Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
-
Tanky/Support Jungle Gangplank
-
-
Damage Oriented Gangplank Jung
Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Trial By Fire (PASSIVE)
Gangplank Passive Ability
Introduction
Piñata
26-03-2012
My guide has now hit 320.000 views! That's so amazing. Thank ALL of you for viewing and upvoting my guide, I really appreciate it! :)
29-09-2012.. My guide has ALMOST 600.000 views! I love you guys
03-12-2012: Almost 700.000 views. When it hits 750k views, I will update the guide. Thank you!
04-08-2013: Things have changed! I am now Diamond 1 on EUW, playing in one of the best teams in Denmark! I don't play Gangplank as much here in Season 3, but I feel like he's still really strong. Just not in 5's! :)
My guide has now hit 320.000 views! That's so amazing. Thank ALL of you for viewing and upvoting my guide, I really appreciate it! :)
29-09-2012.. My guide has ALMOST 600.000 views! I love you guys
03-12-2012: Almost 700.000 views. When it hits 750k views, I will update the guide. Thank you!
04-08-2013: Things have changed! I am now Diamond 1 on EUW, playing in one of the best teams in Denmark! I don't play Gangplank as much here in Season 3, but I feel like he's still really strong. Just not in 5's! :)
-Why not? He may not be the best counter jungler early, but he's got an nice speed, got some VERY nice ganking skills because of the remade passive, also when he uses
Parrrley, it applies on-hit effect such as red buff,
Trinity Force slow and
Grog Soaked Blade. He's very easy to jungle with, and SO much fun to play, I loooooooooooooooooooooooove Gangplank, and I hope he loves me too.



I've decided to add a top build and section for Gangplank, since he's grown very strong in the top lane. I love how he can help his team with his ultimate, while still being top. This is a function that will make help your bot, mid and jungler.
I max W top, mostly.
(why?)
Maxing Scurvy is so strong top late. Getting the early philo and the masteries from utility gives you loads of mana regen which allows you to spam your scurvy, and never leave lane. At rank 3 it heals around 200, with a pretty short cooldown. At rank 9, you'll be able to trade with anyone (360 heal).
Top Gangplank doesn't NEED to max Q, sure, he can, but if he gets poked down and has to recall, he will loose xp and gold, which is always bad.
Early top lane you always wanna try to hit level 2 before your opponent. Having E for the extra Dmg and move speed, and your Q gives you insane amounts of dmg and movement speed. You can't loose a trade if you're level 2 GP vs level 1 anyone. Simply run to them and auto-q-auto etc, your passive will slow and damage them, while you stick to your target because of your crazy movement speed etc.
I max W top, mostly.
(why?)
Maxing Scurvy is so strong top late. Getting the early philo and the masteries from utility gives you loads of mana regen which allows you to spam your scurvy, and never leave lane. At rank 3 it heals around 200, with a pretty short cooldown. At rank 9, you'll be able to trade with anyone (360 heal).
Top Gangplank doesn't NEED to max Q, sure, he can, but if he gets poked down and has to recall, he will loose xp and gold, which is always bad.
Early top lane you always wanna try to hit level 2 before your opponent. Having E for the extra Dmg and move speed, and your Q gives you insane amounts of dmg and movement speed. You can't loose a trade if you're level 2 GP vs level 1 anyone. Simply run to them and auto-q-auto etc, your passive will slow and damage them, while you stick to your target because of your crazy movement speed etc.
Gangplank is a BOZZ!
Pros:
+ Insane damage output with auto-attacks and
Parrrley
+ Incredible Harass with
Parrrley
+ Global ultimate with slow and nice damage to save teammates, initiate and to do incredible damage in team fights
+ Crazy CC remover for a decent amount of mana and a fair cooldown which also heals
+ Nice passive with Damage over time and a nice free-stacking slow[
CONS :/
+ Squishy untill you get
Warmog's Armor
+ Gets caught if you use
Remove Scurvy at the wrong time (It's not really a "con" but couldn't find anything else =( )
Pros:
+ Insane damage output with auto-attacks and

+ Incredible Harass with

+ Global ultimate with slow and nice damage to save teammates, initiate and to do incredible damage in team fights
+ Crazy CC remover for a decent amount of mana and a fair cooldown which also heals
+ Nice passive with Damage over time and a nice free-stacking slow[
CONS :/
+ Squishy untill you get

+ Gets caught if you use


aswell! SO AWESOME FOR GANKING, Especially because [Parrley] also applies this.






