Gangplank Build Guide by MrBGJM
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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.
Gangplank was the first champion I ever played 2 years ago on League, and since then I have played well over 25% of my games as him. I believe to have found a consistent way to get good results out of every game with GP. While I admit it is not flawless, it is something that has been quite strong. This is my first guide so go easy on me ;)
This particular Gangplank guide is aimed at those who like that solo top lane. It's main focus is about staying in the lane for as long as possible while harassing your enemy and farming up like a true pirate and coming out as a strong late game champion securing the win for the team through persistent raw damage output and mobility.
Right away I will tell you this is not a critical chance based build. I have never been too lucky with critical hits so I tend to stray away from them due to my experience with them, but I do not believe that crit-plank is the only-plank.
«Pros / Cons»
+Large Range Multi Target Buff Skill
+Passive Slow with damage
+Ranged Skill that applies On Hit effects
+Easy to farm with
+Good ganking potential
-No in-built Escape mech
- Thornmail will be hard to verse
x9 +8.55 Damage A small damage boost.
Greater Seal of Vitalityx9 +9.72 Health Per Level (+174.96 at level 18) Nice amount of extra health for durability.
x9 -5.85% Cooldown Reduction Allow your skills to be used more often, mainly to help with Remove Scurvy and it's long cooldown.
Greater Quintessence of Endurancex3 +4.5% Health Boost To help with durability so you're not too squishy.
Additionally, you can swap out the Greater Seal of Vitality to Greater Seal of Health, Greater Seal of Armor, or even Greater Seal of Endurance if your opponent is looking to be really heavy on physical damage, but I still prefer the health per level as it stacks better with the Greater Quintessence of Endurance and the rest of the items.
Why this setup?
This setup is aimed at dealing damage through and through, without skimping on lane sustain. While going all out crit-plank is quite fun at times, rolling the success of a game on your luck early game to get a few lucky crits and score kills has always seemed to be a bit too dicey, and I rather go for consistent performance, where critical strikes are not the main emphasis but lovely additions.
Let's Break It Down A Little
- Summoner's Wrath to enhance your summoner spells.
- Brute Force for the extra damage.
- Alacrity to unlock Weapon Expertise .
- Havoc 1.5% damage increase is the difference between a 500 damage crit and a 600 damage crit.
- Deadliness and Lethality for another boost to damage.
- Vampirism to help with lane sustain as your Parrrley will lifesteal for you.
- Executioner again, for damage.
- Hardiness a small armour boost to help against your solo top enemy, this of course can be exchanged for 3 points in Resistance if your enemy is a magic dealer.
- Vigor to help with staying in lane.
to tank the creeps just outside of tower range to make sure you don't lose much farm to the tower.
You may wonder why Havoc / Vampirism over Sunder ?
Primarily because you've already got Weapon Expertise and armor pen isn't as important as dealing more damage and lane sustain, and is not the main focus of this build.
«Skills and Skill Sequence»
|Grog Soaked Blade (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%.|
|Remove Scurvy (Active)||Gangplank consumes a large quantity of citrus fruit which removes any crowd control effects on him and heals him for 80 / 150 / 220 / 290 / 360 (+100% of ability power).|
Reasoning and Variation
Parrrley is maxed first because;
||SPACE|| Remove Scurvy is taken second because;
Raise Morale is maxed second because;
||SPACE|| Cannon Barrage is taken at 6 / 11 / 16 because;
Whether or not you get Raise Morale or Remove Scurvy at level 2 is somewhat dependent on who you are against. If you come up against someone with a hard CC like Pantheon or Renekton, you would want to take Remove Scurvy first to counter their stun. Otherwise the extra movement speed and damage from Raise Morale would probably better for farming and harassing with Parrrley.
Cannon Barrage is an extremely handy skill to have on your team.
- Can kill enemy minion waves that are pushing a turret that nobody can get to in time to save, or while your team is pushing another lane.
- Can push enemy champions off your towers.
- Can steal Baron, Dragon, and Red/Blue Buff minions.
- Can assist in a kill or escape from anywhere on the map.
- Can initiate or help with an initiate.
- Can catch a fleeing or blue pilling enemy that is on low HP and score you an extra kill.
- Low cool-down.
Choose Mercury's Treads if the enemy team is high on magic damage and CC, otherwise Ionian Boots of Lucidity.
