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Gangplank General Guide by cloudpt

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 cloudpt

LanePlanck: Pusher gone carry

cloudpt Last updated on December 9, 2012
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Ability Sequence

1
4
5
9
13
Ability Key Q
2
8
11
15
18
Ability Key W
3
7
10
14
17
Ability Key E
6
12
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 1

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 8


Abstract

IMPORTANT NOTE: Don't forget your Q will proc Shiv AND Hydra __AROUND YOUR TARGET__ and not around you. That means you are a tanky poke machine late game, healing from AOE lifesteal and spamming bolts that can crit. You just need to be constantly on the move, but then again, GP should allways be waiting for engages on the front-most position.


This is a simple GP top or mid generic build, still very incomplete but it exists for your delight. Don't be let down by the word generic - this build will pwn anything late game 1on1 and enable great tanking and AOE ability in teamfights.

Let me elaborate: AOE in GP works wonders with the shiv+hydra+AOE crit/lifesteal.

Runes, masteries and skilol order not final. Mostly you wanna go balance armour, magic res and armpen for early game offense - youre a melee, you need to be able to get close and when u do, you wanna pierce their natural armour. In case they jump u lv3-5, and u already got avarice, youll want to go offensive. They'll be in for a surprise since 2 aa or Q crits will turn the tide and give FB 2 every 3 times (vs most AP/TOPers). For masteries, simply go the standard AD carry/jungle path and you're golden (but dont forget the +10%speed on crit chance from red tree!!!). Skillwise, balance is also key - you don't need that much Q level since you will be relying on crit luck till late game, but you seriously wanna keep your tanking/supporter/anticarry ability by balancing them all. You can only do this build by playing team and relying much on assists till late game.

Heal is essential in this build but only by learning to use it before they commit to ignite u. In most cases this will be around 50% HP and one of the following: their jungler not on minimapor their flash up.

Flash is the best option for offense/defense situations throughout the match stages, even if not having Phantom Dancer on this build could be a reason to go Ghost. I still prefer flash for it's diversity, but it's a matter of taste. And dont forget that flash also "ignores" unit collision and u pretty much perma-slow them after one successful Q-aa combo.

A simple alternative to go tankyer and still keep your "carryability" would be to remove the late game BT and build trinity after frozen mallet. While improving HP, Move Speed and Armour, this would enable u to be anti-carry from midgame on, with the proc scaling harder and harder with the next 2 AD items, enabling a 1..2..3 carry shutdown after some flashing and good W cleansing skills - flash to their carry after he used his escape from a good engage of your tank and BAM Q>ulti>E>aa>Q..(perma-slow) till they die. Normally the first aa will shut a carry down if u have IE setup already and their carry hasn't built the defensive slot yet (perfectly normal since it's your 4th item and the defensive is his last).


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