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Gangplank Build Guide by 1jamie50

AD Offtank Gangplank - The Crit Master

AD Offtank Gangplank - The Crit Master

Updated on February 22, 2014
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27
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League of Legends Build Guide Author 1jamie50 Build Guide By 1jamie50 27 7 438,053 Views 52 Comments
27 7 438,053 Views 52 Comments League of Legends Build Guide Author 1jamie50 Gangplank Build Guide By 1jamie50 Updated on February 22, 2014
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1
1jamie50 (7) | February 22, 2014 8:03am
I've updated everything in the guide that I've wanted to after doing testing and playing with different things over the last month.

Enjoy.
1
1jamie50 (7) | February 14, 2014 11:04am

Thanks.
Also I've been adding these items to this build:
Ancient Coin, Nomad's Medallion, & Talisman of Ascension
to help in gaining gold to acquire the more expensive items such as Randuin's Omen, Ravenous Hydra, Trinity Force, & Infinity Edge as soon as possible.
I'd like to hear your thoughts on this.


Personally, I haven't tried it myself. From a logical standpoint, I would say it's not the greatest idea, but it can definitely work, Shureylia's used to be an item that Gangplank would build sometimes, which is the passive implemented on Talisman of Ascension.

However, well it can be beneficial... the thing is it doesn't function anywhere near as well as the old Shureylia's did for non-support champions.

Philo Stone (which built into Shureylia's) was a good item on Gangplank because it gave him passive gold generation over-time, so it was an item that worked on non-support champions. Ancient Coin, however, is targeted at being a support only item, as to get it's gold generation, it forces you to not CS. This is not your job as a top-laner, you're trying to get every last hit you can possibly get, so the passive actually shouldn't really be used by a top-laner ever.

So, it doesn't really help your gold generation, unless you miss your CS a lot. Talisman of Ascension is good if you don't have a good engage on your team but if that's the case, your support should still build it as your wasting it's gold generation passive.

The passive gold generation that still exists from items, such as Avarice Blade benefits Gangplank way better.

No idea if you're still there BTW.. never checked my guide in months, so sorry for the 2 month late response.

I'll probably finish updating the rest of what I wanted to do in this guide in the coming week.
1
JohnGoldenWolf | December 13, 2013 8:07pm
Thanks.
Also I've been adding these items to this build:
Ancient Coin, Nomad's Medallion, & Talisman of Ascension
to help in gaining gold to acquire the more expensive items such as Randuin's Omen, Ravenous Hydra, Trinity Force, & Infinity Edge as soon as possible.
I'd like to hear your thoughts on this.
1
1jamie50 (7) | December 13, 2013 1:01pm

Okay I've read this over and over....
The only question I have is why Quintessence of Attack Damage instead of Quintessence of Crit Chance?
You already have Marks of Attack Damage and his crit chance or ability is his thing.
Oh and I gave you a thumbs up from me on this build. :)


Ty. Crit chance runes are bleh, you're trading off confirmed damage output early-game that helps you CS as well for the chance of a crit when you could be doing more damage. It's not likely you'll crit often because the percent chance is nothing as well, so you're losing damage.

AD quints will do better work at all points of the game over crit chance.

EDIT: Expect new updates soon, I've been doing quite a bit of testing lately.
1
JohnGoldenWolf | December 12, 2013 9:50pm
Okay I've read this over and over....
The only question I have is why Quintessence of Attack Damage instead of Quintessence of Crit Chance?
You already have Marks of Attack Damage and his crit chance or ability is his thing.
Oh and I gave you a thumbs up from me on this build. :)
1
1jamie50 (7) | December 4, 2013 11:00am
Guide build is now updated after a bit of playing around with different stuff last night.

I also removed a few old items that aren't great on GP (Youmuu's, Phantom Dancer).

The updates won't end here, I still want to look into maxing W first and see if life steal quints are necessary.

Also, I'm hoping to test out armor pen marks or possibly a duo arP/AD mark combo to see if that works better.
1
1jamie50 (7) | December 4, 2013 9:19am
tehAsian wrote:



Leveling W is Korean meta. Your damage comes from your passive, so the point is to Q AA Q back off and let your passive do damage while you heal up from W. I believe they also buy Wits and Shiv to maximize on-hit magic damage. This was quite a while back though.

GP's early game is garbage. Try laning against someone who won't let you Q them for free. Or more specifically, a competent Riven or Renekton.



