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Spells:
Exhaust
Flash
Ability Order
Trial By Fire (PASSIVE)
Gangplank Passive Ability
Introduction
A few notes on this build: this build will not work well for jungling. This will be aimed at the solo lane Gangplanks out there, as it does require quite alot of farm, which you just won't be able to get in the jungle.
Note: this is not an actual tank build. It's called tankplank because you're just alot more durable than the avarage glass-canon Gangplank.


Greater Quintessence of Desolation : As more and more champions run armor runes/items these days, some more armor penetration can't hurt, right?



Viable:


Bad:
You shouldn't really pick any other summoner spells, no other viable choises in my opinion.
You go into lane with a


You CAN start with


Another viable, more agressive choise would be to just grab

First trip back you should aim for a Philosopher's Stone, your


After that get your


Alot of people probably disagree with getting a Warmog's so early on and will say you won't do any damage. However as I max my E first as tankplank, it already gives me some real nice early game damage combined with the Zeal. So grabbing an early Warmog's makes Gangplank an early game monster.
When you finished your Warmog's, start building the rest of your




Other viable item choises include:







Passive: Gangplank's basic attacks apply a poison for 3 seconds that deals 4 - 21 magic damage per second and slows the target by 7%. This can be stacked up to 5 times.
Gangplank's passive, recently changed from a healing reduction to a stacking slowing effect on hit. This is an amazing passive and combined with your move speed and oranges, allows you to stick on a target untill it's dead.

Gangplank shoots a target unit for 20/45/70/95/120 plus 100% of his attack damage as physical damage. Gangplank gains 4/6/8/10/12 extra gold if Parrrley deals a killing blow. This ability can crit and applies on hit effects.
Your main poke/harasser. This ability is feared among squishys, target them with this in the late game and watch their health bar vanish. What makes this really good though, is the part where it applies on-hit effects, such as your passive slow, sheen, red buff slow, etc.

Consumes a large quantity of citrus fruit which clears any crowd control effects on him and heals him for 80/150/220/290/360 (+100% of ability power) health.
Oranges! Really though, a low CD Cleanse with a nice heal on top of it. Amazing ability.

Passive: Gangplank gains 8/10/12/14/16 Attack Damage and 3/4/5/6/7% Movement Speed.
Active: Gangplank fires his pistol into the air, disabling his passive boost but increasing his Attack Damage by 10/14/18/22/26 and Movement Speed by 7/9/11/13/15% and nearby allied champions' Attack Damage and Movement Speed by half that amount for 6 seconds.
I really love this ability. Passively increases your damage and movement speed, inreasing it even more when you activate it. Has a pretty large range so in teamfights you'll most likely affect your entire team when activating this.

Signals Gangplank's ship to fire upon an area for 8 seconds. Each cannonball deals 65/110/155 (+20% of ability power) damage and slows enemy units 25% for 1.25 seconds.
Gangplank's ultimate, very good if cast in the middle of a teamfight, slowing the entire enemy team. Also deals quite some damage to people standing in it. This also allows Gangplank to assist his teammates no matter how far away he is, can be a great life saver.

However if your team is going for a level 1 fight, I recommend grabbing

From there, rather than most builds, I will level up



I grab my first point in

I level

I generally level





If, however, you're forced to go to the bottom lane together with a support, it's probably better to level up




So as this guide is aimed at the solo top lane tankplank, make sure you actually get that lane first. Bottom with a support works too but I feel he's much stronger up top.
Go to your lane with your regrowth pendant/health potion and try and farm as well as you can. You can harass your enemy with Q but I would advice against it. Rather save it for picking up last hits you would otherwise miss and save the mana to escape from a gank if needed.
Go back to base when you have enough gold to buy philo stone/boots and a ward , but try to push your lane up before you do go back.
In this early game you pretty much want to farm that top lane as well as possible. Make sure to keep wards up and look around on the map to see if anyone on your team needs some help from your ult.
Mid game:
You want to aim to get your Warmog's as soon as possible. Whenever you get it, you will start getting real strong. Having your E maxed at this point allows you to be able to 1v1 pretty much anyone. Meanwhile, keep farming up as much as possible to get Warmog's stacking and start building Trinity Force.
Generally the way you will behave in a teamfight, is wait untill the tank (or whoever else) engages the fight, position your ultimate, press E and charge in to get on that squishy. Exhaust the physical carry that's being the biggest threat if needed to help your team survive. If you're farmed well, you can even engage fights yourself at this point.
Don't get too brave though, you do have a ton of health, but you're still pretty squishy as you'll probably be low on armor/mres, so before you do engage, know what you're getting yourself into.
Late game:
When your build is completed, you should be an unstoppable force. Moving at the speed of light, blowing up squishies in seconds. Make sure to make every ultimate count and try and get to the right target as soon as possible in a fight. Still be cautious though, you may be tankplank, but you're definitely no Amumu. Be agressive, but be smart. It happens very often I see Warmog's Gangplanks rush into a fight and get blown up instantly, 3.5k health does not equal immortality, it merely gives you some more time to lay waste on the enemies. I know this sounds harsh but in fact those seconds make a world of difference, given the amount of damage you can dish out in those seconds.
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