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Gangplank Build Guide by xXkillercrackXx


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League of Legends Build Guide Author xXkillercrackXx

BANK PLANK [Preseason 8]

xXkillercrackXx Last updated on December 1, 2017
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Cheat Sheet

I have a deficiency.. of cares

Gangplank Build

Inspiration
LoL Path: Inspiration
LoL Rune: Kleptomancy
Kleptomancy
LoL Rune: Biscuit Delivery
Biscuit Delivery
LoL Rune: Magical Footwear
Magical Footwear
LoL Rune: Cosmic Insight
Cosmic Insight

Sorcery
LoL Path: Sorcery
LoL Rune: The Ultimate Hat
The Ultimate Hat
LoL Rune: Transcendence
Transcendence
Bonus:

+20% Potion and Elixir Duration and +18 Ability Power or +12.6 Attack Damage, Adaptive

Ability Sequence

1
4
5
7
9
Ability Key Q
3
14
15
17
18
Ability Key W
2
8
10
12
13
Ability Key E
6
11
16
Ability Key R


Threats to Gangplank with this build

Threat
Low
High
Show all
Threat Champion Notes
3
Twisted Fate you can W his gold card and out trade him rather easily. You can also somewhat answer his ult-ganking with your ult.



Hello everyone and welcome to my Gangplank guide. I'm Gangplank 1 on EUW and, as you can tell by my name, Gangplank is one of my favourite champions. I've played hundreds of games with him and I know him like the back of my hand.

GP is most commonly played as a top laner, but I prefer to play him mid. In this guide I will be focusing on Gangplank as a mid laner, but a lot of what I write about can be applied to top lane as well. But before delving further, I'll talk a bit about why you should play Gangplank at all.





There are many things that make GP a good champion. For one, he has extremely high DPS, especially when ahead in the game. His Powder Keg + Parrrley can absolutely blow up squishy targets during mid game. Your barrels also make it easy for you to zone your opponent, who will have to play around them in order to not get engaged on. Another pro is his Remove Scurvy which is a free cleanse and heal. GP's ultimate Cannon Barrage is global, allowing you to assist your team even from the other side of the map, if needed. And of course, he's a pirate.

As for his negatives, I would say GP takes quite a lot of practice before he can be played properly. Some of his combos can be hard to grasp for newer players or beginner GPs and even seasoned players such as myself can mess up sometimes. There's also the fact that his early game is pretty weak and he has a lot of tough match-ups, meaning it's easy to fall behind early on and be useless for the rest of the game.





Kleptomancy is amazing on Gangplank. After using an ability, your next basic attack on a champion generates you 5 gold, or a chance of receiving an item from a select list, including some old favourites like mana potions! The best thing about this rune is that GP can proc it with only his Q!
This is exactly what we want for Bankplank.

Gives you a biscuit every 3 minutes which you can consume and recieve 15% of your missing health and mana. Very useful during laning phase to help you sustain.

As Gangplank you usually won't be purchasing boots early on. This is Essentially a free 350 gold AND 10 more movement speed.

CDR is amazing for Gangplank, so this is a no brainer. Also the other options arent anything special.


I picked Sorcery as my secondary as we want the extra AD from picking this tree, and also it has 2 of the best runes for GP.


The Ultimate Hat allows your ult to have an extra 15% CDR. This is pretty nice as your ult has a rather long cooldown. You want your ultimate available whenever there is a fight breaking out as it can be a really nice tool for dealing AOE damage, and slowing the enemies. Interchangeable with Gathering Storm.

GP LOVES cdr. And many of the items gp can build have CDR. Transcendence gives us a free 10% cdr when we hit level 10, and any CDR over our cap (of 45%) will add to our total ad! This allows for some crazy CDR stacking, or just skipping a CDR item if you only want to reach the cap.




A large majority of the time you will take Flash, and Teleport or Exhaust. Flash isn't optional and it's pretty self-explanatory - you use it to chase or escape.

Your main secondary summoner will usually be Teleport. You will mostly be using this to get back to lane faster. Many toplaners, and even some midlaners, use Teleport to help other lanes get ahead. However Gangplank needs time to set up for a fight, so this isn't the best way to use teleport on GP. Keep in mind that Gangplank can make up for the lack of teleport plays by influencing fights with his ultimate.

Exhaust is the other summoner spell of choice. Exhaust is usually taken when you are in a super tough matchup and will NEED it to ensure survival. Champions such as Pantheon and Jayce destroy GP in lane, but GP can capitalize on their mistakes if he has exhaust. One bad fight for the enemy and you can get yourself ahead.






