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Spells:
Smite
Flash
Ability Order
Trial By Fire (PASSIVE)
Gangplank Passive Ability
Summoner Spells


Explanation:
Not much to say here, flash helps you get over walls and ghost doesn't make gangplank much faster because he already has raise morale giving him a good movement speed bonus. While you could sub in exhaust over flash, you'd have to be constantly weary of not getting caught as you can't flash over a wall to escape.


Core:


When your team needs a tank:








When your team needs damage:







Cooldown 5 seconds
Cost 40/45/50/55/60 mana
Range 625
W: Remove Scurvy

Consumes a large quantity of citrus fruit which clears any crowd control effects on him and heals him for 80/150/220/290/360 (+100% of ability power) health.
Cooldown 22/21/20/19/18 seconds
Cost 65 mana
E: Raise Morale

Active: Gangplank fires his pistol into the air, disabling his passive boost but increasing his Attack Damage by 6/12/18/24/30 and Movement Speed by 3/5/7/9/11% and nearby allied champions' Attack Damage and Movement Speed by half that amount for 7 seconds.
Cooldown 25 seconds
Cost 50/55/60/65/70 mana
R: Cannon Barrage

Signals Gangplank's ship to fire upon an area for 8 seconds. Each cannonball deals 75/120/165 (+20% of ability power) damage and slows enemy units 25% for 1.25 seconds.
Cooldown 120/115/110 seconds
Cost 100 mana
Range 20000
E->Q->E->W->E->R->E->Q->E->Q->R->Q->Q->W->W->W->W <
I max E first because it helps in jungle, so helps in ganks, helps do dragon, helps push tower and basically does everything since it's so awesome. ,) (Envy)
Early Game | Jungling
Jungle Path 1 By Envy =No ganks available, I don't usually do this= Ok ? By Envy
1)If you expect a leash that does more than 1 hit to blue, do brown wolf with

2)otherwise start/continue at blue golem using



3)Kill wolves, attempting to


4)Wraiths, Same deal except I usually use


5) Do small golems, if you're too low leash it towards the brush between the lane and the jungle to attempt to 1v1 a golem while his partner constantly walks back to the camp. You can use

7)While in about 90% of games you should've ganked by now, wolves and wraiths should be ready to kill with double golems spawning a 2nd time, which will give you level 5.
Jungle Part 2 By Envy- Many ganks, as if you're a Nunu =)))
1) Start at either blue buff or double golems with hopefully a leash at either, use





2) If you're ganking already, attempt to get behind or close to them without seeing and proceed to




Last = With either route, attempt to mix ganking up with leveling as you're basically a Nunu type character, with a extremely strong early game to make use of as are very effective due to his team movespeed buff and his slow. When you get level 6, be sure to for allies that need it or to scare people off towers/dragons so your team can get there in time.


By Envy
Late Game / TeamFight
I first .. sy late game :
At this point depending on your build, you're either the squishy carry hitting for 500+ each


2nd Team Fights : Depending on what build you're doing, there are many things



... So -.-
I know boring to read but..
As AD


Last : As tankplank, I find myself walking through the enemy towards the backlines as the AP carries know they can't waste stuff on me and are forced to watch helplessly as Gangplank goes for the AD carry, often the only person that can kill high hp tanks later in the game. However a key point is to either be in a position where you're not getting hit by AOE or in a position where only you and none of your fragile backlines get hit by the same AOE as there's no point being a tank if your team is getting hit with the same damage. For this reason, I find myself going into the enemy rather than attempting to peel bruisers off my backlines as this GP won't have enough damage to finish the tanky people diving your carries before the fight ends. ... So ok ?
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