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Recommended Items
Spells:
Teleport
Flash
Items
Ability Order
Trial By Fire (PASSIVE)
Gangplank Passive Ability
About the Author, The Part Nobody Cares About.
Hello, I'm known as H4xDefender in the league community. I'm a semi-pro 1700-1800 elo player that is currently the substitute jungler for Aware Gaming NA. I was moved to the substitute position due to time constraints with my schedule making me unable to commit fully to the accepted practice routine. You probably don't care though. You came here to get a

Now some of you who actually bothered reading my short bio above might be saying "well you are jangler wut you no about line top???!!!111"
Well i'll tell you. I played solo top up to my elo, I was formerly a solo top main with my old team, and I've practiced and theory crafted witb countless diamond elo solo top players I've met in tournaments. And that is how I know about how solo top works.
Well now that I've wasted your time efficiently, I'll get into breaking down the guide.
(Bonus points for anyone who actually read this :P).
Well I'll sum it up in two words for you guys since you probably are all asking the same question.
Passive. Farm.
Thats what it is in a nutshell. If you don't like playing this way, and it goes against all your morals to not even attempt to kill the enemy champion, and your mind is exploding at just the very thought of the concept, then just leave now. Everything about this guide will be about playing passive farm
Gangplank. No mana regen runes for parrley spam, no crit chance rune gimmicks, this whole setup is oriented around just straight out passive farming all lane long.
Passive. Farm.
Thats what it is in a nutshell. If you don't like playing this way, and it goes against all your morals to not even attempt to kill the enemy champion, and your mind is exploding at just the very thought of the concept, then just leave now. Everything about this guide will be about playing passive farm

Well good question! (Not really).
Lets take some champions who are really good at killing other champions and compare them to
Gangplank shall we?
Jax. Jax has a stun, and instant gap closer that doubles as an escape in case he gets baited by a jungler, an auto attack reset that gives him bonus damage on a low as hell cooldown, and he gets more damage as well as an absurd amount of tankiness for building DAMAGE ITEMS when he gets his ult.
Now lets look at
Gangplank. Hes got a 21% slow going for him... after he hits the enemy champion three times. Hes got a heal that doubles as a CC remove, but its more of an escape kite ability then a straight out dueling ability. It removes cc, it doesn't give armor like a soraka heal. Hes got a passive movespeed and attack damage boost... but the damage is hard to notice before its maxed, and it won't be maxed until lane phase is over. The movespeed is noticeable, but once again thats more of an escape move.
His ult is completely random and can end up doing 0 damage, and even in good situations it doesn't provide as much in dueling as say a Darius dunk, or the aforementioned Jax ult. The slow is really nice, but how are you going to lock down half the cast who has gapclosers, dashes, and blinks today? I'll give you a hint, you won't.
Lets take some champions who are really good at killing other champions and compare them to


Now lets look at

His ult is completely random and can end up doing 0 damage, and even in good situations it doesn't provide as much in dueling as say a Darius dunk, or the aforementioned Jax ult. The slow is really nice, but how are you going to lock down half the cast who has gapclosers, dashes, and blinks today? I'll give you a hint, you won't.
So now that we've (hopefully) established that there is 0 merit to trying to constantly kill your opponent via gunshot, I can explain how to play
Gangplank with this setup.
Shoot creeps.
Shoot more creeps.
(I pushed my lane because I shot too many creeps, what do????)
Go shoot jungle creeps.
If it isn't painstakingly obvious yet, you aren't going to use
Parrrley on the enemy champion you are laning against. Not never, but never to just parley them for parley's sake. Its all calculated. You are going to put that half mana refresh on
Parrrley and bonus gold to good use.
You also want to be a TEAM PLAYER since this is a TEAM GAME. (Shocking I know).
Now you might be wondering, WHY YOU TAKE TP? TP SUCKS IGNITE WHERE IT AT MAN.
If you are saying this, then son I am disappoint. What does
Ignite provide? Damage. To what? Enemy champions. Since ignite doesn't one shot enemy champions, you aren't going to bring it. The only time enemy champions should drop below half against you are in a few scenarios.
1. They suck. (There are many ways to suck).
2. Your jungler f'd him up for you.
3. He tried to duel you after you finished items.
Even then you are going to have trouble killing people even with ignite.
Not worth.
Now lets see what Teleport provides!
Teleport +
Cannon Barrage means you have the most map presence out of any top laner ever. Thats huge. You can shove down a creep wave while your ult wreaks havoc in a dragon fight, then teleport in to clean up afterwards. You can lanegank bot lane from behind through a lane brush or tri bush by teleporting to a ward. You can split push late game when baron is being pressured. You can go for PERFECT farm in your lane while getting to back still.
Call me crazy, but I think thats more useful then a bit of damage.

