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Gangplank Build Guide by kicksareforribs

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 kicksareforribs

the jungle be mine mateys

kicksareforribs Last updated on November 16, 2011
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
3/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


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Pros / Cons

pros
- crazy damage on parrrley
- universal ult
- pretty tanky
- lots of damage

cons
- not so good gank before 6
- squishy before warmogs
- easily counter jungled early


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route

i usually start wolves because gangplank is a little squishy at first. you can easily do it without a leash. i then move onto wraiths and golems smiting the big wraith. after golems i back and get my armor and 2 pots, if you are like 10 gold away from the second pot, wait, it helps you gank later without dying. Now you can chose to go blue or red depending on which lane needs your help. this is what makes this route so awesome, versatility. After that its pretty strait foward, he has great jungle sustain. Dont let your teammates rage at you for losing a lane, you cant be everywhere at once. people tend to blame you when they suck and its anoying, just ignore them.


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ganking

This is the only tricky part with gp cause he doesn't have any hard cc. If they are pushed to a turret you are pretty much garanteed a kill granted you don't die. If they are not pushed to your turret ask your ally to bait them to go closer to your turret, gp needs a lot of room to kill someone. His passive and e make it so easy to chase and kill people running away. You can also dive but i suggest you only do that once you have at least your giants belts or else it wont end well.


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Skill Sequence

start with e in the bush and then go, the instant e goes off the enemy knows your there. ult only if needed, that is if they are > 50% health. q to slow them as much as possible its even worth it to flash q to get that slow on your enemy as fast as possible.


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proof

i know one is mf and one is normal but still doing pretty well for myself and carrying my team.