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Spells:
Ignite
Flash
Ability Order
Trial By Fire (PASSIVE)
Gangplank Passive Ability
Introduction



9x Greater seal of replenishment- Gangplank is very mana dependent, especially early game. This combined with the 2 faiere charms allows for non stop harass of the enemy, and the occasional heal for yourself.
9x





3x greater quintessence of desolation- More armor penetration for the reasons stated above.
Other Choices
9x

3x

AD Carry setup.
In offense grab




In utility, get as much mana regen as possible. Do not get



Though I mostly use Flash for the offensive aspects such as early kills, this spell can get you out of nasty situations.
Use this to:
- Surprise your enemy
- Catch up to the enemy
- Escape a s#!+ situation
- Jump walls to get away from Enemies

I personally like Ignite for the extra damage at the beginning that helps secure first blood. It also comes in very handy against




Other Choices



This is an interesting passive that was until recently considered OP. Basically GP's abilities and auto attacks apply a stacking Damage Over Time and slow. This wont help keep you alive, but it will help you secure extra kills.

Parrrley is much more effective if Smartcasted. Set "Smartcast Spell 1" to "q" in the options menu in game under "keybindings".
Tips:
- Use this to harass often. Half-health enemies are much easier to deal with than full-health.
- Use this to Farm. Parrrley gives extra gold with each kill of minion/monster/champion.
- Before the initiation of a teamfight, use this to take pot-shots at the enemy team.
- Never stop using this ability. Ever.

Cleanse and a heal- I ate some oranges and I'm k. Although sometimes you wont be.
Use this to heal yourself if necessary. I use this in lane early if I don't want to teleport back after my potions. I will also use it later in game in order to stay in the field longer. However, if a teamfight is about to break out you want to make sure its not on CD in order to have the cleanse for the incoming CC.

I max this skill last but it is a very important skill, especially for teamfights late game. Use this skill to give yourself an added boost in every fight, the added damage and movement speed are critical to ensuring yourself kills.

Cannon Barrage takes some skill to master. Ill point out a few things about it:
- Use this to clear a tower of a minion wave if all 5 of your team is fighting someplace else.
- Throw this on top of a teamfight to turn the tide of battle.
- Use it in the jungle to cut off an escaping enemy or ensure your escape.
- Help your teammates out in a fight while you push another lane.
Pick up a point in

Your final build will be similar to:
OR
The build:
In order to fulfill Gangplanks insatiable need for mana, I start with 2 Faerie Charms. This is instead of the bigger mana regen item


Use up the 3 health potions completely before you waste mana on

The Philosopher's Stone seems to be made for Gangplank. A slight boost in mana regen, and very nice health regen for sustainability early. The rest of Gangplank's item build is traditionally very expensive, so the gold/5 is needed to get there quickly.
Once you have this item, you should not have an issue with mana for the rest of the game, so farm and harass away!
The buy order of these two items doesn't matter. Buy whichever you can if you get sent back, but try to buy them both if you can.


Once you have your boots and the engine of the build (the gold/5 items), it is time to beef up the critical chance. Fill the other two open slots with cloaks of agility, to be later built into


Sell your second



The Infinity Edge is really the point where your critical strikes will become a serious threat to the enemy team. Adding 50% more damage to a hit really gets the point across. Without this item, late-game Gangplank is nothing.
Everything this item provides helps a Gangplank build. Critical strike chance, attack speed, and movement speed are all essential to a great late-game.
Again, every part of this item is something GP needs. This item is built on top of the Sheen, and you will really notice the difference Trinity Force makes upon buying it.
I personally like to upgrade my philosopher's stone to a Shurelya's Reverie for the health and CDR, especially when I'm saving gold for the final items. Generally the game is over at this point anyway, and you will be on your way to victory.
I do not upgrade the



This is a reasonable starting item in place of the two


I have found Cloak and Dagger to be a very cost effective item mid game if I need a boost while farming my

You don't have to upgrade either of the gold/5 items if you don't feel it necessary. Instead of building into them, a good idea is also to build directly into a


Also consider turning the other one into an



The final build should look something like:
With these items, you have the movement speed of a pair of boots without the boots. They also allow you to keep putting pressure throughout the remainder of any game you play.
Harass constantly with




Buy

Again- WARDS. USE THEM.
Last hit as much as possible with

Use your


When you port back (if all has been going well) your opponent may have pushed their way to the tower in your absence. Don't be worried about using your ultimate to push them off of the tower. You will have many other chances to pick off that bastard Teemo with 2 HP from across the map.
The best way to kill your opponent, unless they make a serious mistake, is to whittle their health away with Parrrley. Eventually somebody will come in for a gank or you will feel comfortable



You can try to gank lanes, his new passive makes it viable. Throw

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