Shoot creeps.
Shoot more creeps.
(I pushed my lane because I shot too many creeps, what do????)
Go shoot jungle creeps.
If it isn't painstakingly obvious yet, you aren't going to use


You also want to be a TEAM PLAYER since this is a TEAM GAME. (Shocking I know).
Now you might be wondering, WHY YOU TAKE TP? TP SUCKS IGNITE WHERE IT AT MAN.
If you are saying this, then son I am disappoint. What does

1. They suck. (There are many ways to suck).
2. Your jungler f'd him up for you.
3. He tried to duel you after you finished items.
Even then you are going to have trouble killing people even with ignite.
Not worth.
Now lets see what Teleport provides!
Teleport +

Call me crazy, but I think thats more useful then a bit of damage.
So as you've probably (hopefully) realized by now, this setup has gold per 10... everything. Gp/10 items, runes, and even masteries. For those curious I'll break down the math behind it all.
Gp/10 Runes:
Glyphs: 0.25/10 seconds X 9 = 2.25 gold per 10 seconds, thats 13.5 gold per minute.
Quints: 1/10 seconds X 3 = 3 gold per 10 seconds, thats 18 gold per minute.
Greed Mastery: 2 gold every 10 seconds = 12 gold per minute.
Philosopher's Stone +
Heart of Gold
With only one: 5 gold per 10 seconds, thats 30 gold per minute.
With both: 10 gold per 10 seconds, thats 60 gold per minute.
TOTALS:
With no Gp/10s finished = 43.5 gold per minute.
With one Gp/10 finished = 73.5 gold per minute.
With both gp/10s finished = 103.5 gold per minute.
103 gold per minute. Thats pretty much a ward and a pot... for every minute you sit in lane. That is ridiculous. Lets look at some hypothetical numbers now.
With both gp/10s finished by 10 minutes, at 20 minutes you will have made...
1470 gold. That is nothing to scoff at.
At 30 minutes at this same pace you will have made 2505 gold from THIS BUILD'S GP/10 ALONE. THIS DOES NOT COUNT AMBIENT BASE GOLD GAIN.
Factoring ambient gold gain, you will have made at least 3000 gold from doing nothing but buying gp/10s items and sitting in lane. That is a free
Warmog's Armor. Tell me that isn't good.
RELEVANT
http://www.youtube.com/watch?v=5-SfsRFf7Vw
Gp/10 Runes:
Glyphs: 0.25/10 seconds X 9 = 2.25 gold per 10 seconds, thats 13.5 gold per minute.
Quints: 1/10 seconds X 3 = 3 gold per 10 seconds, thats 18 gold per minute.
Greed Mastery: 2 gold every 10 seconds = 12 gold per minute.
Philosopher's Stone +

