Gangplank Build Guide by Chupool
Not Updated For Current Season
Not Updated For Current Season
Hi All, Chupool here again with yet another build/guide.
This will be my second build here in MOBAFIRE.
This one's for my new favorite champion, GANGPLANK, The Saltwater Scourge.
Gangplank, in my opinion is a very good harasser, especially during the early game. But yet, his early game is very underrated. I rarely see a good Gangplank user in games. He is a MONSTER, especially in the early game. He has a skill that will also remove CC. He will dominate anyone in the lane (especially if his solo mid).
Another thing, this is just MY build. I'm not saying that this is the only way you can play Gangplank. I do not make decisions for you. And I will not say that you will win every time you use this build. LoL is a team game. You will need the help of your team, and they will need your help.
So without further adieu, here is GANGPLANK, THE SALTWATER SCOURGE.
Pros / Cons
+ A very good harassing skill in Parrley
+ A very useful heal and cleanse spell in Remove Scurvy
+ A great passive that adds bonus damage in Raise Morale (also raising the damage of your Parrley).
+ A great active spell that gives bonus movement speed and attack damage to nearby friendly champion with Raise Morale.
+ A global ulti that can net you assist, or even kills.
+ A very good farmer
+ High HP during early game.
- Very squishy late and mid game.
- Is very mana dependent.
- Does not have any escape mechanism
- Always targeted first in team fights because of his "squishiness"
- Item dependent
Marks: I use Greater Mark of Desolation for armor penetration. This will make your attacks, and your Parrley hit harder.
Seals: I use Greater Seals of Vitality rather than the flat amount. Now you may be wondering, why I used per level seals rather than flats. This is because that by level 5, you almost have an equal amount of HP bonus that the seals give. It will give you a bigger bonus than Greater Seals of Fortitude. And one more thing, with this build, you already have a starting HP of 812, that's more than any other champions your opponent have.
Glyphs: I use Greater Glyphs of Focus so that you can use your skills as early and as fast as possible. You can harrass champs endlessly (as long as you have mana).
Quintessences: I use Greater Quints of Fortitude for some more HP early game.
I use Heal and Clarity.
Heal: Actually, I don't care what they say about Heal, that it's a beginner's spell. It helps me in the early stages of the game, which gives me the advantage, and makes me stay in the lane longer than my opponents. It has saved me many times before.
Clarity: Clarity makes me spam my OP PARRRLEY so I could use it to both harass and last hit creeps. This SS helps me to farm a lot, and also, makes me stay longer in the lane, even if I'm constantly spamming my PARRRLEY.
Optional Summoner Spells
Here are other Summoner Spells which you can use:
Your champion ignores unit collision and moves 27% faster for 10 seconds.
-- I mainly use this for GP as a chasing tool. Ghost plus the active Raise Moral will give you insane movement speed to chase enemys.
Teleports your Champion to your mouse cursor. 475 range.
-- This spell is mainly for escape purposes for GP, to jump across walls. But I really don't use this skill because of it's range.
Ignite is a damage over time spell that targets a single champion dealing 50 true damage plus 20 true damage per level over 5 seconds. This damage is not lowered by armor or magic resistance. Also reduces the target’s healing and regeneration by 50%. 600 Range.
-- Very useful SS. This will net you kills too. If opponent's always escapes you with a sliver of health, this SS is the one you need.
Reduces a target's Attack Damage by 70%, Ability/Item damage by 35% and slows its Movement Speed by 40% for 3 seconds. 550 Range (estimate).
-- A very good SS. If you're facing an AD carry, pop this on him and his damage will be significantly decreased. You can use this to fleeing enemies so that you could catch up.
Skill Descrpition and Sequence
Grog Soaked Blade:
Gangplank's basic attacks apply a poison debuff that deals magic damage per second and slows the target. The debuff stacks up to 4 times. Parrrley also applies Grog Soaked Blade.
-- GP's Passive ability. I think this skill is good only because of 2 things, Parrley applies this DOT when it hits, and because of the slow. As GP, you do not go jump in and auto attack champs like crazy. And I rarely see a creep die with it's damage anyways.
Gangplank 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.
-- GP's Bread and Butter skill. This skill hurts a lot, especially with Raise Morale activated. I even think that this skill is OP. A set amount of damage plus 100% of your attack damage?! That's insane. And this skill also applies on hit effect like Frozen Mallet's slow, or Bloodthirster's Life steal. And WAIT, THERE'S MORE!!! If Parrrley deals a killing blow, it will give you extra gold. So even though GP is a melee character, he does not have any problems with farming because of this. Come on, I really think this is OP. But that's fine, I'm the one using it anyways, so why complain? We max this first, no questions asked.
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.
-- GP's Cleanse and Heal spell in one, for only 65 mana. Now that's a bargain. If I lane against a champ with CC, I get this at level 2, but if not, I get it later. This skill is used only for the Cleanse, and not for the heal. So one point is enough.
(Passive): Gangplank gains an additional 8 / 10 / 12 / 14 / 16 attack damage and 3 / 4 / 5 / 6 / 7% movement speed.
(Active): Gangplank fires into the air, disabling his passive boost but inspiring himself to gain an additional 20 / 28 / 36 / 44 / 52 attack damage and 14 / 18 / 22 / 26 / 30% movement speed, with nearby allied champions receiving half that amount for 7 seconds.
