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Spells:
Flash
Teleport
Ability Order
Trial By Fire (PASSIVE)
Gangplank Passive Ability
Introduction
Gangplank is an all-round-DPS jungler or solo laner. His main role is that of an off-tank, as he needs to do damage in order to work with his team and has no strong cc/protection skills to warrant full Support/Tank builds.
You can find guides on AD-Carry-Gp, Atmogs-Gp and Jungling that work well here on Mobafire, so there is no need for another guide concerning these.
My guide is about a very unusual and strikingly different build, it will draw teammate aggro and might not work on your first attempt. I don't pretend that everyone else is wrong and that I have the only true
Feel free to contact me for questions and feedback,
my IGN is "Gott der 7 Meere" on EUW.
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First of all
Graves + AD = + 1.2 per AD
Buckshot + 1.4 per AD
Collateral Damage + + 1.0 per AD Autoattacks = ~ 3.6 Damage Scaling on AD (+ he is responsible for physical damage)
(This holds true for more or less every AD carry: high scaling on AD.)
Gangplank + AD = + 1.0 per AD
Parrrley + 1.0 per AD Autoattacks = ~ 2.0 Damage Scaling on AD (- not responsible for physical damage)
Gangplank + On-Hit = + 1.0 on
Parrrley + 1.0 per Autoattack = ~ 2.0 Damage scaling on On-Hit effects
While AD carries scale very well with AD you don't. You gain no more benefit from AD than from On-Hit effects. If you keep in mind that On-Hit effects are generally cheaper and give you additional Bruiser Stats and increase your damage via AS on top of that, the only reason you would have to go for AD is if your team lacks physical damage and needs you to fullfill that role. Read other guides for that.
With my build, you fullfill the role of a versatile tanky DPS with a lot of team utility and support. You can easily trim your build for more tankyness or more damage. Late game, when your AS and Crit chance are high, and you have everything you need, you will take some AD, as it increases your damage greatly and you will have no money concerns - its a waste early though, IMO.
- improved by: AS, CDR(applied with your Q), MPenGrog Soaked Blade (Damage and CC): Everything a Melée Bruiser needs. It provides you with a valuable slow [-7-21%] that ensures your superior mobility whenever you fight. The on-hit-damage ([4-63 MD]) is best compared to a single-target
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- CDR, On-Hit, APen, AD, Crit, levelParrley (Damage, Farming, Finisher): His Q works like a enhanced ranged auto-attack. It applies On-Hit effects, can crit, scales of total AD and it resets your attack-timer. It gives you gold and has a very short CD. His Q is very powerful, and you get 50% [!] of its damage with only one rank. Take it first. However, you need more than a "level 5-max crit-OMG-Parrley" to win, your other skills will be maxed frist, they gain more virture with ranks than this. Max it last. Overall a very, very annoying pirate move indeed.
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- level, CDR, Increased Healing effects, AP, Armor, MRRemove Scurvy (Heal/Sustain, Cleanse, Bait): The first rank gives you a short-CD
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- level, CDRRaise Morale (Team Support, Damage, Utility): On first glance, you get something similar to your passive; damage [40 AD] and mobility [+20%]. Pretty cool... But look closer, this ability goes far beyond damage:
- Positioning is paramount in fights. This gives a free AOE
Ghost! - The Aura multiplies its stats (on your teammates) and is well paired with Zeke's Herald to increase your teams damage greatly.
- The initiation or dissengage signal is very good for a coordinated teamplay (in solo q).
- Finally, the AD goes straight into your
Parrrley.
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- level, MPen, CDR, APCannon Barrage (CC, Damage, Zoneing): A weird ultimate, since it is a very unreliable in terms of slow and damage, but serves well for Assisting, Farming and confusing your enemy. Its global nature teaches you a lot of map awareness, and synergizes well with
Concerning my skill order: I think it is reasonable to neglect a 100 dmg increase on your Q in favor for a 360 heal with cleanse on a 10 sec shorter CD and a strong AD and MS aura. (You don't have to agree with this, of course.)
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If you want to jungle, Smite is a must. | SPACE |
Teleport: If you like to be everywhere for farm, ganks, dragon and teamfights. |
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Flash gives you a gap-closing or escap- ing ability. |
SPACE |
If your team lacks CC or vs
,
...get Exhaust. |
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You already have
,
,
,
and
. Other summoner spells are very champion specific (
,
) or underpowered (
,
).
Attack Speed (AS): --- 1.5 - 2.0-
Zeke's Herald
Gangplank already starts with a high AS base value 0.694 (+2.75% per level), making the benefit you get from AS strong throughout the game.
,
,
mastery,
Critical Strike Chance (Crit): --- 10 - 50%-
Bad about crit: its a chance stat. Good about crit: everything else. Crit is very good on Gangplank, since he has a high innert AD already and his Q applies it. I advise you to get 1% with a
for early game, around 10-20% mid game (
) and a solid 30-50% for late game with
(100% Crit will cost you ~4k gold, cover many item slots and delay your other stats).Having no critical strike chance on Ganplank sux.
Attack Damage / On-Hit-Effects (Damage): --- 200 - 400 per hit-
AD carries get AD because their abilities scale with it. Since only your Q scales with AD and this Q applies On-Hit effects you are free to choose between them. If we compare
2175g -
740g -
1050g) we conclude that 42 MD On-Hit cost only 385g compared to 1650g for 45 AD. So in terms of damage, On-Hit is the way to go. Only if your team needs physical damage take AD. End game, when your AS and Crit are getting high, you will profit from AD a lot.