With only one: 5 gold per 10 seconds, thats 30 gold per minute.
With both: 10 gold per 10 seconds, thats 60 gold per minute.
TOTALS:
With no Gp/10s finished = 43.5 gold per minute.
With one Gp/10 finished = 73.5 gold per minute.
With both gp/10s finished = 103.5 gold per minute.
103 gold per minute. Thats pretty much a ward and a pot... for every minute you sit in lane. That is ridiculous. Lets look at some hypothetical numbers now.
With both gp/10s finished by 10 minutes, at 20 minutes you will have made...
1470 gold. That is nothing to scoff at.
At 30 minutes at this same pace you will have made 2505 gold from THIS BUILD'S GP/10 ALONE. THIS DOES NOT COUNT AMBIENT BASE GOLD GAIN.
Factoring ambient gold gain, you will have made at least 3000 gold from doing nothing but buying gp/10s items and sitting in lane. That is a free

RELEVANT
http://www.youtube.com/watch?v=5-SfsRFf7Vw
This is a pretty simple thing.
First off, Philosopher's Stone and
Heart of Gold help out
Gangplank a lot in lane and throughout the game.
Philosopher's Stone: makes it so that you can
Parrrley creeps permanently if you hit about 50% of your Parrrley last hits. The mana regen you get from masteries added with this and the mana refresh on kills lets you spam this for tons of monies in lane.
Heart of Gold:
Gangplank is very frail before
Aegis of the Legion and liable to get dived by a tanky jungler and or top laner.
Heart of Gold helps remedy this, and
Randuin's Omen while not in the build above, is a good item on
Gangplank if that is what the situation calls for.
Now lets take a look at what
Avarice Blade and Kage's Lucky Pick provide.
Avarice Blade: Crit is a horribly overrated stat on
Gangplank. Crit is only useful against enemy champions, and with this build and playstyle you will not be shooting enemy champions. Sure when you are following up on things or in midgame fights it will give you the potential to crit, but how much damage is that crit even giving you when you don't have AD? Unlike
Shurelya's Battlesong and
Randuin's Omen,
Youmuu's Ghostblade is never something you should build on
Gangplank. It has bad stats and does not help your team at all.
Kage's Lucky Pick: This isn't an AP
Gangplank build, so building
Deathfire Grasp is immediately out of the question. The AP is pretty wasted as well. While
Remove Scurvy and
Cannon Barrage do have an AP scaling, the AP is pointless on
Cannon Barrage and the
Remove Scurvy bonus healing is quite insignificant.
Also as a general rule for both of these items, they set back your major items more then they actually help them, and eat up your inventory space to force you to sell one as soon as you finish
Aegis of the Legion, which means it will rarely ever pay off anyway. Two gp/10s provide plenty of gold generation without setting you back TOO much in terms of items, and the two gp/10s you do buy provide good benefits, while the other two do not. Don't build them.
First off, Philosopher's Stone and


Philosopher's Stone: makes it so that you can







Now lets take a look at what







Kage's Lucky Pick: This isn't an AP






Also as a general rule for both of these items, they set back your major items more then they actually help them, and eat up your inventory space to force you to sell one as soon as you finish

Ah, summoner spells. If for some god forsaken reason you didn't know, you get two of them. Not twenty, just two.
THE ONLY VIABLE ONES YOU NEED TO KNOW ABOUT:
Flash: Flash is op, bring it every game. No exceptions.
Teleport: Teleport is what I bring as my second SS 90% of the time. Not only will you be outgolding the enemy top laner if you play this setup right, with your global ult,
Cannon Barrage coupled with TP, you will have truly scary map presence. This is explained more in depth in the previous chapter (WHICH YOU SHOULD HAVE READ).
Exhaust: This is more in organized team games where you can constantly communicate with your jungler and the rest of your team enough to know that your presence won't be needed bottom which allows you to take exhaust to give yourself a THIRD slow and a huge boon to your lategame power.
Promote: This is if you are constantly pushing, and I mean you better be running an entire team comp based around pushing if you are bringing this.
Gangplank has no AoE so this does actually help him a good amount in shoving lanes to tower to deny.
Ghost: I hate it, but it is OK. Take it only if you are the absolute worst flasher NA and cannot get any mileage out of
Flash.
THE ONLY VIABLE ONES YOU NEED TO KNOW ABOUT:








