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Spells:
Ghost
Exhaust
Ability Order
Trial By Fire (PASSIVE)
Gangplank Passive Ability
Introduction




*Note Jungling Guide coming soon...
First I would like to clear up why I made this build. I see to many
Gangplank's go for pure damage and criting less than 1500's on enemy champs with his
Parrrley. Yeah sure that might be an alright amount of damage but if you like that amount of damage pick someone like
Tryndamere who will actually survive a fight. Too many
Gangplank's focus on damage and not on building their Health up as well. This makes you be able to survive almost anything and help your team out in more ways than you can imagine. Secondly... YOU ARE THE AD CARRY!!! You will still be able to crit over 1000's but this means you will stay alive and do a good amount of damage as well... But the key point is to... STAY ALIVE. Building
Gangplank has many benefits to the team. He is able to go into team fights without instantly dying. Chuck on
Cannon Barrage. Buff his team mates with
Raise Morale. Then start going for the squishy players AND NOT BE DEAD. People build pure damage
Gangplank because they think they can get a few easy kills. But that's not carrying. Carrying is helping your team out so much that you can lead your team to victory. To escape ELO Hell this is the only way to play
Gangplank.









PLEASE TRY OUT MY BUILD BEFORE YOU CRITICISE! THANKS!
Pros
- Free

-


- One of the best early harassers in game...
- A great farmer whilst laning with his

- His Ult!

- A active buff

Cons
- Not really useful for taking down tanks.
-





















I prefer flat runes just because Early game is the most important game deciding play. With flat runes it provides a great boost to armor pen, armor and critical strike chance and could mean the difference between first blood and death.
I use the 21/6/3 set up because I think these are the best mastery skill for him. I will explain each individual mastery skill to give you a better understanding of these masteries.

Summoner's Wrath - Improves
Exhaust lowering their Armor and Magic Resist by 10. Also increases
Ghost speed from 27% to 35%. Good for escaping or chasing.
Brute Force - Increases attack damage by 3. Gives a small amount of damage plus it could be on top of Parrrley's crit.
Alacrity - Increases attack speed by 4%. Good for last hitting minions.
Deadliness - Increases critical strike chance by 4%. Absolutely essential for Gangplank... On top of
Glyph of Critical Chance and
Brawler's Gloves it gives him 14% crit chance. Great for early game and first blood.
Weapon Expertise - Gives 10% Armor Penetration. Good for more damage on tanks.
Havoc - Increases damage by 1.5%. Great for extra damage... Applies to
Parrrley and even its crit!
Lethality - Increases critical strike damage by 10%. Absolutely a definate mastery
Gangplank needs... Say if his crit usually does 1000 damage. It will add an extra 100 damage on to that!
Sunder - 6 Armor Penetration. Great on top of the Greater Mark of Desolation and
Greater Quintessence of Armor runes you should have.
Executioner - Increases damage dealt by 6% to targets below 40% health. Great for first blood.
Resistance - 6 Magic Resist. Great for blocking a bit of damage from spells.
Hardiness - 6 Armor. Great early game defense from physical attacks. Very use on top of the
Greater Seal of Armor runes you should have.
Good Hands - Reduces time spent dead by 10%. If somehow you have died on this tanky
Gangplank. You will respawn much quicker which could mean the difference between winning and losing... From defending the nexus and its two turrets which someone is attacking or using his ult to slow enemies from getting away then your team taking their nexus and winning. It is very useful in my opinion and I haven't seen a guide which suggests
Gangplank having this mastery.

Offense
Summoner's Wrath - Improves


Brute Force - Increases attack damage by 3. Gives a small amount of damage plus it could be on top of Parrrley's crit.
Alacrity - Increases attack speed by 4%. Good for last hitting minions.
Deadliness - Increases critical strike chance by 4%. Absolutely essential for Gangplank... On top of


Weapon Expertise - Gives 10% Armor Penetration. Good for more damage on tanks.
Havoc - Increases damage by 1.5%. Great for extra damage... Applies to

Lethality - Increases critical strike damage by 10%. Absolutely a definate mastery

Sunder - 6 Armor Penetration. Great on top of the Greater Mark of Desolation and

Executioner - Increases damage dealt by 6% to targets below 40% health. Great for first blood.
Defense
Resistance - 6 Magic Resist. Great for blocking a bit of damage from spells.
Hardiness - 6 Armor. Great early game defense from physical attacks. Very use on top of the

Utility
Good Hands - Reduces time spent dead by 10%. If somehow you have died on this tanky


