Build Guide by HHHNNNGGG
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
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.
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.
Will Add more sections in the future, but life is calling
So Welcome to my No Boot Gangplank Guide. This is my first guide so any constructive criticism will be taken whole-heartedly.
I find Gangplank to be one of the best champions to no-boot because of his need for critical damage. He can play a game without more speed, attack speed, magic penetration, dodge chance, or even lessening the duration of CC.
Amazing critical damage
Hes a %!#@$% Pirate
Pretty Good Base Damage
Best CC Escaper
Quite the Squishy (No Health Items)
Eats Mana for Breakfast
Long(-ish) Cooldowns (Hence the Glyphs of Focus)
Parrrley will most of the time leave someone with almost no health :(
So why bootless?
What i found about playing GP for a while now was that to get to 100% crit chance (with no crit runes) i could not build any damage items except for infinity edge. This handicapped the damage output A LOT. (im talking about 100-150 damage from the build i used to use.)So i figured, "ditch boots, they only make me move faster anyway, and cure scurvy can get rid off CC." When i had boots, i usually got boots of swiftness, which took up on inventory slot. With a max of 6 slots, i had to get critical chance items in every other slot to get to 100%.
Parrrley: This is Gangplanks main skill,
shoots a target unit for 20/55/90/120/150 plus 100% of his attack damage as physical damage. Gangplank gains 4/7/10/13/16 extra gold if Parrrley deals a killing blow. This ability can crit and applies on hit effects.
This is great because it adds all 100% of your own physical damage, and it CAN CRIT unlike other point and click attacks. (eg, pantheons spear throw)
Remove Scurvy: This skill will keep you alive, the heal at level 5 is amazing, even at level 18, which is why i max it second.
Consumes a large quantity of citrus fruit which clears any crowd control effects on him and heals him for 70 / 125 / 195 / 280 / 380 (+100% of ability power) health.
Raise Morale: This skill is a pretty good one for Bootless, as it increases your movement speed and damage passively. Even though i max this last, it is because the Phantom Dancers give you enough movement speed to deal without it.
Passive: Gangplank's Attack damage is increased by 8 / 12 / 16 / 20 / 24 and his movement speed is increased by 2 / 4 / 6 / 8 / 10%.
Active: Gangplank kills an allied minion, inspiring himself and nearby champions to receive Raise Morale's passive benefits for 10 seconds.
Cannon Barrage: This ult will save you, your team, get you kills, get your team kills, or make for a great escape. The damage is not amazing, but is someone gets hit often it can do a lot. It is also good for driving and enemy away from a friendly tower from somewhere else on the map.
Signals Gangplank's ship to fire upon an area for 8 seconds. Each cannonball deals 100 / 140 / 180 (+20% of ability power) damage and slows enemy units 35 / 45 / 55% for 1.25 seconds.
What to get:
Smite: You will need this skill. This build is quite expensive which means you must be killing something at all times, this makes the process much faster and thanks to the one mastery point in plentiful bounty, makes you more money.
Ghost: Another neccessity. Wtih ghost, you will be faster, earlier, and will solve your boot problem when someone is chasing you, it is pretty self explanatory.
Other good skills
Teleport: for those times when bootless si not enough, good for quickly jumping from lane to lane, and generally always a good spell to have. (If you use it put a mastery point into Spatial Accuracy)
Cleanse: this one is really preference. Gangplank has an ability that does the same thing as cleanse and it heals, so this is not nesscesary. HOWEVER, it could be good for those times when Cure Scurvy is on CD, allowing you to escape most ganks.
Flash: Good for that quick escape, or that quick initiate, or even that time when that person with little healths escapes your dastardly Parrrley. This is good for ANY champion, as there will always be a time when something is just out of reach.
What Spells not to use:
Everything else, pretty much self explanatory.
Ok, all the items in the list are core items, as they contribute that much needed move speed and critical chance, while upping the damage. Youmuus ghostblade is a good choice for early or later, as it builds off the avarice blade and it gives you more critical chance, armor penetration, and an active *mini ghost.* If you are having trouble with getting somewhere quick you can pick this up a little sooner than later on.
Another Possible Build Order:
With this order, you will have a little less crit chance in the early-mid game, and more damage instead.