Why do I max

Why do I take

Why don't I max



One of the tricks I use on Gangplank, is to last hit as many of my jungle NPCs with
Parrrley for the extra gold, this will save you the time waiting for those 30g to buy some item, its just great.
When someone is likely to escape, flash towards them and use
Parrrley to finish them off, really good way to pull off kills.
STAY AWARE OF THE MAP! When talking with your friends, fx. your top lane is solo vs another soloing champion, the other champion is half HP and your friend is full, but he's just not sure if he can pull off the kill, use your ultimate to slow and damage the soloing top guy. This is a GREAT way to securing kills/assists.
Do you know the situation of having 20 enemy NPCs pushing top while you whole team is at bottom? Thank god for Global Range on
Cannon Barrage . * BUT! CAUTION! BE AWARE! * If it looks like theres a team fight approaching, don't use it to save the tower, save it for the team fight. Rather get an ace and get to push a lane than saving one of your towers. Use this spell with caution.
Use
Raise Morale to help your friends get out of sticky situations, get assists with it and make sure to hit your allies with it in team fight, its just an awesome buff.

When someone is likely to escape, flash towards them and use

STAY AWARE OF THE MAP! When talking with your friends, fx. your top lane is solo vs another soloing champion, the other champion is half HP and your friend is full, but he's just not sure if he can pull off the kill, use your ultimate to slow and damage the soloing top guy. This is a GREAT way to securing kills/assists.
Do you know the situation of having 20 enemy NPCs pushing top while you whole team is at bottom? Thank god for Global Range on

Use

Red:
Greater Mark of Attack Damage I found that in the new jungle, AD marks and quints work very well. I run +10 AD and +10 Armor Penetration, since this is the fastest way to jungle and you will have very strong ganks. The AD stacks well with your
Raise Morale also!
Greater Mark of Desolation "Why only 6 of these?" You can take 9 ofcourse, but I prefer taking 6, since this gives me 10 armor penetration. Along with masteries you will have 16, which is very good for jungling.
Yellow:
Greater Seal of Armor9 of these, helps out A LOT in the jungle, mp5 is not needed since you will run around with your blue buff on most of the time. And when you get
Sheen and
Trinity Force later, you won't be needing blue anymore and can gladly give it away. Junglers use armor all the way.
Blue:
Greater Glyph of Scaling Magic Resist We're trying to build a very solid DPS'ish Gangplank here, and to do that we need armor and magic resist just as much as HP, you CAN use attack speed blue, but I really don't see why you would exhange 27 MR for 5% attack speed? It's up to you!
Quintessences:
Greater Quintessence of Attack Damage More attack damage! (Yes please) This helps out alot in the jungle and when ganking, can use flat HP quints, but not as fast jungle, tougher ganks etc.
Another option here is the
Greater Quintessence of Attack Damage Which I run with sometimes, I love having the extra attack damage, it doesn't really speed up your jungle by alot, but it helps on the ganks and farming.


Greater Mark of Desolation "Why only 6 of these?" You can take 9 ofcourse, but I prefer taking 6, since this gives me 10 armor penetration. Along with masteries you will have 16, which is very good for jungling.
Yellow:



Blue:

Quintessences:

Another option here is the

Yay! I love the new masteries. OP stuff. More AD, more crit chance, 3% lifesteal, crit damage, armor penetration, 6% attack speed, more damage on low HP enemies, 4 extra damage against minions, and now you don't need to spend points on getting 4% more XP since they buffed jungle creeps XP! And you get 20% buff duration (had 15 with old masteries)! Wheee!
Currently I use two different mastery trees. I use 21/0/9 which is a bit more offensive but makes me able to gank more since I get 20% more buff duration and 2% more movement speed. This also gives me 10% less death time and 15 secounds off
[
_____________________________________________________________________________________________
Currently I use two different mastery trees. I use 21/0/9 which is a bit more offensive but makes me able to gank more since I get 20% more buff duration and 2% more movement speed. This also gives me 10% less death time and 15 secounds off
Flash cooldown.
[
_____________________________________________________________________________________________
The other is 21/9/0, which gives you more armor (safer jungle), a bit more magic resist, more health/level plus 30 more starting health. This is more safe, but you will run slower, and lose your buffs faster.

