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Gangplank Build Guide by MoonKKKilla
I'll stop shooting when you read this guide! [Season 7]By MoonKKKilla | Updated on March 19, 2017
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Threats & Synergies
Run exhaust or teleport, you decide
He still hurts, but you can orange out of his ultimate. Run exhaust or teleport, you decide
Don't even let this piece of shit open, ban him, so you don't even have to look what you run vs him.
I like the character himself, what a badass he is, and of course his kit. I like to experiment with builds I make, so I decided to make a guide myself.
I always have a positive KDA and winrate on GP, so I think I know this champ very well.
So I would be happy if you enjoy my guide, and maybe I can help you to understand our glorious captain at least a bit more. :)
This guide is made for people on low-elo and people who have no idea on how to play Gangplank.
Because of this great carry-potential you want a safer lane. Midlane is a way more safer lane, than the toplane. If you die you have a more longer way to the toplane, than to the midlane, so you can fall more easier behind if you play toplane.
Also you deal on midlane with squishy targets, as normal, so you can pick up kills a lot easier, than vs. tanks topside.
Thats why I play Gangplank on the midlane, and why I think it's the better lane for him.
But there are certain matchups, where exhaust isn't really needed, Veigar for example. Then you run teleport as second spell. Look for the "Vs. Champions"-Section, to look what you run vs. which champion.
So if your ADC wants you to roam botlane: Don't do it, be selfish. You can take fights in the river near the lane, but your focus is farming, as your build is expensive. After you hit 6, you should have a lot of map awareness, always watching botlane, because you can help your team getting ahead or getting the kills for yourself (flame incoming).
Also you should ignore your lane opponent, as you can't really trade, but your Parrrley. Always poke a bit with your Parrrley, but don't try to fight in bigger trades. You really have to focus on farming.
Try to put your Powder Keg's always at max range, so you hit more enemys, the more enemys you hit, the more you will carry. You need to hit your Cannon Barrage in the center of their team, as it will deal the most damage, also it slows the most. Do not try to use it as a zoning-tool, it is wasted.
If you want to zone, then try it with your Powder Keg, just place one, so they don't come near to it, and if they do, you can land a combo.
And please: With this build, you are no frontliner. Don't initiate, wait for someone to initiate, like Shyvana, Volibear or someone else which job is it to initiate. You need them to be busy with your initiator, otherwise the enemy team can react too fast for you to combo your barrels.
You are no "All-In-Champion", don't forget that. Or you will learn how fast your healthbar can hit the "0".
So... To be on point: There is no real answer on what you have to do so late on the game. It depends. If you have no splitpusher like Tryndamere, Master Yi or even Aatrox (if he is played) then you should try to siege towers down. You have map-presence with your ultimate Cannon Barrage and with your oneshot-barrels you can defend yourself. But if you have already a splitpusher you should stick to your team. Don't get yourself focused. Your Remove Scurvy won't help you in a CC-chain. If you got caught by the enemy team, your team will have a lack of damage. And probaply you are the guy who does the most damage.
So play safe, everytime.
Sheen is mostly the best item to buy at the first back. It gives you Mana, CD and a passive that is mostly your bread and butter. It is on-hit, so it will increase your damage of your Q which will help you poke your enemy, also it will help you to farm better.
Of course Boots of Speed and a Control Ward. Movement Speed will help you anytime. And a Control Ward so you can reveal enemy wards.
Trinity Force is the best item at all for Gangplank. It gives you anything you want. Everything on this item is needed.
Also Infinity Edge is a very good item on Gangplank. It will push your damage-output at all plus the passive, that increases your damage on critical hits, which you build into.
And Youmuu's Ghostblade is a good item for Gangplank too. You gain lethality, CDR and an active, that increases your movement speed.
You have two options, on what boots you buy:
First: Ionian Boots of Lucidity, reduces your CD at all + Summoner Spells, normally taken.
Second: Boots of Swiftness, extra Movement-Speed and some resistance on slowing effects. It will help you against Zed's E for example.
Normally I would say, that at least the Statikk Shiv is an essential item. But I want a extra Crit-Order. If you are building on critical hits (what you are doing), then take the Shiv. Your Parrrley procs Shiv's passive, which is a ton of damage.
Phantom Dancer is extremly useful for skirmishes with an enemy bruiser.
And why would you pick Rapid Firecannon? Because of the extra range on one of your auto-attacks. This goes slightly into bruising Gangplank, but it works.
You normally don't run Essence Reaver, because you should have no mana problems once you get Sheen, but if you need that extra crit-chance and raw damage: Take it. Otherwise you should ignore this item.
Frozen Mallet is a good flat-health item. It gives you extra 700 (!) health and a some damage. Also it's passive works very well on Gangplank (remember that your Parrrley is on-hit).
Sterak's Gage is very situational and only picked in very hard matchups (like Katarina), because it's passive. Also the extra health and percentage damage are useful. But you pick Sterak's mostly because of it's passive.
This is simple: Pick Lord Dominik's Regards if the enemy team has something like Sion, Malphite, Hecarim.
Pick Mortal Reminder if the enemy team has something like Warwick, Darius, Vladimir or just pick it, if their ADC has too much lifesteal, and remind them that they are mortal. :)
Fire At Will is your second buy, because the more waves it fires, the more you deal damage and slow your enemy.
Raise Morale is the last one in the order, because it will only help you lategame in teamfights, to speed up your team (or yourself), otherwise it would be useless.
The One-Part: Thats the most tricky combo. And it's very situational. You have to place one barrel, wait for the decay, so it will explode when you Q it and now you have to position yourself out of range for your Q (outside and not inside and not too near, clearly outside) and Q the barrel. As your Q projectile goes off, you have to INSTANTLY place another barrel in range for you and in range of the exploding barrel, and both will explode. You should practice it in the practice tool or in custom games. So it is an E, Q, E.
The Two-Part: The most basic combo. Just put one barrel, wait for the decay, and place another barrel, attack or Q the first one. So it is an E, E, Q.
The Three-Part: Slightly harder than the Two-Part but still easy. It's usually a longrange- or teamfight-combo. You put two barrels, position yourself between those two barrels (still in range for you to attack) and attack or Q the barrel at the start of the chain and place another barrel fast behind the second barrel. So it is an E, E, Q, E.
Sure, there are more combos, but these are the basiscs you should learn.
This will take time to master, so don't be afraid if you miss a combo.