I'll make this simple.
QUINTS AND SEALS ARE NOT CHANGEABLE. THE POINT OF THIS SETUP IS TO TAKE ADVANTAGE OF THE RIDICULOUS GOLD GAIN YOU GET FROM A TON OF GP/10 EFFECTS.
As for Glyphs and Marks, there are TONS of potential runes you can use.
You are usually going to want armor in one of these, since bringing nothing but the 6 armor from masteries usually means trouble in the top lane.
Marks:
I usually prefer armor marks, since I don't need any help last hitting as
Gangplank. The passive AD you get from
Raise Morale and the passive damage from
Grog Soaked Blade help to last hit immensely. (The first tick of Grog-Soaked Blade's damage is instantly applied on first contact.)
If you have problems with last hitting despite these abilities, then go ahead and bring AD marks. If you know you are fighting an AP top, bring armor pen marks, and skip the armor.
Glyphs:
I put MR glyphs in the cheatsheet because most people who use this build will be in blind pick, and you don't want to get caught without any MR against an AP top in any situation.
If you know who you are laning against, you can use armor glyphs if you like them, although AD glyphs work if thats what floats your boat. HP regen/5 is a good option as well.
QUINTS AND SEALS ARE NOT CHANGEABLE. THE POINT OF THIS SETUP IS TO TAKE ADVANTAGE OF THE RIDICULOUS GOLD GAIN YOU GET FROM A TON OF GP/10 EFFECTS.
As for Glyphs and Marks, there are TONS of potential runes you can use.
You are usually going to want armor in one of these, since bringing nothing but the 6 armor from masteries usually means trouble in the top lane.
Marks:
I usually prefer armor marks, since I don't need any help last hitting as



If you have problems with last hitting despite these abilities, then go ahead and bring AD marks. If you know you are fighting an AP top, bring armor pen marks, and skip the armor.
Glyphs:
I put MR glyphs in the cheatsheet because most people who use this build will be in blind pick, and you don't want to get caught without any MR against an AP top in any situation.
If you know who you are laning against, you can use armor glyphs if you like them, although AD glyphs work if thats what floats your boat. HP regen/5 is a good option as well.
Well, since it is a GP/10 setup, obviously we are going to grab the Gp/10 mastery,
Greed
. Aside from that, since you won't have armor seals in this setup, you'll generally want to spec into the defensive tree after that.
Indomitable
and
Initiator
are strong masteries, and a little extra resists never hurt anybody.
Maxing out utility tree doesn't really help
Gangplank out all that much, all you really need is that small boost to your mana pool and the gold per 10. The movespeed is taken to get down to the gold person mastery, and because it is more useful then the mana regen overall.
Going 18 points into offense isn't very useful compared to going 18 in defense. You won't be using that damage most of the time, and it becomes useless later when you have your items. You can argue the armor pen but it is the only thing worth taking, and it doesn't outweigh the benefits of grabbing up
Indomitable
and
Initiator
as well as the bonus hp/lvl.
9-9-12 is acceptable if you cannot live without the armor pen, but it still isn't optimal as you lose out on
Indomitable
and
Initiator
(yes they are really that helpful).



Maxing out utility tree doesn't really help

Going 18 points into offense isn't very useful compared to going 18 in defense. You won't be using that damage most of the time, and it becomes useless later when you have your items. You can argue the armor pen but it is the only thing worth taking, and it doesn't outweigh the benefits of grabbing up


9-9-12 is acceptable if you cannot live without the armor pen, but it still isn't optimal as you lose out on