Every several seconds, Gangplank's next melee attack ignites the target, dealing 55 (+10 per level) (+1.0 per bonus attack damage) bonus true damage over 2.5 seconds and granting 30% movement speed for 2 seconds. Destroying a Powder Keg instantly refreshes Trial by Fire.

Trial by fire adds a bit more oomf to your auto attacks. There are some cool combos you can do with Trial by fire. For example using your empowered auto attack, then shooting a barrel with your Q, which instantly resets Trial by fire, and then empowered auto attacking the enemy once again, for a HUGE burst of damage within seconds.



Gangplank shoots an enemy with his pistol, dealing 20 / 45 / 70 / 95 / 120 (+1.0 per attack damage) physical damage. Gangplank gains 3 / 4 / 5 / 6 / 7 extra gold and Silver Serpents (which can be spent to upgrade his ultimate) if Parrrley deals a killing blow. This ability can critically strike and applies on-hit effects, but doesn't apply Trial By Fire.

This is Gangplank's main poke and farming tool. This is also how we will proc Kleptomancy since this ability counts as a basic attack AND a spell, so kleptomancy can be procced with just one Q.



Gangplank consumes a large quantity of citrus fruit which removes any crowd control effects on him and heals him for 50 / 75 / 100 / 125 / 150 (+90% of ability power) (+15% of missing Health).

Remove scurvy is a great sustain tool, and it can cleanse any cc that is used on you. Get stunned by a Leona ult? Eat an orange and its K. It can also be used for simply sustaining in lane as it heals for a flat amount, plus 15% of your missing health instantly.



Passive: Gangplank stores a charge of Powder Keg every few seconds, up to a maximum of 3 stored at once. Active: Gangplank places a powder keg that can be attacked by himself or his enemies. If Gangplank destroys a keg, it explodes in an AoE blast that slows enemies by 40 / 50 / 60 / 70 / 80 % for 2 seconds and spreads the damage of the attack to all nearby enemies. Other casks within the zone will chain explode. Explosions ignore 40% of their targets' armor, and enemy champions take 60 / 90 / 120 / 150 / 180 bonus physical damage.

This is Gangplank's main teamfighting tool. you'll usually want to proc your barrels with your Q, but you can also proc them with your auto attack. hitting the barrel with a Q will make the barrel do more damage as it gives an AOE sheen proc, which is HUGE! an extra 200 or so damage in an aoe is nothing to scoff at.

The normal combo you will be using in a teamfight is to place 2 barrels, Q the first barrel, and then place a third and final barrel just before the second one blows up. This will catch out a lot of players and you can literally one shot some champions if you are strong enough.

The "tick down" rate of the barrels gets lowered at levels 7 and 13. These are very key levels to reach for gangplank as hitting these levels will instantly make you stronger, and your barrels harder to react to.



Active: Gangplank signals his ship to fire 12 waves of cannonballs upon the target area over 8 seconds in clusters of 3 every 2 seconds, revealing it for the duration. Each wave deals 35 / 60 / 85 (+10% of ability power) magic damage and slows enemies hit by 30% for 0.5 seconds.

A pretty straight forward ability. You'll usually want to use this ult to help out other lanes who are fighting as it can turn the tides of the fight rather quickly. Its an AOE slowing field, which may stop the enemy from retreating to safety and could end up getting them killed. It is rather low damage before getting Death's Daughter or Fire At Will, but its still great :)

Getting the Raise Morale upgrade will give any ally leaving the AOE of cannon barrage a 30% movement speed increase for 2 seconds. This is a mini Ghost effect and can help your team greatly in chasing down low health targets.






At the start of preseason, Riot added the "Bandit" mastery to the passive of all of the support items. This is absolutely amazing and will be abused by GP. We start Spellthief's edge for more gold generation, allowing us to reach our power spikes a lot quicker. Starting with this item will make our adaptive damage from Sorcery AP, meaning that we will miss out on early damage until we buy our first bit of AD, but we will have increased healing on our Remove Scurvy, so its not all that bad.

Pick this up for some lane sustain, especially when against enemy laners who you know will poke you a lot. You can also opt into getting 3 Health Potions instead if you think you will need them.


Great synergy with GP as your Q Parrrley procs sheen. Also if you Q a Powder Keg it will make sheen proc in an AOE.

an early long sword allows our adaptive damage from Sorcery to switch to AD. This is what we want. Also builds into your Phage which you will be picking up after Sheen usually.