-- So you think Parrrley is OP? Add this Passive/Active skill to the equation. Passively, it gives a nice bonus to both AD and movement speed. But when activated, it grants a very good boost in damage and movement speed, not only to you, but also other friendly champs in the vicinity. Those bonuses also improves Parrrley's damage. I max this skill second. Now, are you convinced that Parrrley is OP?
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.
-- I love this skill, not because I get a lot of kills using this, but the because this skill is so versatile. You can have an assist even though your on the other side of the map. You can scout Baron using this. You can kill a large creep wave without leaving your lane. You can slow down an escaping opponent. The possibilities are limitless, just use your imagination when using this skill. I get this whenever I can.
Now, for the items. This is my favorite part of the build:
First item I get for GP is Doran's Sword, which gives you bonus damage, HP and a 3% lifesteal. With this build, your starting HP is 812. Now, you have more HP than most of the tanks in early game. Then just last hit creeps or harass your opponents with Parrrley. It's that simple.
Ionian Boots of Lucidity: For More CDR.
Last Whisper: Additional Damage + Armor Penetration for your attacks and Parrrley (Ouch!)
Zeal/Phantom Dancer: For Movement speed, Crit Chance and Attack speed.
Infinity Edge: Additional Damage + More Crit Damage for Parrrley.
Frozen Mallet: Additional HP + Additional Damage + Slow.
Sell Doran's Sword for The BloodThirster: Additional Damage + Lifesteal.
Some optional Items for GP:
Total Price: 2355
Recipe Price: 825
45 Armor, 18 Critical Strike Chance. UNIQUE Passive: Physical attacks deal an additional 2% of your max Health in damage.
-- GP has a high HP for a carry. With this build, you have 3005 HP at lvl 18. So why not take advantage of that. Plus AI also has Armor, and crit chance, both an asset for GP. Some will say that 2% is a small amount. So let's do some math: 2% of 100 is 2, so for every 1000 HP, you will gain 20 additional damage. Triple that amount and it will give you 60 ADDITIONAL DAMAGE. Now, is that a small amount? For a total price of 2355, you have an item that gives you 60 additional damage, 45 armor, and 18% crit chance. Now, that's what I call a STEAL. . .
Total Price: 3000
Recipe Price: 980
920 Health, 30 Health Per 5 Sec. Passive: Permanently gain 4.5 health and .15 health regen per 5 sec per minion kill. Champion kills and assists grant 45 health and 1.5 health Regen per 5 sec. Bonuses cap at +450 health, and +15 health Regen per 5.
-- This item with Frozen Mallet, and Atma's Impaler will give you a sh*tload of HP and Damage. I think that's says something.
The Black Cleaver
Total Price: 2865
Recipe Price: 795
30 Attack Speed, 55 Attack Damage. Passive: Physical attacks reduce your target's Armor by 15 for 5 seconds, (maximum 3 stacks).
-- This item combined with Last Whisper will shred those armor-stacking heroes before they can say "Abandon Ship!" With the attack speed and Additional damage, these two will decimate any squishies.
Total Price: 2070
Recipe Price: 250
50 Attack Damage, 15 Health Per 5 Sec, 5 Mana Per 5 Sec. Passive: Your attacks Splash, dealing Physical Damage in a small area around the target.
-- I really want to try this item, and see if the splash damage applies with Parrrley. If it does, you will farm like a madman.
In LoL, you have to adjust your item builds with regards to your opponents. Here are some situational Items for your pleasure:
Total Price: 3800
Recipe Price: 775
25 Armor, 40 Attack Speed, 30 Attack Damage. UNIQUE Passive: On hit, deals Magic Damage equal to 4% of the target's maximum Health.
-- Buy this item if your opponents are stacking HP items. This will make their lives a little bit shorter.
Total Price: 2775
Recipe Price: 650
99 Armor, 500 Mana. UNIQUE Passive: Reduces ability cooldowns by 20% and reduces the attack speed of nearby enemies by 20%.
-- Buy this if you're facing a team with a fast-attacking AD carry. This also have CDR, which is really a welcome addition.
Total Price: 2000
Recipe Price: 1000
100 Armor. UNIQUE Passive: On being hit by standard attacks, returns 30% of damage taken as magic damage.
-- Buy this if your facing AD carries -- this will hurt them as they attack you.
Force of Nature
Total Price: 2610
Recipe Price: 1000
40 Health Per 5 Sec, 76 Magic Resist, 8 Movement Speed. UNIQUE Passive: Restores 0.35% of your champion's maximum health every second.
-- Buy this if your facing AP carries.
You see that all these items are defense oriented. Gangplank has a poor survivability. So giving him MR or more Armor helps a lot. The longer you stay alive, the more kills/assist you get for the team.
In summary, this build is like most other cookie cutter builds for carries. The only difference is that GP can also be built as an off tank/carry, unlike hard carry heroes like Kat, or Akali.
Using this build will not ensure you a win, nor will it give you a 40/0/20 kill/death/assist ratio. This build will only give you the item capable of bringing GP's full capacity. But it's still the players decision making, teamwork, and actions that will net you the win.
Other people think that when you read a guide, it will automatically give you an advantage over your opponents. That is not true. You will not hear me say that you will win every time with this build. It's still your knowledge and play style that will decide that.
Please take time in reading this guide, and please give me feedbacks, or questions regarding this, and I will answer them as soon as possible.