Starting Items



These starting items give you early critical strike chance and the Health potions make you able to stay in your lane for a longer period of time.
Late Game Items
The next item I buy is
Boots of Speed. This helps chase after enemy champions and makes it easier to harass in your lane. I then go onto
Ionian Boots of Lucidity. Great for that cooldown reduction which is essential for Remove Scurvy and your Parrrley.
I then buy a
Zeal. Gives a nice amount of movement speed plus attack speed and is essential for that crit.
When I have enough gold I immediately buy a
and it is a lot easier to farm minions and crit higher against other enemy champs.
Infinity Edge comes next for that extra crit and damage... Plus it makes your Parrrley's crits do 250% damage instead of 200%!
I then buy a
Giant's Belt. A nice amount of health to make Gangplank that extra bit tanky.
I move onto
Trinity Force. This item is ESSENTIAL for Gangplank because it gives a massive increase of damage to Parrrley if you do it correctly. Absolutely amazing item.
Next up is
Frozen Mallet. Great for slowing down enemy champions that are trying to escape. Nice amount of health as well.
Atma's Impaler is next... It provides crit chance, armor plus a good amount of damage (2% of about 4000 health is 80 damage ).
Final Item is
Warmog's Armor. This makes Gangplank incredibly tanky and makes
Atma's Impaler a lot better.
This build makes Gangplank very tanky whilst still doing a huge damage output. With this build I rarely die and makes it very good for team fights because you are not as focused as much. As a Tanky/DPS carry it's your job to stay alive to carry your team in every way that you can. Squishy Gangplanks are easily destroyed and I have no problem countering him with someone like Tryndamere or Olaf.



These starting items give you early critical strike chance and the Health potions make you able to stay in your lane for a longer period of time.
Late Game Items
The next item I buy is


I then buy a

When I have enough gold I immediately buy a


I then buy a

I move onto

Next up is


Final Item is


This build makes Gangplank very tanky whilst still doing a huge damage output. With this build I rarely die and makes it very good for team fights because you are not as focused as much. As a Tanky/DPS carry it's your job to stay alive to carry your team in every way that you can. Squishy Gangplanks are easily destroyed and I have no problem countering him with someone like Tryndamere or Olaf.
The only 5 spells you should consider are...
This summoner spell makes it very easy for you tanky
Gangplank to get away... When oranges isn't enough. Put
Ghost on then press E and you have a massive amount of movement speed. It makes it impossible for the enemy to get close to you again.
Exhaust is great for enemy champions trying to escape or for champs like
Tryndamere attacking you with high damage output. Also a great first blood essential.
Good for getting out of team fights or ganks... Also good for flashing over walls to escape from enemy champs... Not really a problem when you have a free
Cleanse and insane movement speed.
Heal is good for soloing and team fights where you either need to save a team fight or yourself. Also great for people who like to max
Raise Morale first and use
Remove Scurvy just for the
Cleanse.
This spell is great for getting to a turret that is in need of saving. Also good if you need to change lane quickly with someone or you can teleport to a ward or champion traps like
Caitlyn traps or
Nidalee traps to gank someone.
Ignite is good for first blood. Thats about it.
This spell is great for soloing. Increases attack speed by 35% combined with
Gangplank's crit makes it very over powered.
Gangplank can be very mana hungry sometimes and may need the mana plus it makes team mates happy.
Cleanse can be OK on
Gangplank when the other team have someone like
Morgana but otherwise choose another Summoner Spell.
The DO NOT spells...
Clairvoyance can be very handy but there should always be a support on your team that will have it.
Gangplank is not the support.
This spell may save a turret. But you might as well grab
Teleport and use your
Cannon Barrage to save a turret.
Garrison is a good support spell because it makes the enemy turret do less damage and your
Turret do more damage but you are not the support so don't have this spell.
This spell is the most useless spell there is. Fact. Good for getting a few last hits on minions.
Under rated spell. Its great for a support because it heals the team plus gives team mates extra attack damage. But again
Gangplank is not the support.
Good for late game saving turrets if your losing but
Gangplank has more priorities than this spell and this spell is practically useless... Unless your
Karthus of course.
















The Maybe's...










The DO NOT spells...















Videos of Gangplank with various builds...
Notice how this Gangplank has the
Warmog's Armor,
Atma's Impaler, and
Trinity Force? This makes him a lot tankier than most and makes other players refuse to focus him.
/league-of-legends/champion/gangplank-30
Another video showing Gangplank's amazing damage output and potential.
Notice how this Gangplank has the



Another video showing Gangplank's amazing damage output and potential.
Well thank you for reading my First ever guide. I hope you learned a few things about
Gangplank and his potential. It is a small guide but it will gradually get larger when I add more things onto it. Have a great time with him and glad I could help :D

Thanks to CasterMaster for tips and constructive criticism :)
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