Okay, This is the TOTAL stats of the old and new masteries, at the bottom I compare the stats.:
2% Crit
5 sec CD off
Smite
4% Attack Speed
0.75% Cooldown Reduction
6 Armor Penetration
4 More dmg EVERY hit in the jungle
3 Attack Damage
10% Crit Dmg
4% More Damage Done Overall
10% Less time spent dead
2% More health/mana regen
4% more XP gained
15% longer buff durations
3 Attack Damage
4 More damage against jungle creeps/minions
6% Attack Speed
10% Armor Penetration
4% Crit Chance
10% Crit Damage
3% Life Steal
4 Armor Penetration
6% Damage increase on targets below 40% HP
10% Less Death Time
15 sec CD off
Flash
2% Movement Speed
20% Longer Buff Duration
Okay, now to the math (for 2. graders) I don't write in the stats if they are the same (example 3 AD on old masteries and 3 AD on new masteries) The new stats are to the left and are subtraced from the old stats.
4% Crit Chance - 2% Crit Chance = 2% Crit Chance Gained
6% Attack Speed - 4% Attack Speed = 2% Attack Speed Gained[
20% Buff Duration - 15% Buff Duration = 5% Buff Duration Gained
3% Life Steal - 0% Life Steal = 3% Life Steal Gained
4 Armor Penetration - 6 Armor Penetration = Lost 2 Armor Penetration. If you really want this 2 extra Armor Penetration, you can remove one point from Vampirism and have -1% lifesteal instead. You decide :)
6% Damage against targets under 40% HP - 4% Damage done overall = I guess this can be both a bad and a good thing. The 6% damage under 40% helps finishing off targets alot, but the 4% is "overall" better i'd say. Still not the big loss!
15 Sec off
Flash - 2% Health/Mana regen = Profit! Who doesn't want a better cooldown on
Flash?
2% Movement Speed - 4% XP = Profit, since they buff'd jungle creeps XP you don't need the 4% xp anymore! So 2% free MS, nice!
20% Buff Duration - 15% Buff Duration = 5% more Buff Duration.
Overall:
+2% Crit Chance
+2% Attack Speed
+3% Lifesteal
+15 sec CD off
Flash
+2% Movement Speed
+5% Buff Duration
-2 Armor Penetration
-2% Health/Mana regen
Win or loss? WIN!
Old Masteries:
2% Crit
5 sec CD off

4% Attack Speed
0.75% Cooldown Reduction
6 Armor Penetration
4 More dmg EVERY hit in the jungle
3 Attack Damage
10% Crit Dmg
4% More Damage Done Overall
10% Less time spent dead
2% More health/mana regen
4% more XP gained
15% longer buff durations
New Masteries:
3 Attack Damage
4 More damage against jungle creeps/minions
6% Attack Speed
10% Armor Penetration
4% Crit Chance
10% Crit Damage
3% Life Steal
4 Armor Penetration
6% Damage increase on targets below 40% HP
10% Less Death Time
15 sec CD off

2% Movement Speed
20% Longer Buff Duration
Okay, now to the math (for 2. graders) I don't write in the stats if they are the same (example 3 AD on old masteries and 3 AD on new masteries) The new stats are to the left and are subtraced from the old stats.
4% Crit Chance - 2% Crit Chance = 2% Crit Chance Gained
6% Attack Speed - 4% Attack Speed = 2% Attack Speed Gained[
20% Buff Duration - 15% Buff Duration = 5% Buff Duration Gained
3% Life Steal - 0% Life Steal = 3% Life Steal Gained
4 Armor Penetration - 6 Armor Penetration = Lost 2 Armor Penetration. If you really want this 2 extra Armor Penetration, you can remove one point from Vampirism and have -1% lifesteal instead. You decide :)
6% Damage against targets under 40% HP - 4% Damage done overall = I guess this can be both a bad and a good thing. The 6% damage under 40% helps finishing off targets alot, but the 4% is "overall" better i'd say. Still not the big loss!
15 Sec off


2% Movement Speed - 4% XP = Profit, since they buff'd jungle creeps XP you don't need the 4% xp anymore! So 2% free MS, nice!
20% Buff Duration - 15% Buff Duration = 5% more Buff Duration.
Overall:
+2% Crit Chance
+2% Attack Speed
+3% Lifesteal
+15 sec CD off

+2% Movement Speed
+5% Buff Duration
-2 Armor Penetration
-2% Health/Mana regen
Win or loss? WIN!