65 mana cost for a 360 HP heal. It is THE highest amount of instant healing in the game, except summoner spell Heal in addition to removing CC and having the LOWEST mana cost.



It's not 20%, it's a flat 20.


....I am so confused right now. I could have sworn GP's heal started out at 65 mana and scaled way higher, fact is though it seems over the years when I started to play Taric and less Gangplank... I overrode his mana cost with Taric's.

In other words, I'm stupid. I even just went back to check that GP's mana cost wasn't patched on his W just to make sure it didn't happen and I missed it during one of my month long absences.

I'm starting to change up the guide right now, I might pull it into archival for a day if it takes that long.
1
tehAsian (247) | December 3, 2013 4:48pm
1jamie50 wrote:

Remove Scurvy Leveling: That's something I've never heard before. It's an interesting idea, but you're losing your damage output from it. I could see potentially doing it in lanes where you just want to free farm instead of going aggressive but Gangplank's early-game is pretty scary if you go aggressive with Parrrley right away. You can usually confirm yourself a kill very early-on if you fight at level 2 or 4, it's quite hard to get away from it unless your enemy backs out very early-on.


Leveling W is Korean meta. Your damage comes from your passive, so the point is to Q AA Q back off and let your passive do damage while you heal up from W. I believe they also buy Wits and Shiv to maximize on-hit magic damage. This was quite a while back though.

GP's early game is garbage. Try laning against someone who won't let you Q them for free. Or more specifically, a competent Riven or Renekton.

Quoted:
Also, the mana cost. You'll run out of mana 24/7 using it for the heal (and I know you mention Crystaline Flask but you still would be lacking mana pretty quick). Also, I still find the heal to be a pitiful amount of health to gain from it's mana cost at any point and in-fact, the heal usually doesn't help until it's at-least level 3, that's why I say it's best to use it as a Cleanse when you're in trouble.


65 mana cost for a 360 HP heal. It is THE highest amount of instant healing in the game, except summoner spell Heal in addition to removing CC and having the LOWEST mana cost.

Quoted:
Youmuu's Ghostblade and Armor Penetration: Youmuu's is 20%, that's not "nothing" and I would say it's not that bad an amount. Also, the way my build is layed out doesn't neglect build armor penetration.


It's not 20%, it's a flat 20.
1
1jamie50 (7) | December 3, 2013 1:55pm

Wouldn't Oppression (-3% damage from enemies with impaired movement) be better than Juggernaut (+3% max hp) be better for early top lane 1v1s? Since GP's passive would proc the -3% damage


Practically the same points I was going to say Sirell already covered (TY Btw, haven't been around as of late).

tehAsian wrote:

Crit gloves start is garbage, not running life steal quints butchers your sustain, you buy zero sustain items, leveling W last makes your laning all-or-nothing and doesn't even work against 99% of top laners, and you buy zero penetration so if people stack armor you do zero damage. Youmuus is not sufficient penetration, not to mention it's not even that great on GP.


Alright, let me go through this and touch on everything quickly

but TL/DR, your points are quite valid and make a ton of sense.

The below is basically my opinions/thinking on the points, stuff will be changed though because a bit of stuff build-wise etc. has been a bit iffy for a few months now.

Brawler's Gloves: Your right. I haven't really been paying attention to the start of the build when I've been updating.

Crit gloves are a bad way to start because you're playing off luck and even then you'll be doing better sustained damage and more damage overall early-on by starting out elsewhere. You gain no extra early damage with it and the damage you do over-time would cancel any crit you got from it.

Thanks for pointing that. Haven't really noticed I still have it set to that, I'll change it shortly lol.

Quints: Life steal quints are popular these days. I don't own any because I'm lazy, though I can see your point on this since Parrrley applies lifesteal. I'll look into it.

Sustain: This build actually allows you to watch the enemy team before team-fights, wait and pick your time to go in and engage (which Gangplank is pretty good at doing) and then if you have assessed your timing properly, wreck mayhem with crits and damage well being tanky. This allows you to focus whoever you want with. You can dive into the ADC, annihilate them and then switch to your next target. You don't exactly need sustain from Bloodthirster etc. to do this if you played your early-game right as well.

If you don't give up defense (Randuin's), you'd give up Youmuu's and have no armor penetration and then this build would be almost a straight ADC build which is bad for any melee ADC.

I can see your point and it's a good idea. I might look into the life steal quints or changing my build around a bit further in.

