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prime

Gangplank Build Guide by

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.



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League of Legends Build Guide Author

gp goes gp5

Last updated on July 7, 2012
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Ability Sequence

1
3
5
7
9
Ability Key Q
2
8
10
13
15
Ability Key W
4
11
14
16
17
Ability Key E
6
12
18
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: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


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Masteries

As for the masteries the basic 21 points into offense. However I put 9 into utility for some mana regen, reduced cooldown on flash, and some added movement speed


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Runes

I pick these runes for some armor pen with parley, Quints and seals to help with the increase in gold per 10 from items. And glyphs for some added mr.


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Farming

So with the runes and items, it's not super important to always get the kills on the team. If you're getting pushed back to your tower it's ok. You just parley a minion for a last hit and get bonus gold for doing that as well. I like to let the other person push me, that way he's over extending and sets up a possible gank. Also if you're able to keep your minions just in front of your tower he can't farm any minions without getting shot in the face a few times. Meanwhile you're just raking in the gold. If you get the items listed above overall you will be making 20g every 10 seconds, on top of minion kills plus the gold bonus for parleying a minion. All this can add up rather quickly. I've ended the game before 0/0/8 and have about 17k earned, meanwhile the carry who is say 9/0/5 only has 15k. You can still be a viable threat, just have to be patient with your lane.


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Skill Sequence

I level up parley first since it's your main skill to farm. I rank it up as soon I can. From here I put most of the points into remove scurvy since it will help with staying power in the lane if they are able to harass you. Lastly raise morale, in my opinion it's not needed till later in the game. But take 1 point early on so you have it. And Cannon Barage should be taken whenever available.


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Summoner Spells

I take ghost and flash mostly because if you draw alot of attention you will need a quick get away. With boots of switness and phantom dancer you can get your movement close to about 525, and raise morale will increase that slightly. So now the whole team stuns you and is about to close on you, now what? Remove scurvy, flash, ghost, and boom. You're halfway across the map before they even know what just happened. The same can be said for chasing them down. No one will be able to outrun you. Not even rammus powerball!


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Pros / Cons

Pros:
Can 2 shot opponents
Easily close on opponents or outrun to safety
Makes people scared to even see you in the fight
Great AOE ult to slow and damage enemies

Cons:
Enemy team will start focusing you
No armor/health may keep you in the back during team fights


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Summary

If you want to be able to walk up to someone and take half their health by the end of the game this is the build I use. You're not strong early on, but when you start building up to it you will see results start to happen. You need a patient team to no feed and let others snowball you so you can take advantage of the gp5 build.