I'm not gonna lie, I HATE the fact you need to provide a skill sequence. For most champions this is situational, and this is no exception for
Gangplank.
Parrrley: Max this when your opponent does not harass you at all.
Parrrley is usually maxed last since it gains pitiful amounts of damage on skill rank up. The only reason to rank this up is to get the bonus gold on creep kills it provides. Maxed first in REALLY easy farmfest lanes.
Remove Scurvy: This is usually maxed first. It provides a TON of sustain when maxed, and doubles as a CC remove. When using this to escape you want to wait until they blow the most meaningful CC, or wait until they use the final cc on you. Knowing when to do this is hard to teach, it mainly comes from experience. Try to use this before getting ignited, although the heal is still pretty massive when ignited. Maxed first in heavy harass lanes,
Raise Morale: This skill is usually maxed last by medicore
Gangplank players, but that is just downright stupid.
Parrrley does not gain much on rank up, and since it scales with total AD, ranking
Raise Morale up provides passive AD that makes
Parrrley stronger as well. This skill also requires judgment from experience on when to use this when escaping. As a general rule of thumb, only use this when they don't have a ranged CC and you are decently in front of your pursuers. Maxed second or last. (Generally second).
Cannon Barrage: An amazing ultimate. Use this to escape, chase down people, save teammates, and annoy people in fights. This does random magic damage, only the slow is reliable. This provides vision wherever you shoot it, and yes it is completely global. Take a point in this whenever possible at levels 6, 11, and 16.
Grog Soaked Blade: You can't NOT use this passive. It applies on
Parrrley and auto attacks and stacks three times. This passive doesn't do anything close to a
Darius passive in terms of damage, but the slow it provides is enough to annoy the hell out of people and make it hard as hell to escape from
Gangplank.














While I have listed that it is generally optimal to start
Boots this is not always the case.
If you are playing against someone like
Lee Sin,
Riven,
Garen,
Renekton, or someone of the like, (the champions who try to kill you ALL the time) starting
Cloth Armor and 5 pots is definitely optimal. While you can farm safely from a range most of the time with
Parrrley and
Remove Scurvy to fall back on, this isn't always possible if you don't have enough armor to not get 100-0'd.
Refer to the matchup/counterpick section below for more information.

If you are playing against someone like







Refer to the matchup/counterpick section below for more information.
Well this is the part most of you will probably find the most "normal."
In all honesty, you can build anything from full AD crit to straight AP and still do good on
Gangplank, he is just that versatile. I'll break down some commonly built items on GP, my own build, and why to buy or not buy certain items.
MY BUILD:
Mercury's Treads:
Gangplank is fast as hell with
Raise Morale and
Trinity Force's movespeed. The only thing hampering you is CC, and Merx as well as
Remove Scurvy make you one hard pirate to peel.
Trinity Force: This item gives
Gangplank everything he could want. Crit, MORE movespeed, AD, tankiness, a slow, bonus damage from
Sheen that can also be applied by
Parrrley, there is not a single stat wasted here.
Last Whisper:
Gangplank has free AD, but lacks armor pen in his kit.
Last Whisper takes care of this problem quite nicely.
Infinity Edge: Built last to make you a complete monster. I don't think I need to explain just how devastatingly powerful Iedge on GP is.
Aegis of the Legion: BECAUSE SOMEONE NEEDS TO BUY IT, AND YOU ARE A TEAMMMM PLAYER. Aegis resists + triforce hp + warmog's HP + merx tenacity + remove scurvy heal and cc remove = have fun.
Warmog's Armor: Just amazing. This transforms you from a relatively tanky bruiser with sick damage output to a MONSTER of a bruiser with sick damage output. All this raw hp coupled with Aegis resists makes you hard as fk to kill.
Commonly Built Items You SHOULD NOT BUILD:
Wriggle's Lantern: It isn't bad, but you don't ever want to build
Aegis of the Legion AND
Wriggle's Lantern in the same game. It delays
Trinity Force and Triforce is amazing on
Gangplank as stated earlier.
Bloodthirster:
Infinity Edge is better in every way except the price. While lifesteal is good on
Gangplank, its far from necessary.
The Brutalizer: Its ok if you aren't building
Aegis of the Legion, but you usually want to build Aegis :P.
Frozen Mallet: Bad coupled with
Trinity Force since the slows don't stack, and you always want triforce on GP.
Phantom Dancer: You don't need the crit or the movespeed. Triforce takes care of that. The only thing that even remotely helps is the attackspeed and once again Triforce covers that and more.
Atma's Impaler: Nerfed too hard and not better then any of the items in the build already, even with
Warmog's Armor.
Situational Items:
Guardian Angel: Always a good option if you need to carry your ****awful teams. What you get rid of is up to you.
Randuin's Omen: If the enemy AD carry gets stupid fed, then finish your
Heart of Gold into this so you don't get executed by their auto attacks.
Maw of Malmortius: If this will help you vs a double/triple AP team more then
Infinity Edge then go for it. You can also swap this for
Last Whisper and build LW last.
Black Cleaver: Good if the enemy team has balanced damage and your team has triple AD, i.e.
Corki,
Gangplank, and
Nocturne.
In all honesty, you can build anything from full AD crit to straight AP and still do good on