Optional:

Summoner spells NOT to get:















NOTE: The new meta is stronk. I found it that getting 1 or 2
Doran's Blade is REALLY useful for jungling- It's cheap and STRONK! Try it out.
This is your first item because you need it for jungling, you need the armor, the damage, the on-hit effect on creeps and epic lifesteal. An AWESOME and CHEAP item, also giving you a FREE ward! Nice.
I almost always get these boots, except if the whole team i'm facing is AD [VERY RARE!!!!] This build doesn't have alot of magic resist in it, so without this you will be very weak against AP champions.
I rush
Trinity Force right after
Mercury's Treads, "Why start with
Phage and not
Zeal ? Because, since your passive applies On-hit effects, it also applies
Phage 's effect, which is also slowing, so if you have an AD champion who needs a red buff for some slow (AD carry for an example], you can now give on your red buff. Getting
Zeal first will give you some movement speed and some crit/attack speed, which isn't very useful at all because you won't be critting for much without your
Sheen or entire
Trinity Force. The 100% dmg buff from
Sheen will also give your [Parrrley] ALOT more dmg, and give you more mana, which is way more useful than the little boost of AS/CRIT/MS from Zeal, so-
Phage -
Sheen -
Zeal
At this point you got ALOT of damage, and if you've ganked / jungled correctly, you will have ALOT of damage comparing to your enemies. You will have alot of AD/crit/MS etc, so this is the time to build some health, so we get a Warmogs. This scales SO well with
Atma's Impaler, nothing more to say, awesome item.
At this point you will have 3.5k hp +, and with this item you will also have ALOT of damage, because of your
Warmog's Armor etc. The crit and armor from the item is really just a bonus to the AD it provides
This is the best item for Gangplank, "Why do you get this item so late?" Because, having a Trinity force allows your Parrley to crit for over 500 in mid-game, which is so overpowered, you really do have alot of damage, so getting this item before isn't really viable, you will be too squishee and will die too easy, this IS a very tanky build. But this item is so awesome to Gangplank, you will pull off 1000+ crits with
Parrrley on AD carries etc. So hawt!!!
If you get this far, you should be pretty OP. But, if you make it this far, sell your
Wriggle's Lantern and buy
Bloodthirster for even more lifesteal and damage.
Tanky items viable for Gangplank -

