You'll have your yellow trinket as well, but Control Wards are great for vision control as you can ensure that a certain area is unwarded, allowing for a gank.


Trinity force is the best item for gangplank as it give him everything he needs (apart from crit. RIP zeal triforce). But the biggest reason to get Triforce is because of the Spellblade passive. It procs on your Q, which also applies to barrels, allowing for absurd amounts of damage once Trinity is completed.

A good item for that extra 10% CDR that we need to finish off getting to our cap. Provides stats that you want for GP and has great synergy with Powder Keg, as it already ignores some of the targets armor, which allows your Lethality from ghostblade to do a lot more damage. Duskblade of Draktharr is an alternative to this if you want the extra damage and not the MS.

These are the usual go to boots for gp if the enemy team doesnt have any huge threats. They are good for following up on a barrel combo, and getting onto the enemy backline before they can kill you. Other options include Ninja Tabi if you're having a hard time against an AD enemy, or an AD enemy team member is fed OR they're full AD and Ionian Boots of Lucidity if you want / need more CDR with transcendence.


Infinity edge is the second big powerspike you get. Its the first time in your build that you get crit, which is amazing on GP as your barrels can AOE crit. This will be 2nd or 3rd item depending on if you built youmuu's or not. I wouldn't get this 2nd item unless i already have Ionian Boots of Lucidity, or another CDR item for the 45% CDR.

You need this for the crit chance. More crit chance = more barrels that aoe crit. Interchangeable wiht Phantom Dancer If you need the survivability.

So this one is a bit weird. You dont usually need this item so much, as gangplanks barrels have a build in 40% armor ignore. That said, if the enemy team has 2 or more tanks, you will most likely need this. Mortal Reminder is a good alternative vs a lot of healing and if the enemy has a tank or 2.

Amazing dueling item. PD lowers the amount of damage you take from a champion you recently damaged by 12%. You can duel almost anyone with this item and a bit of nice play.


If you are feeling bold, and its getting to the point where you have a lot of excess gold, you could sell your boots for an Essence Reaver; But you are trading movement speed for more damage, which is not a bad idea if it is needed (espeially since Youmuu's Ghostblade, Trinity forces Phage passive, and blowing up a barrel all give us movement speed), but it will make you more vulnerable and may hinder your ability to land barrel combos, or safely navigate fights.


If you need... _______________ get...

ARMOUR
MAGIC RESIST
HEALTH
DAMAGE






Laning phase is the hardest part of playing gangplank. He is a very very weak champion in lane. Your biggest problem is that many of Gangplank's hardest matchups are rather popular in the current meta. Orianna and Jayce are a few that i run into quite often and they give Gangplank a hard time in lane. Gangplank needs to be in control of a fight for it to be favourable for him. Many champions like this simply do not allow you to be in control ever.

You ideally want to pick Gangplank into a champion who cannot outright 1v1 you. Malzahar or Zoe for example as you deny a huge part of their kits with Remove Scurvy. This allows you time and flexibility to set up barrels for good trades, or just simply allow you to farm and poke without dying.

You need time to scale as gangplank. Unless you can free farm, and maybe pick up a few kills or assists, you'll not really be relevant until around 2 or 3 items. The combination of Kleptomancy and Spellthief's edge helps to accelerate your gold generation, allowing you to reach those power spikes a lot sooner.


Coming into mid game, you shouldn't worry too much about if your tower falls, or if you get the opponents tower, as you are never really in control of this. You need to focus on scaling and farming.

Once you have 2 or 3 items on Gangplank, you start to become relevant. Ideally you want to be level 13 around this time to have the fast tick-down on your barrels. This is where you can start to take control of the game. You can start pressuring opponents, and taking skirmishes with your team at this point, as you will likely be equal to, or ahead of the opposing Laner.


Your main role in a teamfight is to try and do massive damage to the enemy backline. Teamfights can be hectic. This can be used to our advantage. In the heat of the moment, people will forget about, or not see you setting up your barrels to destroy them. This is where GP shines. You can wipe an entire team with your barrels, auto's, and ultimate before they even know what hit them.

Generally you'll look to engage the fight by landing a nice barrel combo onto a priority target, OR try to flank as the fight breaks our. You are generally much more valuable than anyone else on your team beside the ADC, so you need to make sure that you dont just die for free.





And that concludes my guide! Hope it helps and if you liked it leave an upvote or a comment. If you have any questions feel free to PM me or leave a comment and I'll answer as soon as I can.

Special thanks to my friend Jovy for doing the coding and banners!