Build Guide by mickfrick
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Lots of damage
Great laneing power
Lethal all game
Heal is cleanse
Only cc is ulti
Ulti is undependable
9x Greater Mark of Furor: i believe critical damage is better than critical chance by far because i can get to 90- something percent chance. i see other gangplanks use armor pen, but that is why i am trying to get last whisper incorporated into this build, but i believe doing 33% more critical damage is better then getting an addition 200 dmg in.
9x Greater Seal of Replenishment: I think this is the best seal in this case. We don't need health points per level and we don't need dodge, because i believe that if their gonna focus Gangplank, their probably gonna kill you
9x Greater Glyph of Celerity: We have an ulti with a really long cooldown, so this Cooldown reduction per level is very nice. Also, I don't think that Mana Regen or Mana Regen per level are superior to Cooldown reduction per level in our case.
3x Greater Quintessence of Furor: same as for the marks.
i grab the starting items and stay at the tower, waiting for creeps to spawn, i use my e (Raise Morale) at the first creep to come out, running to the first tower, i use Raise Morale again when it comes off of cooldown, so that takes two minions worth of exp away from the other team.
i try to play defensively till level three, then i spam my Parrrley as much as i can on enemy heroes to get their health down, and i aim for the lucky critical.
once i have to go back, i normally have enough for the tear of the goddess and a brawlers glove, this will drastically improve my laneing ability, because when i get my criticals off, they run like pansies.
by the time i go back again i can get both avarice blades, so i can start saving up for the BF sword with the ten gold per ten seconds bonus
at this point, getting blue golem is helpful, but not needed, because mana is hard to keep up, and cooldown is welcomed.
as the game goes on, the criticals will come harder and faster because of the items in my list, by late game you should have anywhere from 76-96% critt chance, with an infinity edge, Manamune, critt runes, and the added Parrrley damage, you will do 106 dmg at lvl 18, then a 5% mastery boost, makes it 111, with 63 more dmg with a maxed Manamune, 75 from infinity edge, 100 from bloodthirstier, and 150 from hand cannon, 24 from raise morale, and 48 from a USED raise morale, and 3 from masteries, that is 526 or 550 damage from a hand cannon, then with a 50% increase on infinity edge, 33.48% from runes, 10% from masteries, thats 293.48% critt damage, meaning that with no other damage items you do about 1543 to 1614 dmg on a 96% critt chance, lately I've been trying to figure out a spot for last whisper, with an additional 40 dmg, and 40% armor penetration, so that would increase it to 566 or 590, meaning you would have 1661 or 1731 critical damage on a hand cannon with 40% armor pen.
that is enough to kill any caster in two to three hits, and any tank in six to eight, because with two phantoms, your attack speed is doubled.
the reason i don't have boots in my build is because with the 10% ms buff passive and two Phantom dancers, i'm still faster then most people, then i can use raise moral and become even faster, when chasing people in lane.
in middle to late game all you do it stand behind your team, and hand cannon those who come in, aim you ult behind or in their team depending on how cocky they are, and run in with your team, hand cannon/focus their dps, and hope you don't get focused, using remove scurvy every time they disable you, take out casters, then the tanks are just hard to kill, hoping you have disablers on your team, they get stuck, you hit them two to three times, then they die.
this is what makes gangplank such a scary person, and if mordekaiser is on the other team, it makes you a number one target, because a ghost gangplank on the other team would do astronomical damage, because all of the damage you normally do, is transfered to their team, making them most likely undefeatable.
whenever you do get into a team fight you always use raise morale, if you have a shacko or teemo, try to shoot their wards with Raise Morale, or just kill a nearby lane creep, this increases base dmg, for a stronger hand cannon, and more ms for catching the other team if your running into them.
Parrrley: With Manamune, you get enough solid mana to spam spells as you want, combined with the runes you can regenerate almost all of the used mana between team fights and kill every creep you come across
Remove Scurvy: Simple, use it every time someone uses a CC on you, or when your low health and with your team when it is ABSOLUTELY NECESSARY, to waste it
Raise Morale: use it whenever your with a teammate, trying to take a tower, or just in a teamfight. its an additional 24 damage and 10% move speed, great for catching players and for getting a small advantage in teamfights
Cannon Barrage: Very unreliable, only use when you need to cut off 2-3 people, or coming into a teamfight, and sure nobody will run for a couple seconds