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Spells:
Ghost
Heal
Ability Order
Trial By Fire (PASSIVE)
Gangplank Passive Ability
Introduction
Mark of Desolation - +1.66 Aromor Penetration:
Fairly simple, they allow your attcks to ignore some of the opponents aromor. This is a good rune choice seeing as if you get these it makes no need to accquire a
in your build for the armor penetration.
Seal of Resilience - +1.41 Armor:
Another fairly simple explanation, the extra armor that you obtain from your set of the runes will allow your early game survival and ability to stay in lane longer increase. this is because it will reduce the damge from incoming PHYSICAL ATTACKS which is a big help.
Glyph of Warding - +1.49 Magic Resist:
Basically the same as the previous rune set. Only change is that it allows you to have a better survivability in lane against an ability power champion by again reducing damage from MAGIC ATTACKS.
Quintessence of Desolation - +3.33 Aromor Penetration:
Exact same thing as the Marks that I have included in this portion. They give you almost double the armor penetration as the Marks.
Fairly simple, they allow your attcks to ignore some of the opponents aromor. This is a good rune choice seeing as if you get these it makes no need to accquire a
Quoted:
Last Whisper
Seal of Resilience - +1.41 Armor:
Another fairly simple explanation, the extra armor that you obtain from your set of the runes will allow your early game survival and ability to stay in lane longer increase. this is because it will reduce the damge from incoming PHYSICAL ATTACKS which is a big help.
Glyph of Warding - +1.49 Magic Resist:
Basically the same as the previous rune set. Only change is that it allows you to have a better survivability in lane against an ability power champion by again reducing damage from MAGIC ATTACKS.
Quintessence of Desolation - +3.33 Aromor Penetration:
Exact same thing as the Marks that I have included in this portion. They give you almost double the armor penetration as the Marks.
For the masteries I would go 21/9/0 taking the entire left half in the offense tree as it gives you get better layout for an attack damage champ. Make sure in the defense tree that you get atleast two points in the magic resist and one in the armor as Gangplank is better off with that extra point of magic resist and to max the health points right under the magic resist.
NOTE: make sure that you get a point in the upper left corner of both trees as they will modify your summomner spells and give them added effects.
NOTE: make sure that you get a point in the upper left corner of both trees as they will modify your summomner spells and give them added effects.
For items I made sure to map out all the makings of each item so that you see what each item actually is made up of. As for the main items you should have when you are finished your build they are:
Ionian Boots of Lucidity
Phantom Dancer
Frozen mallet
Warmog's Armor
Atma's Impailer
Infinity Edge
NOTE: The Avarice Blade that you get at the first of your build is an item that you should hang onto for as long as you can until you need to sell it to make room. This is because it gives you gold quicker and is good for your critical chance.
Ionian Boots of Lucidity
Phantom Dancer
Frozen mallet
Warmog's Armor
Atma's Impailer
Infinity Edge
NOTE: The Avarice Blade that you get at the first of your build is an item that you should hang onto for as long as you can until you need to sell it to make room. This is because it gives you gold quicker and is good for your critical chance.
The skill sequence is basically as it is shown above.
Your main skill that you should focus on is your parley since you build critical chance so you can basically out-range your laning oponent(s) while still dealing immense damage. You also have a heal ability that allows you to stay in your lane and another that is a good support ability for team fights or chasing down an opponent. Your should tend to increase your heal ability over your supporting ability as you are in a solo lane. Your ultimate ability is good for many uses such as ganking, picking off an opponent that is low health, blocking an escape route or using in a team fight to do damge to everyone on the opposing team.
Your main skill that you should focus on is your parley since you build critical chance so you can basically out-range your laning oponent(s) while still dealing immense damage. You also have a heal ability that allows you to stay in your lane and another that is a good support ability for team fights or chasing down an opponent. Your should tend to increase your heal ability over your supporting ability as you are in a solo lane. Your ultimate ability is good for many uses such as ganking, picking off an opponent that is low health, blocking an escape route or using in a team fight to do damge to everyone on the opposing team.
I tend to take the summoner spells:
Heal - I take this because it gives you more lane survivability as well as comes in handy when jumping into a team fight as it can turn the tides on a fight.
Ghost - This is useful because you may need to chase down an opponent, get somewheres in a hurry such as a dying tower, get to a teqammate that needs help and many other reasons.
Aside from these two summoner spells there are options that can also benefit you:
Teleport - Useful for teleporting back to your lane quickly once you have recalled to base. Can also be helpful to save a tower at bottom or mid that needs help.
Ignite - Good for finishing off your opponent if they have lo health and nullifying the effects of a heal whether it be from a potion, summoner spell or most dreaded SOROKA!!!
Exhaust - Good spell to slow your opponent and reduce their magic resist and armor(only with offense tree enhancement) for trying to kill hem or even avoid a gank or running away.
Flash - Good for getting out of a tight spot by blibking to a position in front of or behind you to avoid ganks, chase down a kill or just get soemwhere faster.
Heal - I take this because it gives you more lane survivability as well as comes in handy when jumping into a team fight as it can turn the tides on a fight.
Ghost - This is useful because you may need to chase down an opponent, get somewheres in a hurry such as a dying tower, get to a teqammate that needs help and many other reasons.
Aside from these two summoner spells there are options that can also benefit you:
Teleport - Useful for teleporting back to your lane quickly once you have recalled to base. Can also be helpful to save a tower at bottom or mid that needs help.
Ignite - Good for finishing off your opponent if they have lo health and nullifying the effects of a heal whether it be from a potion, summoner spell or most dreaded SOROKA!!!
Exhaust - Good spell to slow your opponent and reduce their magic resist and armor(only with offense tree enhancement) for trying to kill hem or even avoid a gank or running away.
Flash - Good for getting out of a tight spot by blibking to a position in front of or behind you to avoid ganks, chase down a kill or just get soemwhere faster.
Pros:
- Good farming with "q"
- Has good damage source
- Ultimate is global and can be used offensively or defensively
- Good survivabilty and maintenance with "w"
- Has a "snowball" effect if doing well
Cons:
- Item dependent (In my opinion)
- Semi-slow early game
- Squishy early game
- No natural escaping abiltiy unless you blow your ultimate
- Good farming with "q"
- Has good damage source
- Ultimate is global and can be used offensively or defensively
- Good survivabilty and maintenance with "w"
- Has a "snowball" effect if doing well
Cons:
- Item dependent (In my opinion)
- Semi-slow early game
- Squishy early game
- No natural escaping abiltiy unless you blow your ultimate
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