Defense Penetration: --- Up to you...- Greater Mark of Desolation
You love tanks with:
and you love allies with:
,
...Armor and MR decrease your damage. Yet damage will never be prevented fully. Regarding your primary targets low Resistance of 10-100 (Minions, any Champions early and Carries mid/late game), defense Penetration, will increase your damage by a lot. However, AS runes give you more DPS in jungle and your item slots are already covered. You can decide for APen when going to lane, since burst damage is more important early there, but there are no mor viable options other than that. Try to get a
Armor: --- +150-
Your base Armor of 20 will increase to around 100 without items (runes). Get one armor item depending on the enemy team composition and the game to get to 150 or even more. Madred's Razor can help a lot in jungle, and later be upgraded.
Health (HP): --- ~500 bonus HP-
Zeke's Herald
Get HP with two
Life Steal: --- ~10%-
Zeke's Herald
The Tire 1 item is enough. Zeke's is the best upgrade you can get for teams that want livesteal, since no one can afford two lifesteal items, and ~10% is just barely enough for sustain. Latern is useful for jungleing, but not mandatory. I consider HP and CDR superior to Armor and AD. (And don't take the latern just as an excuse for not buying wards!)
Magic Resistance (MR): --- +100-
30 Base is insufficient. You can get runes, but one way or another,
Movespeed (MS): --- ~400 without E active-
Take
Cooldown Reduction (CDR): --- +30% - +40%-
Zeke's Herald
To increase your DPS, CDR is a very viable thing to take. Instead of having one OMG-OMG-
Mana / Mana Regeneration (MReg): --- +200 bonus Mana-
- - - Greater Seal of Replenishment
Take the 3 points into utility for a huge Mana boost and get a
and
. Saving Mana is a good way to cope - greedy Gangplanks take Blue Buf if it is free instead.Zeke's HeraldUtility / Team Support: --- Your team comes first!
- Zeke's Herald
Never underestimate the value of aura items for your teammates. Every team should aim to get Aura items that help it's carries, effectively giving them more stats/gold.
If no one is getting Aegis, it is a good choice for you. If your team has a
it might even be worth to consider. It is that much decisive. Still, some champions get more benefit out of certain Aura items. Always adapt and never get Aura items twice in your team (they only stack on the holders two times).Stats not listed here are thouroughly ineffective on Gangplank, such as Ability Power, Spell Vamp, Health Regeneration etc. or are against the thought process of my build (Critical Strike Damage, AD). Some situational items will be listed in the next sections.
Get as many Tire One Items as you can, they are most cost-effective. Good upgrades provide you with 3 or even 4 of the stats stated above..
Red: AS (APen/AD). You want AS for jungling or APen/AD for Lane. Don't forget to snuggle in a Crit Mark to get that 1% early chance.
Yellow: Armor (HP/AS). Armor is needed almost always. Possible alternative is only HP/HPlvl or even AS.
Blue: MR (AS/MRlvl). I prefer flat runes since you want early game stats. MR runes,
and
makes you a strong mid ganker.
Quints: AS/MS (Lifesteal/HP/APen/AD). I suggest offensive Quints, since your item setup is rather tanky.21/0/9 Balance damage and defense in your Rune/Mastery/Item choices. The offense tree offers really good stuff for Gangplank IMO.
Your first Item is supposed to give you survivability early, either by avoiding skillshots and ganks with boots, or by decreasing damage taken.
Allthough starting with a
Lifesteal for more sustain is your next priority, you don't want to rely on
Now you can sustain yourself and move freely, and the
This is your cheap early game damage item. We skip
You need HP now. While you may choose to get
Armor because physical damage is your greatest concern 90% of the time. You want a big Armor item soon, so get Zeke's Herald This is the reason we do not take
Mana is your weak spot, and this item gives you all you need to never worry about it again. It is a very cheap item and
Every team should have one and if your support/tank won't get it, you will. Especially to consider if you need more MR.
Seeing that
This will make a huge difference if you have it maxed now. Annoyingly short CDR, and a ridiculous amount of heal. Enemies will hate you for this.
Or
You want this sooner or later. 50% Crit together with
If you got
Alternative or upgrade to
These are teamfight boots. Although you can take
,
,
and
, remember that Mercs are your only viable source of Tenacity.
Remember that I said AD is bad early game ? Well, late game with your high AS and Crit, it becomes quite important on Gangplank. Since he also depends on Defense Penetration to keep up in damage, this should be his end game item number one. Get it before or after
Any consumable available to you is totally worth the money if you can't finish other items instantly. Get them all (Focus on your role exclusively. If your team has squishy DD's but no tank, fullfill that role to your best possibility and get Tank items ASAP (This isn't optimal as GP can't really protect anyone except himself). You will always need damage together with tankyness, so get items like
Get a
Zeke's Herald
(Build vs physical damage)
Zeke's Herald
(Build vs magic damage)
Zeke's Herald
Sight Ward(Poor people's build)
I hope by now you realize that a clever build needs to be flexible. Every game has its own requirements and obviously teamplay is better than any build. Don't dismiss items just because you have never seen them on Gangplank. Remember that "Atmogs" is ok on almost any champion, but never goes to the full potental on most.
You should also know that your ROLE in the game limits your item choices, and your team and enemies strenght over the different game stages (early/mid/late) imposes strict requirements on your effectiveness.
- "That heal/stun/slow/attack/ult saved my life, that was soo close, thank you very much."
- "I underestimated my enemy, it was my mistake, it won't happen again, I promise."
- "Kind Sirs, getting Mercs against that team is a decent thing to do."
- "[all] Talk kindly to your fellow gentleman, it is hard for them too."
I am happy with this guide as it is. If you have something to add to my line of thoughs write to me. I greatly appreciate discussion and arguments about builds, I don't want you to adapt my style, I see it as an experiment that yields good results and should be appreciated as such.
Thank you for reading!





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