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Gangplank Build Guide by WinAlidayy

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 WinAlidayy

I like Oranges - Solo Top Gangplank

WinAlidayy Last updated on January 3, 2012
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Ability Sequence

1
3
5
7
9
Ability Key Q
4
14
15
17
18
Ability Key W
2
8
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: 21

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


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Introduction

is a very versatile champion that can be played as Solo Top, Support, Ad Carry, or Jungle. In this guide I will be showing you how I play Gangplank, which is a solo top bruiser. Solo top Gangplank is ideal because of his harass in lane and his ability to farm and keep his lane opponent from farming as well. I like to build Gangplank a bit more tanky because of his disadvantages in range compared to other AD carries, so I work on building him tanky so I will be able to take some damage for my team but also dish out decent damage myself.


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Summoner Spell Choices

Flash is a must because gangplank does not have a natural escape ability, this makes him vulnerable to many situations if you do not have flash. This summoner spell helps you make plays or manage difficult situations.

Ignite is not a must but I would recommend it. It gives Gangplank a lot more kill power in early stages of the game and it also ensures kills. It makes it that you don't have to dive someone with 100 hp while you have 100 hp.

This Summoner is used for lane and map control. I usually do not use this summoner spell unless I know I have a hard lane and will be needing to go back to base more often than usual. This summoner unlocks your teams map control since you teleport to wards and towers.

This summoner spell is mostly used to cripple the enemy AD carry, I would recommend this only when the other team is AD heavy. This can also help you land kills because of the slow feature but I think gangplank's passive already has a good enough slow.

This summoner spell has become more popular and useful after the recent patch where it got buffed. This spell can help in sticky situations where a DoT is ticking on you or you are getting tower dived. This spell can bait many kills as your enemy may not know your summoner heal is up and foolishly charge at you.

This summoner spell can be used but i don't really recommend it because your oranges have the same effect and using cleanse with it can be overkill.
Situational----

A must if you are going to jungle with gangplank

If you are going support plank (possible but don't recommend it) you will need this summoner as it will allow your team to have more vision of the map and disable many set up ganks against your lane or other lanes.

No



sometimes useful but other times useless

I don't really play dominion so i can't speak for garrison

not the most useful but is annoying, i prefer having other spells than this though.


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Runes

For runes, I usually take the standard Armor pen. marks, armor seals, magic resist glyphs, and health and attack damage quints.
greater mark of desolation x 9
x 9
x 9
x 2
x 1


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Skill Clarification

Passive - Gangplank's basic attacks apply a poison debuff for 3 seconds that can stack up to 3 times. Each stack deals 3 + (1 x level) magic damage per second and slows the target by 7%.

-This passive allows gangplank to be scary at early stages in the game and laning phase. This passive gives gangplanks basic attacks and parrrley to apply a slow and a DoT poison. This skill aids in last hitting and harassment.

Gangplank shoots a target enemy with his pistol, dealing physical damage. If it kills it, he gains extra gold. This ability can critically strike and applies on-hit effects, including his passive.

-This ability is why gangplank excels in harassment, not only is this ability a ranged nuke, it can also crit and applies on-hit effects such as , and your passive.

Gangplank instantly removes all crowd control effects on him, as well as healing himself.

-This ability is famously known as "I ate oranges and it was k". What this ability does is it removes all crowd-control effects on gangplank. Say uses on you, with a press of a 'W' you can walk out safely and laugh in your opponents faces.

(Passive): Gangplank's attack damage and movement speed are increased permanently. (Active): Gangplank fires into the air, disabling his passive boost but inspiring himself to gain additional attack damage and movement speed, with nearby allied champions receiving half that amount, for 7 seconds.

-This ability's passive may seem small, but it really adds up during laning and will aid in the early damage you put out. The abilities active is VERY useful to you and your team. When this skill is maxed, you get a free bonus ad almost equal to of the b.f sword and all your allies in the range of ashes' hawk shot get half the bonus.

Gangplank signals his ship to fire cannonballs upon target area for 7 seconds. 25 cannonballs will drop over the duration and each will deal magic damage to all enemies hit. Enemies in the area of this ability are slowed by 25% for 1.25 seconds with the duration refreshing if one stays in the area.