A Manamune permanently solves GP's mana problems and boosts his damage output slightly, and can be capitalised upon with complimentary items. While Wriggle's Lantern gives you lane sustain and a ward for your top lane bush to protect you while you farm, additionally the extra damage and armour is wonderful.
Trinity Force is a major item to get your hands on as GP, because not only does the mana complement your Manamune but the passive Sheen proc will greatly increase your damage output. ADDITIONALLY the critical chance, attack speed, and on hit slow is amazing on GP.
Infinity Edge is your bulk damage item. Giving you a lot of damage and an extra 50% to your critical damage.
Frozen Heart and Banshee's Veil are your major defensive items, both again complement your Manamune giving a slight boost to your damage output. The item you choose to buy depends on who you are versing in each game.
Sell your for a as your Wriggle's Lantern will hold back your maximum damage and lifesteal.
If your team is lacking a tank initiator, usually GP and substitute this role to an acceptable degree.
You still get the Core Items, but afterwards get and , followed by giving you a large amount of health, and moderate damage, allowing you to soak up damage, and retain enough damage to still be a threat to the enemy team.
If the enemy team is stacking armor like it is the fashionible item of the week, Last Whisper becomes a must have. Replace your Infinity Edge with this armor shredding weapon. Your max damage will suffer but you will deal more damage than you would without it. Just be wary of the dreaded Thornmail
IF you went with the Cloth Armor opening it is easier for you to get your Wriggle's Lantern faster but you will suffer slightly in the mana department.
IF you went with Sapphire Crystal starting items it is easiest to get a quick Tear of the Goddess and then go build your Wriggle's Lantern, you will have less damage output early game because of this but it is possible to stay in the lane longer and harass more than any other opening.
With the Boots of Speed opening you can go either way evenly, it is completely up to you.
After the Core Items
To gain a quick boost to your damage a Sheen is a nice way to do this. Sheen will activate with Parrrley and the damage will apply when Parrrley hits your target.
After that you may want to invest in a defensive item depending on how much damage you are taking, if you are not falling below 50% hp in team fights at this point, continue to finish your Trinity Force OR Infinity Edge, but if you build Frozen Heart or Banshee's Veil first, finish your Trinity Force afterwards, and get Infinity Edge directly after, and then round out your build by selling Wriggle's Lantern and buying a The Bloodthirster.
The End Build (non variant)
•This is primarily because of the Summoner's Wrath mastery, as it beefs up both of these spells.
• Ghost is chosen over Flash because it is easier to chase down and kill enemies along with your passive slow from Grog Soaked Blade.
• Ignite is to allow you to kill your laning opponent easier, and with Summoner's Wrath it will increase your AP by 5, giving you a whole +5 healing to Remove Scurvy!!!
Other Viable Summoner Spells
beat them down!
flash to quickly hop out of the way from a particular skill that would sink your ship.
NON-Viable Summoner Spells
Manamune. Clarity quickly becomes redundant.
Remove Scurvy you don't need cleanse, if you REALLY wanted an extra anti-CC, quick silver sash would be a better choice.
This skill is your farming tool to lots o' booty! +8 gold per creep kill should not be underestimated. Every 3rd creep is a FREE EXTRA creep!!
However it is also your main harass skill, so be sure not to harass when you should use it to farm and not to farm when you should harass!
If your jungler is in the bush wanting to gank, open up with Raise Morale so it applies to your hungry ally in waiting and shoot Parrrley at your enemy creating a perfect opportunity for your jungler to jump in and help you plunder your lane with you!
Then calmly go back to farming.
When you team is about to open up smack down some Raise Morale to buff up your team as the fight breaks out, and then place down your ultimate to mass slow and damage your enemy team stopping them from easily fleeing the engagement and securing that ace!
Be aware that your Raise Morale has a large AOE on it and be map aware to watch for your allies trying to catch-up or escape an enemy and use your skills accordingly. Cut your enemies off with Cannon Barrage and hasten your allies with raise moral and if needed or possible Parrrley your opponent, which applies your Grog Soaked Blade, slowing them down.
«Some Calculations and Summary»
Alternate Build (level 18)
All-in-all both these 2 builds are very sustainable and very high in damage, and rather easy to build.
As noted at the start this is my first build and I am open to changing a few things given that the reasoning provided is relevant and has a good grounding. Any questions or tips or anything just let me know! Other than that I shall see you all in the Rift!