Tanky items viable for Gangplank -
![]() This item is great, especially against hard AP bursters such as ![]() ![]() ![]() |
SPACE |
![]() This item is great, I usually get this if their team is very high on AD, and if noone else on your team buys this. Except if their team is very very very high on AD, I wouldn't get this item tho, since the main build atop of the page gives loads of armor and AD sustainability. |
SPACE |
![]() This item is also great on Gankplank, movement speed, health regen and magic resist, but I don't get this item for quite a few reasons- You don't really need the movement speed, the 8% doesn't give alot of movement speed when you got so much movement speed already with ![]() ![]() ![]() ![]() |
![]() Wriggle's Lantern This is a KEY item to Gangplanks jungle. The Proc effect speeds up the jungle ALOT, the armor makes your jungle more safe, your ganks more safe, and makes you more durable, the attack damage speeds up your jungle, and makes ganks easier, and the lifesteal makes your jungle easier, and more safe, the free ward is just a nice bonus. ![]() Mercury's Treads This item is SO great, and way too underestimated, ![]() ![]() ![]() ![]() |
![]() Trinity Force This is THE stuff, uh yes. Slows when you use ![]() ![]() ![]() ![]() ![]() ![]() |
"Which boots to get?"
Gangplank works well with just about any pair of boots.
I recommend
Mercury's Treads in most cases, since this build doesn't contain very much magic resistance, but if their team is heavy AD and have little CC you shouldn't buy these ofcourse.
For
Boots of Swiftness I'd like to say no thanks, they're really unnecessary for Gangplank. Your
Raise Morale Will give you much of movementspeed just by itself, so getting boots with 2 movement speed will still make you run sh*t fast! (Also, combined with
Trinity Force you're even faster.
Ionian Boots of Lucidity - These are very good for Gangplank, especially for this build, since it doesn't contain too much Magic Resist. I get these rarely tho, since when I play ranked I feel in the most cases that I need the magic resist and tenacity from
Mercury's Treads more than the cooldown reduction from
Ionian Boots of Lucidity - Good boots if the other team is very balanced and or/ low on damage, so that you won't need armor/dodge from
Ninja Tabi or magic resist from
Mercury's Treads.
Ninja Tabi I get these versus teams with loads of AD, these provide a good chunk of armor and dodge which will help you survive. If the other team is heavy AD and got heavy CC, i'd choose
Mercury's Treads over
Ninja Tabi in most cases, since your
Remove Scurvy won't always be off cooldown.
I wouldn't considder using other boots,
Sorcerer's Shoes are just useless for Gangplank, little more damage for
Cannon Barrage but not worth buying.
Mobility Boots Useless too, you got loads of movementspeed already from your boots,
Raise Morale and
Trinity Force.
Gangplank works well with just about any pair of boots.
I recommend

For












I wouldn't considder using other boots,





Buy
Cloth Armor and 5
Health Potion , pick up Raise Morale. Go to the wolf pack and kill the big wolf as soon as it spawns, "NOTE - When the wolves spawn, attack the big one and let your AP mid/ or your top champion attack the two small wolves, makes you clear faster!", have mid pull the Blue buff golem and maybe let top do some damage to it to make it easy for you, auto-attack it and
Smite it to finish it off.
Go to the wraith camp and kill the big wraith first, try and get as many last hits with your
Parrrley without slowing down your jungle or taking too much damage from waiting for CD etc.
Move to the red buff, focus the red down, your
Smite may be ready now, else just proceed, you can kill red buff and use smite on the two golems after if needed instead, finish it off and kill the two small creeps, move to the golems and kill them. (with or without smite) :)
If bot/mid is very gankable, go gank else recall and get boots, healing potions and a ward or two.
After you got boots, either go gank in a lane or go do wolf-wraith-golem again, and then gank.
Note: Blue and Red buff respawns 5 mins after death, so at around 7:10 or so, your blue will be up again, be sure to take timers so you can be there when it spawns, and hand it over to mid lane as fast as possible (if a mana champ is mid)
Dragon respawn timer: 6 minutes
PROTIP Always write down either the time you killed the dragon, or if you killed it at 15:15 or something, write "21:15", (6 minutes after) , then you can always be aware when the dragon spawns.
Baron spawns at 15:00 minutes, and has a respawn timer of 7 minutes.
VAMP SCEPTER
Start with
Vampiric Scepter Pick up in Raise Morale, go to the wolf camp. When they spawn at 1:40, use
Raise Morale and slay the big wolf, then the two small, save your
Smite.
Run to the Wraith camp and smite the Blue Wraith, pick up
Parrrley, attack the small blue wraith twice, use
Parrrley for the extra 4 gold (very useful <3) kill the second small wraith and attack the wraith twice again and use
Parrrleyto finish it
Run to the two-golem camp, use
Raise Morale and
Parrrley to kill the golems, focus the golems down one-by-one. *Level 3* Pick up in
Parrrley again.
Recall and purchase
Cloth Armor and one
Health Potion Use
Raise Morale when you leave the spawn, run to the Blue Buff Golem, your
Raise Morale Cooldown will be up when you get there, don't worry.
Attack the Blue buff golem, chug your
Health Potion and finish it off with
Smite, kill the two small npc's.
Move on to the wolf camp kill the biggest wolf first, try and get as many last hits with
Parrrley as possible, without slowing down your jungle. *Level 4* Pick up in
Raise Morale
Move to the Red Lizard camp, kill the Red buff Lizard first and finish it off with Smite, switch hitting the two small lizard-npc's with melee attack for maximum Passive and Red buff use.
Move to the golem camp, (Here you will have pretty low HP) Use
Raise Morale and
Parrrley and finish off the closest golem first, as soon as its dead, you get to *Level 5*, pick up in
Remove Scurvy and use it, kill the last golem and recall and purchase
Boots and possible Sight Ward
Health Potion



