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Spells:
Teleport
Ghost
Ability Order
Trial By Fire (PASSIVE)
Gangplank Passive Ability
Introduction
This is my first guide, I've played gangplank awhile and I've really gotten used to him. I always use guides so I thought I'd make one myself. This is a great guide for early lane sustainability and late game damage output. I really like this and use it all the time, I also hope you enjoy this and have fun and raise your ELO a bit with this guide. Don't follow the guide exactly all the time, if you have a few deaths and aren't doing too well get the frozen mallet first, or maybe get a banshees veil if there is heavy ap on the team. Change what you need and have fun. Since it's my first guide i'll appreciate lots of comments and votes, i prefer constructive constructive criticism and suggestions. I might add a hall of fame and i'll try to update as much as possible. Please keep reading and enjoy!
Hope you like the colors, i hope i didn't overdo them.
Pros
Has great sustainability
His auto attacks slow
can get out of any cc
great early game
global ultimate
he's a pirate with a gun
Cons
A bit squishy if you don't build tanky
If you oranges too early you're screwed
Uses tons of mana early and mid game
Needs a good early game or is screwed
Only has 1 ranged attack that sucks mid and late game
Has scurvy
Runes
My runes and masteries consist of attack speed and critical strike damage and chance, gangplank is commonly played as a critical champion, thats why i chose these runes. Keep in mind these runes are for early game, not late game. It uses critical chance runes for great early game harassment and pushing in lane, with critical chance you can parrley lane repeatedly and force them out of lane or if you're lucky kill them. With the quints you can deal more damage with crits, and the attack speed is great for dueling, taking out turrets, and all ad champions, and since gp is ad its great for him. Critical chance combined with critical damage and attack speed is great for early harassing and solo lanes.
Masteries
The masteries are very straightforward, armor pen, to penetrate their armor, attack speed, for more attacks, that means more damage, more chances to crit, and more stacks of parrley, cooldown reduction to fire off more spells, like parrley for better harassing. Also more critical damage, and pretty much just lots of masteries to help deal more damage and in the defense tree, some defense, extremely straightforward and basic masteries.


Remove Scurvy is one of the most fun and troll abilities in the game. It pisses so many people off and the heal can save your life during a dive. I max this second because of the exponential heal. When you're under cc you usually are taking damage, life the cc and heal a bit. Great for 1 on 1 fights and provides some of the most lane and jungle sustainability in the game. As you level it the heal gets greater and more effective. Heal in tight situations, its heals can also help when being dived, they think you're low and dive you, parrley for a slow, remove scurvy, and maybe raise morale for movement speed. Don't remove scurvy right away, wait till they activate their cc. Then you'll have tons of health and can deal damage to them while they're under the turret making an easy kill. It's also great for chasing, if they stun you you can remove scurvy to continue the chase.

It's pretty obvious why i max this first but i'll say anyway. It provides movement speed, combined with Grog-Soaked Blade raise morale makes gangplank one of the best chasers in the game. Raise Morale also effects nearby champions so he's great in a team fight, or if you're chasing with someone else it increases their movement speed also. I upgrade this first because of the amazing early game power it has. When you solo top it's great for harassing. Just hide in a brush, raise morale and charge in. You can easily 1v1 them with the extra damage from parrley and heal from remove scurvy. The attack speed also stacks up gangplanks passive, great for ganks, 1v1's, and first blood. He's one of the best early game duelists, 1v1 fights. If you play draft racing he's amazing for roaming. If you level this first it's almost certain you'll get a good early game.

Cannon Barrage is a very fun ultimate. It has many purposes. It's great early game but sucks a little bit late game. Early game you can prevent 1 or 2 man pushes by wiping out entire waves of minions. It is also an amazing spell for finishing off low health champions. Also, if your support Clairvoyance's a blue buff getting attacked, i've never done this before but you can ult the buff and steal it. If a champion is low health you can throw out your ult and kill them. Or help your team in a 1v1 fight and you're too far to help, or team fights to deal damage and slow them. The best part about Cannon Barrage is it's global, there are many long range ultimates like Pantheon's, Twisted Fate's, and Zigg's, but this ultimate is global! Insanely useful. It's also good for chasing because of its slow. Don't use it too early in the chase or they'll juke out of it, use it in a tight space where the only juke is too death. You can also use it to escape, it has a large radius, deals a small amount of damage, and slows. An amazing skill altogether.








Situational Items










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