Gangplank Build Guide by Darkurii
Champion Build: Gangplank
| Health | 2903 |
| Health Regen | 24.75 |
| Mana | 1335 |
| Mana Regen | 28.1 |
| Armor | 88.59 |
| Magic Resist | 52.5 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 415 |
| Gold Bonus | 5 |
| Attack Damage | 353 |
| Attack Speed | 118.911 |
| Crit Chance | 93%S |
| Crit Damage | 50% |
| Ability Power | 55 |
| Life Steal | 12% |
| Spell Vamp | 0 |
| Armor Penetration | 19.2 |
| Magic Penetration | 0 |
| Cooldown Reduction | 9.9792% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hello and welcome to my first guide on MobaFire! I've been playing
Gangplank for quite a while now, and I'm very happy to say that I think I have finally figured out the perfect build for him. Whether you're new to
Gangplank or are an experienced player looking for something to read, I invite you to sit back and enjoy my guide!
Need I say more?
Pros / Cons
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Pros: INSANE Damage Easy to carry teams Farming is easy Great Utility 2k+ |
SPACE |
Cons:
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Masteries
This 22/8/0 mastery build is the setup I preffer to use on
Runes
| Runes | |||||||||||||||
Greater Mark of Armor Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Cooldown Reduction 9 |
Greater Quintessence of Armor Penetration 3 |
||||||||||||
This is the rune page I preffer for
Marks
For Marks I preffer to use Greater Mark of Desolation or
Seals
For Seals I like to take
Glyphs
For Glyphs I use
Quints
Quints are a lot like Marks for
Skill Sequence
This is how
Summoner Spells
The Good:
In our current metagame, the usual Summoner Spells are one offensive spell and one mobility spell, and it's like this because it's the overall best way to go. In my opinion
Exhaust fills the offensive spell slot for
Gangplank better than
Ignite does, although both are viable. I like
Exhaust more because it shuts down AD's while dueling them, it stops chasers from running, and can double over as a defensive spell, but if you're a big fan of
Ignite then it is also a very good choice for
Gangplank.
Ignite is a very good summoner spell for doing that extra bit of damage needed, stopping big healers such as
Dr. Mundo or
Swain, and for other reasons, but I preffer
Exhaust for reasons stated above.
As I stated in my
Exhaust explaination, the general best way to go for summoner spells is one offensive spell and one mobility spell. We already covered the two best offensive spells, so naturally the mobility slot is next. For
Gangplank (And most champions) the debate for which spell to use for mobility is between
Flash and
Ghost. I usually settle this debate by looking at my champion's abilitys. I'm I'm using a champion like
Graves or
Gragas who has the ability to move through walls already, I usually take
Ghost over
Flash. However,
Gangplank does not have one of these abilitys, so I preffer
Flash over
Ghost, because the utility of being able to move through a wall is just too amazing to pass down.
Ghost is one of the best mobility spells in the entire game. While it is a very good mobility spell, I preffer
Flash over it for reasons stated above.
The Bad:
While
Don't get me wrong,
Not only should you be leaving The Ugly:
Same non-combat eligable problems as
There are quite a few reasons why
While
No.
Even if
The stat numbers, CD time, and active time all adds app to make Early Game Items
is my usual start.
Brawler's Gloves gives you that slight chance to get a lucky crit and start dominating your lane and builds into
Avarice Blade, while the two
Health Potion's give you some sustainability. I used to start
Regrowth Pendant into a
Philosopher's Stone, but the recent changes to the
Deadliness
mastery has forced me to change.
On my first time back I usually have enough gold to upgrade into an
Avarice Blade, get my
Boots of Speed, and either a
Faerie Charm or
Regrowth Pendant depending on how well you're doing. After that I can usually go back to my lane, farm up, pick up a kill or two, and come back again. At this point I usually have enough gold to upgrade into my
Philosopher's Stone, finish my boots into either
Berserker's Greaves or
Mercury's Treads, and get a
Sapphire Crystal to start the build into my
Sheen.
Mid Game Items
By this point in the game you should be able to out-harass, out-farm, out-sustain, and out-duel your opponent. If not, concider tweaking the build to add in a bit more early defense, but otherwise stay loyal to the guide. After I go out and farm up even more, I can usually base and start transitioning into my mid game build. Your #1 priority at this point is to finish your
Sheen to give your
Parrrley some real umph, and building more based on your auto-attack damage from there. After my
Sheen I like to get a
Zeal. I get the
Zeal mostly for the extra crit chance and attack speed, but the extra movement speed can make a big difference too. After my
Zeal I like to get a
B. F. Sword. Most people disagree with this and preffer to finish their
Trinity Force first, but I think getting a
B. F. Sword first is better, and here's why: 1~ At this point your
Sheen isn't at it's full potential. A
B. F. Sword will add 90 damage to EVERY
Parrrley, giving it a good umph. 2~ It will make every auto-attack hit for 45 more damage. At this point that's about an extra 60-70 damage a second just on your auto-attacks. 3~ The AD on your
Parrrley scales even better if it crits, giving it some INSANE damage.
Late Game Items
Congradulations, you've made it this far. Hopfully by this point you're wrecking the enemy team and cerrying your's to victory. Naturally, after I get my
B. F. Sword, I finish off my
Trinity Force (usually selling my
Philosopher's Stone to get the
Phage) and start building into the end game. There's a few items you need to concider for the late game:
The Bloodthirster is an overall great item for any AD carry. It gives a good ammount of AD, and a great ammount of Life Steal, the two stats you'll be wanting the most at this point
Phantom Dancer is an overall great item to have at this point. The attack speed will scale well with all the AD you have, the Crit will help ensure those devastating
Parrrley's wreck people apart, and the movement speed will help you chase, run, and move accross the map.
At this point in the game you're probably feeling a bit squishy. Getting a
Frozen Mallet will help with this, and also give you some AD and a good slow on top of your passive.
Again, you may be feeling very squishy at this point. While
Warmog's Armor doesn't have the offensive aspect of a
Frozen Mallet, it gives a lot more health, and is a good pick if you want to be able to take more hits.
If you find yourself being targeted too heavily by CC for
Remove Scurvy to take care of alone, getting a
Quicksilver Sash can be a good choice. (The MR will also help against casters.
Getting a
The Black Cleaver can be a good choise if the enemy team has some armor, but not a whole lot of it.
Last Whisper is a good item to get if you're destroying the enemy team and they're starting to stack some serious armor.
Farming
Farming is where
Gangplank really shines. If all you do in the early game is sit up top feasting on minions with
Parrrley all day and not dying I can almost guarentee you'll go into the mid to late game with a strong advantage. I'm not going to write an entire guide about how to last hit, but it's really all you need to do to own as
Gangplank. Fortunately, with
Parrrley,
Raise Morale, a good natural AD, and a DoT passive it's very easy to last hit and get fed as
Gangplank.
Summary
Thank you for reading my guide! Overall
Gangplank is a VERY fun champion to play, and I hope you have as much success with this build as I have. As always pelase feel free to leave and constuctive criticism you may have below! I will be updating this guide with more information as soon as I have the free time. Now go out there and eat some oranges!
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