Remove Scurvy Leveling: That's something I've never heard before. It's an interesting idea, but you're losing your damage output from it. I could see potentially doing it in lanes where you just want to free farm instead of going aggressive but Gangplank's early-game is pretty scary if you go aggressive with Parrrley right away. You can usually confirm yourself a kill very early-on if you fight at level 2 or 4, it's quite hard to get away from it unless your enemy backs out very early-on.

Like I said, I could see if you're doing that in a farming lane because of your opponent, but in an aggressive lane it will hold back your damage output.

Also, the mana cost. You'll run out of mana 24/7 using it for the heal (and I know you mention Crystaline Flask but you still would be lacking mana pretty quick). Also, I still find the heal to be a pitiful amount of health to gain from it's mana cost at any point and in-fact, the heal usually doesn't help until it's at-least level 3, that's why I say it's best to use it as a Cleanse when you're in trouble.

The way I see it, it's like maxing shield on Shen or Riven, you only do it in certain situations against certain matchups.

Youmuu's Ghostblade and Armor Penetration: Youmuu's is 20%, that's not "nothing" and I would say it's not that bad an amount. Also, the way my build is layed out doesn't neglect build armor penetration.

"Full Build" is the way my build USUALLY ended, Offensive and defensive options are "Situational Items" and can be bought if needed. I do it this way because it's my job to give out a build that works most often, it's the player's job to evaluate and change the build with the listed situations items if required.

In other words, if you need armor penetration because the enemy is stacking armor, it's the player's job to assess that and change the given build by going into Last Whisper (which is listed as a situational offensive).

Nobody can make a guide and say that their build will work 100% of the time, that's why "Situational Item" sections exist, to give players guide-lines on what items they can build.

Armor Penetration is almost purely a situational stat and is probably not that important among people that will be searching for guides.


Closing: Other than number 5, your points are obviously quite valid. I'm going to be testing stuff out because your points bring a lot of ideas to my head of how to make his survivability and damage go up well keeping his durability in-tact.

For now, one change goes down, Doran's Blade start. Once again, thanks for pointing that out, my in-game builds with most champions change quite often as I test different stuff etc. so the builds in my guides are usually outdated in terms of what I use and I don't always notice and miss a few things (especially stuff that doesn't show up in the actual Items section). My builds usually get outdated pretty quick because I'm constantly changing the way I build most champions in-game too, so it's hard to keep up.
1
tehAsian (247) | November 30, 2013 6:09pm
How did this get so many upvotes?

Crit gloves start is garbage, not running life steal quints butchers your sustain, you buy zero sustain items, leveling W last makes your laning all-or-nothing and doesn't even work against 99% of top laners, and you buy zero penetration so if people stack armor you do zero damage. Youmuus is not sufficient penetration, not to mention it's not even that great on GP.

Try this:
Dorans Blade start with 2 life steal quints
Flask next if you need to trade a lot
Max W first. If you're against a low sustain champion Q max is acceptable.
For trades, let them CC and burst you, then press W for a huge burst of health, then AA Q AA. I can GUARANTEE that you have done more overall damage because of the health gain and because your passive is stupid strong early on and because your W heal's base value is one of the highest heals in the game.

The point of W max is to survive lane phase so you can actually farm and reach your late game hypercarry state, which is usually impossible without W max because GP is a ****ty laner. If you max Q you are relying on your lane opponent on being dumb enough to eat free harass and not sustain it off.
1
sirell (400) | November 30, 2013 5:48pm

Wouldn't Oppression (-3% damage from enemies with impaired movement) be better than Juggernaut (+3% max hp) be better for early top lane 1v1s? Since GP's passive would proc the -3% damage


I'm not jamie, but I'll answer anyway.

Nope, for several reasons.

1) You won't always be in AA or able to use Parrrley on an enemy to prevent damage. However, the +3% hp applies throughout the game and scales with level and items.

2) Grog Soaked Blade will only affect one target. If you get ganked, you'll get full damage from one champion, but not the other, unless you intend to attack them both (which I strongly recommend against anyway). Therefore, Juggernaut applies regardless of whether you have to attack an opponent or not.

tl;dr, Gangplank's passive won't always be applied, whereas maximum hp will.
1
Master Yimba | November 30, 2013 5:45pm
Wouldn't Oppression (-3% damage from enemies with impaired movement) be better than Juggernaut (+3% max hp) be better for early top lane 1v1s? Since GP's passive would proc the -3% damage
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