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Spells:
Smite
Flash
Ability Order
Trial By Fire (PASSIVE)
Gangplank Passive Ability
Summoner Spells
Explanation:
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.
Core:with=) and ward when appropriate..
When your team needs a tank:or u need magic resistwithorif you still dying..or and -depending on enemy armor..
When your team needs damage:
orso.. depending on enemy armor, a defense item according to enemy damage such asorokey ? (: By Envy .
Cooldown 5 seconds
Cost 40/45/50/55/60 mana
Range 625
W: Remove Scurvy
Consumes a large quantity of citrus fruit which clears any crowd control effects on him and heals him for 80/150/220/290/360 (+100% of ability power) health.
Cooldown 22/21/20/19/18 seconds
Cost 65 mana
E: Raise MoralePassive: Gangplank gains 8/10/12/14/16 Attack Damage and 3/4/5/6/7% Movement Speed.
Active: Gangplank fires his pistol into the air, disabling his passive boost but increasing his Attack Damage by 6/12/18/24/30 and Movement Speed by 3/5/7/9/11% and nearby allied champions' Attack Damage and Movement Speed by half that amount for 7 seconds.
Cooldown 25 seconds
Cost 50/55/60/65/70 mana
R: Cannon Barrage
Signals Gangplank's ship to fire upon an area for 8 seconds. Each cannonball deals 75/120/165 (+20% of ability power) damage and slows enemy units 25% for 1.25 seconds.
Cooldown 120/115/110 seconds
Cost 100 mana
Range 20000
E->Q->E->W->E->R->E->Q->E->Q->R->Q->Q->W->W->W->W <
I max E first because it helps in jungle, so helps in ganks, helps do dragon, helps push tower and basically does everything since it's so awesome. ,) (Envy)
Early Game | Jungling
Jungle Path 1 By Envy =No ganks available, I don't usually do this= Ok ? By Envy
1)If you expect a leash that does more than 1 hit to blue, do brown wolf with
2)otherwise start/continue at blue golem usingandto lasthit it when no allies are around to make sure you get the full experience. Use..if pull forced you to tank a fair bit.
3)Kill wolves, attempting toto lasthit as much as possible. Use HealtPot.if you are missing a couple hundred health after this..
4)Wraiths, Same deal except I usually useduring my first slash cooldown as the blue wraith tends to hurt a bit and I don't want to linger at this camp. Definitely use HealtPot.after this camp as you want to be healthy enough to finish double golems. Note that you are level 3 here.
5) Do small golems, if you're too low leash it towards the brush between the lane and the jungle to attempt to 1v1 a golem while his partner constantly walks back to the camp. You can usehere if you're running too low.
7)While in about 90% of games you should've ganked by now, wolves and wraiths should be ready to kill with double golems spawning a 2nd time, which will give you level 5.
Jungle Part 2 By Envy- Many ganks, as if you're a Nunu =)))
1) Start at either blue buff or double golems with hopefully a leash at either, useat the one you pick. The choice of which camp you are doing is dependant on which lane you see is as a easier gank but having the blue buff side take preference if you aren't sure as it's very useful. Factors when deciding which lane to gank include; the enemy champion, the enemy summoners, your lane partner's champion, your lane partner's summoners. For instance having an ally who isortop is far more useful in a gank than a... soor a-.- Morde.... I dislike hm xD ..
2) If you're ganking already, attempt to get behind or close to them without seeing and proceed toyou and your partner(s) for the gank so they can chase even if they=and do a melee hit as soon as you can to slow the enemy down with . Depending on where the enemy stood, it'll often just result in the enemy blowing summoners while hopefully your ally doesn't..ok ? =)
Last = With either route, attempt to mix ganking up with leveling as you're basically a Nunu type character, with a extremely strong early game to make use of as are very effective due to his team movespeed buff and his slow. When you get level 6, be sure to for allies that need it or to scare people off towers/dragons so your team can get there in time.with:) By Envy
By Envy
Late Game / TeamFight
I first .. sy late game :
At this point depending on your build, you're either the squishy carry hitting for 500+ eachor that annoying guy soaking up CC and doing non ignorable damage on the back lines as tankplank. Often at this stage, the team will have to move as a unit and Gangplank is very good at it because of his team buff .More about this stage is explained in the next section.
2nd Team Fights : Depending on what build you're doing, there are many thingscan do in teamfights. One of these could be to peel off enemy bruisers/tanks from your AD carry by merely auto attacking them to slow them withIf you're going the ADbuild, just avoid the high damage enemy targets if you're auto attacking the enemy bruisers/tanks as they'll wipe you out instantly. Often what I find is that people tend to ignore you because the bigger threat happens to be the more farmed AP and AD carries of your team allowing you free hits on the enemy front line which is trying to go for one of the carries.
... So -.-
I know boring to read but..
As ADyou have to watch out for the enemy carries as they can kill you just as fast which means you have toand back off the moment they switch focus to you as AD Gangplank shouldn't be in range to melee hit the enemy carries unless it's a 1v1 and he knows he can finish them.
Last : As tankplank, I find myself walking through the enemy towards the backlines as the AP carries know they can't waste stuff on me and are forced to watch helplessly as Gangplank goes for the AD carry, often the only person that can kill high hp tanks later in the game. However a key point is to either be in a position where you're not getting hit by AOE or in a position where only you and none of your fragile backlines get hit by the same AOE as there's no point being a tank if your team is getting hit with the same damage. For this reason, I find myself going into the enemy rather than attempting to peel bruisers off my backlines as this GP won't have enough damage to finish the tanky people diving your carries before the fight ends. ... So ok ?
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