Gangplank Build Guide by The_Nameless_Bard
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Champion Build: Gangplank
| Health | 3603 |
| Health Regen | 44.75 |
| Mana | 935 |
| Mana Regen | 38.1 |
| Armor | 118.59 |
| Magic Resist | 136.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 415 |
| Gold Bonus | 5 |
| Attack Damage | 193.3 |
| Attack Speed | 0.911 |
| Crit Chance | 10%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 10% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 30% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Wanna know why my roger is so jolly?

Because I've been playing lots of support Gangplank, that's why!
Runes
Quints
this is generally what I find myself using on
these are good if you want to start the game with more income, commonly utilized on supports. I just happen to prefer the flat AD for extra harass.
These can give you decent mobility early game if you feel you don't have enough or just want more. Because they are a percent increase to movement speed, they are strong all game.
Marks
These ensure you can harass the enemy very hard early game, which is kind of your function as support
These can be good against a high damage bot lane, but I generally find I prefer the latter.
Seals
I find that these are the best choice by far on support
Glyphs
These are generally what I take on all supports now. They give you a decent MR mid-late game without any MR items, which is nice to have. I wouldn't really recommend much else on support GP, as even late game he's still a harass support.
Masteries

I like to run 1-21-8 on an aggressive Supportplank because it gives you a little bit of everything you want (the improved exhaust, the defensive stats you need, and just enough utility to top it all off). You can also run 9-21-0 if you like, but I wouldn't recommend 9-0-21 or 0-9-21 because the utility tree just isn't that good on Supportplank
Skill Sequence
>
>
> 
Early game:
Start with
Parrrley. Whether you take
Remove Scurvy or
Raise Morale should depend on the lane and how the game is going, but you'll nearly always want to take
Raise Morale next.
: This is your main harassing skill, after the second rank it barely changes in damage (but goes up in mana cost) so I generally leave it after that.
: Good for removing CC and for healing if you need it. The mana cost never goes up, so don't worry about putting points in it.
: your main support skill. this ability is awesome. Always level this fully first.
Summoner Spells
and
Pretty much core on supports right now.
other good choices:
: This is interchangeable with
Flash, it's really dependent on what your personal preference happens to be.
: This can work if your carry already has
Exhaust, but I wouldn't take it unless you think your team needs it.
Possible substitutions
: While this can be useful, I don't think it's really worth it on a harass heavy support like
Gangplank.
: If your carry takes
Exhaust or
Ignite and you feel your lane needs it, you can take this. I wouldn't consider it a core spell at all though,
Gangplank's function is to harass and boost his carry's damage output.
Starting items
: This is what I prefer to start with. It gives you the extra mobility to harass well.
X3
X2: This is good if you want an early philo, I just like the mobility from boots more.
Core Items
Early game:
or
: Either of these are fine depending on what you need/want.
or
: You're going to get both of these in the end, but chose which one you get first based on what your team needs (more defense or more mobility). I pretty much always end up with an Aegis first unless my lane is really fed.
Mid game:
: Get this in between your Aegis and Reverie so you have a little more CC in general. Eventually you can finish it into a
Frozen Mallet if you like/need, but don't worry about that until later.
or
: Buy whichever of these you didn't get before your phage, in my case this is nearly always
Shurelya's Reverie.
Late game:
: I nearly always get this item on supportplank. It synergizes well with
Raise Morale and is generally a good item if because you will have at least 2 AD oriented champions (you and your AD carry).
Situational Items
Offensive items:
: This item is always fun to grab if you have the gold. I usually get a Phage anyways for the little bit of extra CC and damage it gives you, so I nearly always finish this item if I can afford it.
: If there are multiple AP oriented champions and only one of them has this item, you should consider buying it.
: If you get
Ninja Tabi early and still want a tenacity item, grab this...the extra crit chance is good even on Supportplank, so it's worth it.
: This can be a decent choice for an early game item if you're only planning to support in the laning phase (aka no support items). I generally support all game, so I don't usually get this.
Defensive items:
: This is good against an AoE team comp, but I wouldn't recommend it unless you really need it.
: This is good if you find your team needs a bit more CC and you want more armor.
Utility Items:
: This item is good if you find yourself harassing your way into an empty mana bar. Please, for the love of the cute fluffy puppies...DO NOT buy
Manamune, you are NOT an AD carry and, even if you were, that item is terrible on most AD champions.
Lane Synergy
Best:
One of my favorite champions to support with
This lane brings strong damage and a lot of utility. You will be slightly lacking on hard CC though, so you may find you need
This lane hits incredibly hard early game...
This lane is just stupid strong.
Welcome to the League of...A LOT OF ****ING DAMAGE.
Whaaaat AD Kayle? Her kit actually works really well with
This lane is also very strong in terms of damage because Varus scales well with AD. Since he has a bit of hard CC this lane's harass is fairly easy to dish out, provided he's good enough to hit with it.
Decent:
Vayne already as a lot of innate movement speed and she scales well with pure AD early game. She has her own CC that makes this lane even more fun. This lane is a bit of a gamble though, I wouldn't recommend it against most bot lane comps.
This can be a strong lane against a passive support and their farming carry. Sivir packs a nice punch early game with
Aah, the Pirate Hunter/Pirate lane. This lane is pretty average in terms of synergy. The damage you're dishing out will be good, but because
This lane is strong in terms of damage, but lacking in terms of utility and CC.
This lane works mainly because
Not Optimal:
I personally dislike this lane.
Gameplay
Mostly you're just going to harass the enemy AD with
Parrrley. Be sure to use
Raise Morale when your AD starts to trade damage with the enemy carry, If needed use exhaust on them and add a little of your own damage to help them win the fight.
Mid-game you can start to use
Cannon Barrage to help with fights anywhere it's needed, but try to avoid wasting it.
Late game, you effectively become a bruiser, and you should play as such. Just use
Parrrley to damage enemies and slow them and use
Raise Morale to give your allies damage to help them kill the enemy...again, you can use
Cannon Barrage whenever needed to help win a fight.
Warding
General Ward placement:
(Early game
Mid-late game
When doing Dragon or Baron, respectively
Black : When pushing midlane)
Where you should be warding early game:



Mid-late game warding:








When going for Dragon:


When going for Baron:


When pushing Midlane:


Thanks to:
IceCreamy, for allowing me to use his screenshots of warding and going over my guide to make sure I hadn't missed anything. Ooh...and just generally being awesome. ^ ^
So far that's it.
Thanks for reading!
I hope you found this helpful!
feel free to click the picture below to check out my profile!
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