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Spells:
Flash
Ignite
Ability Order
Trial By Fire (PASSIVE)
Gangplank Passive Ability
Introduction
I prefer using offense masteries because they increase crit chance and the amount of damage that your crits hit for (amazing if you ask me).
I like having increased crit damage because of the fact that only one item in game allows you to increase your crit damagge: Infinity Edge, and it is pointless to get two, or three....or six of them. You can increase your damage output by hundreds with these masteries! (This is not promising that your attacks will hit for 20 bazillion damage)
I use basic attack runes for GP. I don't believe he is meant to do anything besides get crit and damage, so I use:
Armor Pen Marks(Very helpful in all situations)
AD Seals(They're ok, I honestly didn't think of anything else to put there. Extra crit damage seals are useful as well)
Extra crit damage glyphs (very useful considering without these and masteries your crit damage can only be 200% or 250%)
Armor Pen Quints(only so many items in game that provide armor pen, and none of those items are in this build, so I think that this is a must...in this build)
For starters:
Boots of Speed-Ok
Brawler's Gloves-Great
Healing Potions-Must have these, no exceptions
Sapphire Crystal-Helpful
These are some of the best starter items for this GP build. All of these items are used to make better items in the build (exception for potions). There are other items that you could use, but I suggest these, mainly because of the fact that they will help you get that first blood, or help keep you from being the victim of first blood.
Core:
Trinity Force-This is something that I have found to be great on GP. I usually get this before Infinity edge because I believe that this is more of a priority than Infinity Edge. Reason: It provides:damage, survivability, mobility.
Infinity Edge-Pretty self-explanatory. If you do not use this then you better have something really good that you have replaced this with.
Boots of...-Choose your boots. Boots depend on different situations.
The Bloodthirster-Eh, this is kinda situational. If you are having long fights then this is great, but if its more of a run and gun type of deal then I would look for something such as a black cleaver or Last Whisper.
Situational:
Force of Nature-Great mobility and survivability. Good against heavy Magic Damage teams.
Warmog's Armor-Excellent survivability. Great for when you need a ton of health.
You should know the rest, if you don't well....
Parrrley is always and will always be the first spell that you should pick. Plain and simple.
I've tried leveling up my skills without putting many points into remove scurvy, but it provides you with a heal, and it disables disables, lol
Great choices for GP:
Flash
Ignite
Ghost
Exhaust
Good choices:
Smite
Teleport
Ok choices:
Clarity
Heal
Not good choices:
Clairvoyance
Fortify
Terribad choices:
Rally
Revive
I prefer flash and ignite for these reasons: Flash allows you to, well, flash over obstacles which would either grant you a kill or save you from mere death. And ignite, I love this and hate this at the same time. Ignite is great for when you are going against someone like warwick or xin zhao. Ignite reduces the targets healing by 50% for its duration. I can dominate Mundo, its sad at how much he nerfs him.
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