Go to the wraith camp and kill the big wraith first, try and get as many last hits with your

Move to the red buff, focus the red down, your

If bot/mid is very gankable, go gank else recall and get boots, healing potions and a ward or two.
After you got boots, either go gank in a lane or go do wolf-wraith-golem again, and then gank.
Note: Blue and Red buff respawns 5 mins after death, so at around 7:10 or so, your blue will be up again, be sure to take timers so you can be there when it spawns, and hand it over to mid lane as fast as possible (if a mana champ is mid)
Dragon respawn timer: 6 minutes
PROTIP Always write down either the time you killed the dragon, or if you killed it at 15:15 or something, write "21:15", (6 minutes after) , then you can always be aware when the dragon spawns.
Baron spawns at 15:00 minutes, and has a respawn timer of 7 minutes.
VAMP SCEPTER
Start with



Run to the Wraith camp and smite the Blue Wraith, pick up



Run to the two-golem camp, use



Recall and purchase




Attack the Blue buff golem, chug your


Move on to the wolf camp kill the biggest wolf first, try and get as many last hits with


Move to the Red Lizard camp, kill the Red buff Lizard first and finish it off with Smite, switch hitting the two small lizard-npc's with melee attack for maximum Passive and Red buff use.
Move to the golem camp, (Here you will have pretty low HP) Use





In teamfights theres alot to considder, first of all, it depends ALOT on their team. If the enemy team has an AP carry with INSANE burst such as
LeBlanc or
Veigar ,these two should ALWAYS be your first priority, after that comes AD carries, always pick off the tanks last.
Initiating, sometimes when my tank is behind, I initiate when I see an opening. I initiate using
Raise Morale, giving my team attack damage and movement speed for chase and fighting, when you see a good spot, or a spot where you know your enemies will flee to or run to, use
Cannon Barrage to slow them down and kill them. Sometimes when towerdiving etc, I use
Cannon Barrage, having my enemies in the middle of the ult, forcing them to either run to us, or to retreat while we take down the tower.
Where do I use my ultimate? When in a big fight, DO NOT USE YOUR ULTIMATE UNTIL YOU'RE SURE YOU HIT PEOPLE WITH IT! Wasting this ult is just stupid. When your tank initiates, or when you initiate try to pull off your ult, hitting as many people with it, many people will panic when hit by it, and turn away to get out of it, saving your team for some damage, when they turn around, or they keep shooting, is the time that you want to run in and do some insane damage with
Parrrley and autoattacks, pick them off one by one, weakest first ofcourse.


Initiating, sometimes when my tank is behind, I initiate when I see an opening. I initiate using



Where do I use my ultimate? When in a big fight, DO NOT USE YOUR ULTIMATE UNTIL YOU'RE SURE YOU HIT PEOPLE WITH IT! Wasting this ult is just stupid. When your tank initiates, or when you initiate try to pull off your ult, hitting as many people with it, many people will panic when hit by it, and turn away to get out of it, saving your team for some damage, when they turn around, or they keep shooting, is the time that you want to run in and do some insane damage with

So this was my guide on Jungle Gangplank, don't be too harsh, its my first guide. By the way, you shouldn't expect a 20-0-20 score in your first game, practice makes master. But trust me, this is THE build for Jungle Gangplank, just wait and see. I will have some links on some of my matches with him, i've had many such as 23-3-16 etc., just so awesome, I barely loose with this sexeh guy.
I hope you enjoyed my guide, If you want me to add something, PLEASE whisper me, I want to improve this guide, I'd really appreciate an upvote, thanks everyone!
I hope you enjoyed my guide, If you want me to add something, PLEASE whisper me, I want to improve this guide, I'd really appreciate an upvote, thanks everyone!
You must be logged in to comment. Please login or register.