MY BUILD:















Commonly Built Items You SHOULD NOT BUILD:















Situational Items:











IT SHOULD BE A GIVEN THAT YOUR PRIMARY OBJECTIVE IN EVERY LANE IS TO FARM UP.

Champion:

Starting Item:

Marks of Choice: Armor/Magic Resist
Glyphs of Choice: Magic Resist/Hp Regen/Flat CDR
Skill Order:



Difficulty: Easy/Medium
Pick Against? Yes








Champion:

Starting Item:

Marks of Choice: Armor/Magic Resist
Glyphs of Choice: Magic Resist/HP Regen
Skill Order:



Difficulty: Medium
Pick Against? Player discretion.
This lane can go many different ways. If the







Champion:

Starting Item:

Marks of Choice: Armor
Glyphs of Choice: Armor
Skill Order:



Difficulty: Medium/Hard
Pick Against? Only if confident.









Champion:

Starting Item:

Marks of Choice: Armor
Glyphs of Choice: Armor/Magic Resist
Skill Order:



Difficulty: Medium/Hard
Pick Against? Only if confident.











Starting Item:

Marks of Choice: Armor
Glyphs of Choice: Armor/Magic Resist
Skill Order:



Difficulty: Hard
Pick Against? No.
Jayce is one annoying motherfker. Most







Starting Item:

Marks of Choice: Armor
Glyphs of Choice: Armor/Magic Resist
Skill Order:



Difficulty: Hard
Pick Against? No.
This lane is a lot like the





Starting Item:

Marks of Choice: Armor
Glyphs of Choice: Armor/Magic Resist/HP Regen
Skill Order:



Difficulty: Medium
Pick Against? Generally yes.
Jarvan is a champ that does OK vs










Champion:

Starting Item:

Marks of Choice: Armor/Magic Resist
Glyphs of Choice: Magic Resist/HP Regen
Skill Order:



Difficulty: Easy
Pick Against? Yes.











Champion:

Starting Item:

Marks of Choice: Armor/Magic Resist
Glyphs of Choice: Magic Resist/HP Regen/CDR
Skill Order:



Difficulty: Easy
Pick Against? Yes.
This is a lot like the










Champion:

Starting Item:

Marks of Choice: Armor/Magic Resist
Glyphs of Choice: Magic Resist/HP Regen/CDR
Skill Order:



Difficulty: Easy/Medium
Pick Against? Generally Yes.








Champion:

Starting Item:

Marks of Choice: Armor/Magic Resist
Glyphs of Choice: Magic Resist/HP Regen
Skill Order:



Difficulty: Medium/Hard
Pick Against? Generally No.
This lane is a nightmare past level 6,








Champion:

Starting Item:

Marks of Choice: Armor/Magic Resist
Glyphs of Choice: Magic Resist/HP Regen
Skill Order:



Difficulty: Medium/Hard
Pick Against? Generally No.
This lane is pretty much the









Champion:

Starting Item:

Marks of Choice: Armor/Magic Resist
Glyphs of Choice: Magic Resist/HP Regen
Skill Order:



Difficulty: Easy/Medium
Pick Against? Yes.
This is actually my standard counterpick to







Champion:

Starting Item:

Marks of Choice: Armor/Magic Resist
Glyphs of Choice: Magic Resist/Hp Regen/Flat CDR
Skill Order:



Difficulty: Easy/Medium
Pick Against? Yes









Champion:

Starting Item:

Marks of Choice: Armor
Glyphs of Choice: Magic Resist/Hp Regen/Flat CDR
Skill Order:



Difficulty: Medium
Pick Against? Generally Yes.
This lane is meh.







Champion:

Starting Item:

Marks of Choice: Armor
Glyphs of Choice: Armor/HP Regen/Magic Resist
Skill Order:



Difficulty: Medium/Hard
Pick Against? Generally No.









Champion:

Starting Item:

Marks of Choice: Armor
Glyphs of Choice: Armor/Magic Resist/Hp Regen
Skill Order:



Difficulty: Medium
Pick Against? Generally Yes.










Champion:

Starting Item:

Marks of Choice: Armor/Magic Resist
Glyphs of Choice: Magic Resist/Hp Regen
Skill Order:



Difficulty: Medium
Pick Against? Player discretion.










Champion:

Starting Item:

Marks of Choice: Armor
Glyphs of Choice: Magic Resist/Hp Regen
Skill Order:



Difficulty: Easy/Medium
Pick Against? Generally Yes.








Champion:

Starting Item:


Marks of Choice: Armor
Glyphs of Choice: Armor/HP Regen/Magic Resist
Skill Order:



Difficulty: Medium/Hard
Pick Against? Generally No.
This lane is realllly tough if you go against a hyperaggressive kill NOW











Champion:

Starting Item:

Marks of Choice: Armor
Glyphs of Choice: Armor/Magic Resist/Hp Regen
Skill Order:



Difficulty: Easy/Medium
Pick Against? Generally Yes.




Champion:

Starting Item:

Marks of Choice: Armor
Glyphs of Choice: Armor/Hp Regen/Magic Resist
Skill Order:



Difficulty: Easy/Medium
Pick Against? Generally Yes.
Traditionally this is a counterpick to







Champion:

Starting Item:

Marks of Choice: Armor
Glyphs of Choice: Armor/Magic Resist
Skill Order:



Difficulty: Medium/Hard
Pick Against? Generally No.
Requires further testing, but generally this lane sucks.

I'm not saying this is the absolute best way to play the pirate, but it is irrefutably one of the best. It is hard as hell to stop a
Gangplank with
Remove Scurvy maxed, and this coupled with all your free gold gain make you one rich mothafka, and
Gangplank is one of the best item scalers in the game. Give the build a try, I will be updating this guide periodically whenever possible.
THINGS TO BE ADDED:
FINISHED MATCHUP SECTION (Uncommon tops i.e. sion, shyvana once more experience)
2V1 SITUATIONS
GAMEPLAY VIDEOS
MORE ITEM EXPLANATIONS
Changelog:
10/4 Guide Released to Public
10/5 Matchup section started
10/5 GP/10 Explanation finished
10/6 Matchup section 90% finished
10/6 Slight mastery hiccup corrected, mastery section explained more indepth.
10/17 Fixed small errors in coding.
If you have any questions leave a comment.
-H4xDefender



THINGS TO BE ADDED:
FINISHED MATCHUP SECTION (Uncommon tops i.e. sion, shyvana once more experience)
2V1 SITUATIONS
GAMEPLAY VIDEOS
MORE ITEM EXPLANATIONS
Changelog:
10/4 Guide Released to Public
10/5 Matchup section started
10/5 GP/10 Explanation finished
10/6 Matchup section 90% finished
10/6 Slight mastery hiccup corrected, mastery section explained more indepth.
10/17 Fixed small errors in coding.
If you have any questions leave a comment.
-H4xDefender
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