-This ability is very versatile as it is a RNG(random number generator) global ultimate. This ultimate can be used in small scrimmages your team has without you while your ages away. Also this can land you assists and/or even kills when your across the map. This ability can also clear big minion waves so if a minion wave and is pushing your lane, you can use your ultimate from the base and still retrieve the valuable exp and gold that your tower would've eaten up.


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Pros / Cons

Pros ----
•Puts out amazing damage
•Great at farming
•Good harass abilities with and
•A free slow and DoT
•Can help your team out wherever they are with your

Cons ----
•No natural escape
•Relatively squishy at early stages
•Can be easily counter picked with champions such as and


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Early and Mid game

Your goal early game is to farm and deny farm. This is easily done by just last hitting creeps in each wave. Usually I run by the rule of not missing more than 1 creep each wave, and by completing this goal you will earn a lot of cash and will be able to get many items before your opponent if you have denied them well. Mid game, you should be fairly tanky and have decent damage, this is when you and your team should be capturing points like towers and dragon by doing so, this will award your team global gold which will really add up.


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Your role in teamfights

Your goal in teamfights is to do both, tank some damage for your team AND deal some decent damage with your ultimate and your parrrley. Your ideal job is to protect your carries from assassins like . You want to use your ultimate every teamfight because this help your team win the fight due to its large aoe RNG damage and slow.


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Core item explanation

Early game core ----
This item will help you farm very well in lane with its passive on minions. Also helps with sustain because of the lifesteal AND who doesn't like free wards?

This item will be your core damage early game because your procs this item and you might use a skill or two quite often.

Mid game ----
This item will make you become beefy and tanky. This will enable you to walk up to the enemy team and take damage while returning some.

This item synergizes very well with warmog's because of it's effect of added AD corresponding to your health. This item combined with warmogs armor can make you a pain to deal with and very hard to kill as you will have around 3k health and atma's will also provide armor.

Late game ----
By the approach of late game, you should have this item finished if you have farmed correctly. This item will add to your already immense damage output.

This item is not a must have for gangplank but if your team is lacking damage and you want to one shot enemy squishies. Can be replaced for situational items
explained later on.


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Situational builds/items and Last items

This item will come in effect if the enemy AP carry is over fed and you need MR. Also helps for great regeneration as can really cause a tick to your survival.

This item has a great aura that can benefit your team by a whole lot. this also makes you a bit tankier and helps adds more resistance to your team.

This item is situational because this item should only be used when their AD's are dealing too much damage to you and your team and etc. This item will stop their attack speed and also movement speed. Also the 20% CDR is very helpful to you also. If you do choose to get this item, get instead of . Similiar to .

This item can be used to replace late game for more damage output and lifesteal.

This item will help act as another cleanse in addition to your oranges if you are getting focused that much (which shouldn't be happening).

This item is very situational. This will help if they have a burst mage that is destroying your team or relatively a cleaning up your team with his .

Another item close to cleanse. This item will give you a spell sheild every 45 seconds. I would recommend quick silver sash over this item because it is much cheaper and really have the same effect. Although banshee's will help you get a bit more tankier by health and gives a bit more MR.

Boots ----
These boots are one of the best on Gangplank and I would recommend these because of the CDR you will need for all your skills, but mostly aimed at .

These boots will come in handy if the enemy team has tons of crowd control, as 35 tenacity is a big help to reduce them. Pick these boots over Ionian boots of lucidity if you are going for frozen heart.

I personally do not recommend these boots as they give you no resistance and usually aren't as useful as the other options. This is a personal preference.

this can be used to counter heavy AD. Debating for this because of the phasing out of dodge. Try not to get too attached to this item.


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Conclusion

In conclusion, Gangplank is a very flexible champion able to do many roles in the game. I play him as a solo top tank, and if played right will win games and increase experience. Gangplank is not a facerolling pubstomping carry, he takes some patience. This is my first Mobafire guide, please leave comments and enjoy! thanks. -winalidayy


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Change log