which is a great item for champions who do physical damage if they have spells are spammable. Next on the list is a Phantom Dancer, then The Bloodthirster. After that I sell my Ionian Boots of Lucidity to pick up another Phantom Dancer. Finishing up my build I sell my Wriggle's Lantern for another The Bloodthirster as it gives greater stats when used on champions.Starting with a Regrowth Pendant and a Health Potion allows me to stay in lane and at high health, therefore protecting my ally (or allies) is easier. Taking that Regrowth Pendant I upgrade it into a Philosopher's Stone to give better sustain, and this way I can let the other person farm more than before. Grabbing Mercury's Treads as soon as I can allows me to move quickly across the map while tanking crowd control effects more effectively, without the use of Remove Scurvy. As always getting a Trinity Force improves damage output on those with low cooldowns. As your next purchase a Sunfire Cape or Banshee's Veil is up to you, it depends on who you are laning against and what the majority of the damage on the enemy team is made of. After that item I would take Atma's Impaler to let my defensive stats also transfer over to more offensive ones. Finishing my build I take the other item that I didn't take earlier ( Banshee's Veil/ Sunfire Cape), and ending it with a Warmog's Armor.

Jungling


Same build as the lane builds, just with a different start.


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Situational Items

Build 1
-Too much crowd control! Having Remove Scurvy just isn't enough!
-Crowd control is a medium problem, and Quicksilver Sash is going overboard.
-Block those random skill shots that you don't see coming! Or tank more crowd control spells for your team!
-Instead of selling for a Phantom Dancer you could keep it for the cooldown reduction. You do lose some critical strike chance though.
-Need a lot more health? Or Regeneration?
-100% Chance of slows and health! W00T
Build 2
-Somehow they don't have crowd control? They do massive physical damage?
-OH MY GOD! HOW IS THEIR AD CHAMPION DO SO MUCH DAMAGE!
-Lets up that health regeneration guys! Also their doing quite a lot of magic damage...maybe we should do something.
-I don't think I need that much health, I just need MORE SLOWS!
-MORE HEALTH IS EQUALS TO MORE DAMAGES


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Items to Avoid

AP ITEMS
Unless you are AP Gangplank which I can never do well with


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Farming

Farming with Gangplank couldn't get any easier. You don't need as many last hits as other champions due to Parrrley's effect where if you deal the killing blow you get bonus gold. If there is someone or just a big minion wave pushing down a tower, feel free to use Cannon Barrage to get farm up those minions and get the champions off the tower. Sometimes you miss last hits with Parrrley because you overestimated the damage, however Grog Soaked Blade sometimes finishes off the minion. This does not grant the bonus gold.

Jungling


My current path for most junglers is Wolves->Blue->Wraiths->Wolves->Red->Golem. Pathing doesn't matter to me after achieving level 4, and variations/compromises will be made based on successful invasions, ganks or getting invaded.


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Ranked Play


Going into ranked as Gangplank isn't a bad idea. I would suggest that you commit to full time jungling or solo top with him. I would also recommend to take the 2nd Build as the first one is to, more or less, to fool around and deal massive damage. You die a lot more easily though which is not what you want in ranked play. However the 2nd one would have to be modified to accommodate Wriggle's Lantern to speed up jungling. For a full guide on jungling go to another build or wait for the release of mine (may be a while though, as I don't jungle very often with Gangplank).


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Pro Tips

1)When in the jungle you can use Cannon Barrage on other lanes to help with a kill and get free gold while never leaving the jungle.
2)Using Parrrley to last hit can grant a major gold advantage over other players.
3)Using Raise Morale to pick up easy assists or to push down towers!
4) Cannon Barrage will often get enemy players away from the location


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Notes

None yet! Wanna help by suggesting some? I can't think of any.


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Timeline/Things to do/Changelog

12/17/11-Started Guide, Accidently Published (oops!)
12/18/11-Was intended Publish Date, Officially Finished/Published!
1/15/12-Added small details for basic jungling with Gangplank