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Spells:
Ghost
Ignite
Ability Order
Trial By Fire (PASSIVE)
Gangplank Passive Ability
«Introduction»
Hello interwebs!
This particular
Right away I will tell you this is not a critical chance based build. I have never been too lucky with critical hits so I tend to stray away from them due to my experience with them, but I do not believe that crit-plank is the only-plank.
Gangplank
|
+Pros+ +Good Harass +Anti-CC Skill +Global Ulti +Large Range Multi Target Buff Skill +Passive Slow with damage +Ranged Skill that applies On Hit effects +Easy to farm with +Moderately-High Mobility +Good Initiator +Good ganking potential |
SPACE | SPACE |
-Cons- -Mana Problems -Relatively Squishy -No in-built Escape mech - |
x9 +8.55 Damage A small damage boost.Greater Seal of Vitalityx9 +9.72 Health Per Level (+174.96 at level 18) Nice amount of extra health for durability.
x9 -5.85% Cooldown Reduction Allow your skills to be used more often, mainly to help with Greater Quintessence of Endurancex3 +4.5% Health Boost To help with durability so you're not too squishy.
Additionally, you can swap out the Greater Seal of Vitality to
Why this setup?
This setup is aimed at dealing damage through and through, without skimping on lane sustain. While going all out crit-plank is quite fun at times, rolling the success of a game on your luck early game to get a few lucky crits and score kills has always seemed to be a bit too dicey, and I rather go for consistent performance, where critical strikes are not the main emphasis but lovely additions.
Let's Break It Down A Little
-
Summoner's Wrath
to enhance your summoner spells. -
Brute Force
for the extra damage. -
Alacrity
to unlock
Weapon Expertise
. -
Havoc
1.5% damage increase is the difference between a 500 damage crit and a 600 damage crit. -
Deadliness
and
lethality for another boost to damage. -
Vampirism
to help with lane sustain as your
Parrrley will lifesteal for you. -
Executioner
again, for damage. -
Hardiness
a small armour boost to help against your solo top enemy, this of course can be exchanged for 3 points in
Resistance
if your enemy is a magic dealer. -
Vigor
to help with staying in lane. -
Tough Skin
and
Indomitable
to tank the creeps just outside of tower range to make sure you don't lose much farm to the tower.
You may wonder why
Havoc
/
Vampirism
over
Sunder
?
Primarily because you've already got
Weapon Expertise
and armor pen isn't as important as dealing more damage and lane sustain, and is not the main focus of this build.
Skills
|
Remove Scurvy (Active) | Gangplank consumes a large quantity of citrus fruit which removes any crowd control effects on him and heals him for 80 / 150 / 220 / 290 / 360 (+100% of ability power). |
Skill Sequence
Reasoning and Variation
|
SPACE |
|
|
SPACE |
|
Note
Whether or not you get
Gangplanks Ultimate
- Can kill enemy minion waves that are pushing a turret that nobody can get to in time to save, or while your team is pushing another lane.
- Can push enemy champions off your towers.
- Can steal Baron, Dragon, and Red/Blue Buff minions.
- Can assist in a kill or escape from anywhere on the map.
- Can initiate or help with an initiate.
- Can catch a fleeing or blue pilling enemy that is on low HP and score you an extra kill.
- Low cool-down.
Starting Items
x3
Core Items
Choose
A
Complementing Items
Late Game
Sell your
for a
as your
Situational Items
If your team is lacking a tank initiator, usually GP and substitute this role to an acceptable degree.
You still get the Core Items, but afterwards get
and
, followed by
giving you a large amount of health, and moderate damage, allowing you to soak up damage, and retain enough damage to still be a threat to the enemy team.If the enemy team is stacking armor like it is the fashionible item of the week,
Item Ordering
IF you went with the
IF you went with
With the
After the Core Items
To gain a quick boost to your damage a
After that you may want to invest in a defensive item depending on how much damage you are taking, if you are not falling below 50% hp in team fights at this point, continue to finish your
The End Build (non variant)
•This is primarily because of the
•
•
Other Viable Summoner Spells
To slow down your opponent even further and to reduce their damage output for a few seconds allowing you to beat them down!
In the cases that you need flash to quickly hop out of the way from a particular skill that would sink your ship.
With a global ultimate it is quite useful to be able to quickly change position while casting it. Mobility is very powerful on GP.
NON-Viable Summoner Spells
Yes, GP has some mana issues, but that is why there is
You have
Parrrley
This skill is your farming tool to lots o' booty! +8 gold per creep kill should not be underestimated. Every 3rd creep is a FREE EXTRA creep!!
However it is also your main harass skill, so be sure not to harass when you should use it to farm and not to farm when you should harass!
If your jungler is in the bush wanting to gank, open up with
Then calmly go back to farming.
When you team is about to open up smack down some
Be aware that your

Alternate Build (level 18)

All-in-all both these 2 builds are very sustainable and very high in damage, and rather easy to build.
As noted at the start this is my first build and I am open to changing a few things given that the reasoning provided is relevant and has a good grounding. Any questions or tips or anything just let me know! Other than that I shall see you all in the Rift!





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