Gangplank Build Guide by lovenwall
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.
Ever since the buffs to Gangplank, he has soared to the top of the jungle lists and despite having several nerfs, he has managed to stay close to the top and become a great addition to any team. Because of his skillset, he has the ability to be a tank, a semi ranged ad carry or a support. As of this patch, GP remains securely near the top of the best junglers (behind op Sin and Nocturne) because of how strong and versatile he is.
Not much to say here, flash helps you get over walls and ghost doesn't make gangplank much faster because he already has raise morale giving him a good movement speed bonus. While you could sub in exhaust over flash, you'd have to be constantly weary of not getting caught as you can't flash over a wall to escape.
this page is what I currently run for Gangplank, since the numerous damage nerfs, Gangplank has been forced into getting at least some offensive punch from his masteries and runes. I prefer this 14-0-16 build because it gives a little of roaming/support as well as extra offensive punch to not make jungling a hassle. While I could get more damage by going further up into the damage tree, I'd be force to miss out on utility,greed and swiftness masteries which I believe are extremely strong for a jungler as they tend to be roaming for most of the game and those masteries make it easier.
So despite missing out on the 21st point of offensive tree and some crit damage, we still receive enough to damage the neutrals efficiently as we use the 6 armor pen towards the 20 we have from runes to make sure all the neutrals are taking full damage. Add in some attack speed and bonus 4+1 damage towards them and they'll go down faster. However Gangplank tends to have trouble doing the full jungle due to his lack of sustain until he gets a vamp scepter so he can't afford to not have at least some in the offensive tree.
Similarily with masteries, after the nerfs, Gangplank needed a bit more help to properly do routes and such without having to heal every couple camps. Therefore I couldn't run the usual 13 MR glyphs I normally prefer to run on melee but rather have some extra attack speed which I'm lacking to do the early game jungling. Now even though it doesn't seem that efficient to forgo magic resist runes, I'm able to improve my early game by a bit which in turn affects the rest of the game as I can perform ganks faster or clear camps faster. Later in the game 13 MR isn't much if you went tankplank and it isn't needed if you aren't going tank as you'd probably die with or without it anyhow.
The Dodge runes are there because of the way Gangplank jungles (not doing a full clear), he can afford to use these which happen to be far stronger later in the game if Gangplank goes over 2000 hp compared to having 13 armor.
As shown above its:
I max E first because it helps in jungle, helps in ganks, helps do dragon, helps push tower and basically does everything since it's so awesome. I max Q over W after as you'd be doing horrible ranged damage if you didn't max Q early as the benefits for maxing W are rather minimal. Leveling Q also gives extra gold on lasthits which is a nice boost to the low farm junglers tend to get over solo lanes.