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Gangplank Build Guide by junioralchemy

Middle Parliament of Enhancement: GP

Middle Parliament of Enhancement: GP

Updated on December 3, 2021
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League of Legends Build Guide Author junioralchemy Build Guide By junioralchemy 4,065 Views 0 Comments
4,065 Views 0 Comments League of Legends Build Guide Author junioralchemy Gangplank Build Guide By junioralchemy Updated on December 3, 2021
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Runes: Standard Laning

1 2
Resolve
Grasp of the Undying
Demolish
Bone Plating
Revitalize

Inspiration
Biscuit Delivery
Time Warp Tonic
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

Top/Mid
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Champion Build Guide

Parliament of Enhancement: GP

By junioralchemy
Intro
This build was created to combine GP's high, burst barrel damage (AD) and his high ult damage (AP) thus Hybrid GP was born, where you get the best of worlds while having the regular disadvantages this champ has to offer.
Pros and Cons
Mixed damage output - hard to itemise against
High damage output - can easily blow up enemy carries
Great scaling - GP is notorious for having insane performances the longer the game goes when he reaches 13.

High skill level - can struggle with this champ, especially with barrel combos/placement
High ultimate cooldown - only AP damage as a result there's a higher AD to AP ratio
Runes


Every 4 seconds in combat, your next basic attack on a champion will: deal bonus damage based on a percentage of your max health, heal you for a percentage of your max health, and permanently increase your health by 5.




Charge up a powerful attack against a tower over 3 seconds, while within 600 range of it. The charged attack deals bonus physical damage.




After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal less damage. Good against all-in champs.




Alternative, take this rune into poke matchups; after taking damage from an enemy champion, gain health regeneration equal to a percentage of your missing health over 10 seconds.




Outgoing and incoming heal and shields are 5% stronger and increased by an additional 10% when below 40% health. Works with Remove Scurvy and Time Warp Tonic.




Periodically, receive a Total Biscuit of Everlasting Will. Consuming a Biscuit will instantly grant mana and permanently increase your maximum mana. Gives lane sustain, synergizes well with Time Warp Tonic.




Consuming a potion or biscuit grants 50% of its health and mana immediately. Health/mana per tick is then reduced by half for the effect's regular duration. Additionally, you gain bonus movement speed while under the effect of a potion or biscuit. Recommend starting Corrupting Potion with this, works very well with GP and gives great sustain.
Alternative Runes


Dealing damage to an enemy champion within the first 0.25 seconds of champion combat, grants 5 gold and First Strike for 3 seconds, causing all of your damage dealt against champions to deal 10% bonus damage. Afterward, you are granted all bonus damage dealt within the duration as gold. First Strike will be placed on cooldown after being struck by an enemy champion before you strike them.




You get free Slightly Magical Boots at 12 minutes, but you cannot buy boots before then. For each takedown, you acquire the boots 45 seconds sooner. Slightly Magical Boots give you an additional +10 Movement Speed.




Periodically, receive a Total Biscuit of Everlasting Will. Consuming a Biscuit will instantly grant mana and permanently increase your maximum mana. Gives lane sustain, synergizes well with Time Warp Tonic.




Consuming a potion or biscuit grants 50% of its health and mana immediately. Health/mana per tick is then reduced by half for the effect's regular duration. Additionally, you gain bonus movement speed while under the effect of a potion or biscuit. Recommend starting Corrupting Potion with this, works very well with GP
and gives great sustain.




Charge up a powerful attack against a tower over 3 seconds, while within 600 range of it. The charged attack deals bonus physical damage.




Outgoing and incoming heal and shields are 5% stronger and increased by an additional 10% when below 40% health. Works with and .
Abilities


Gangplank's passive effectively gives him an Ignite + Ghost on his next auto attack, the cooldown is fairly long but can be reset by last hitting Powder Kegs.




GP's Q counts as a basic attack, which applies on-hit effects, it can also destroy his kegs but can't be used to hit turrets or wards. If Gangplank kills a unit with his Q he receives bonus gold and Silver Serpents, which can be used to upgrade his ultimate, there are three upgrades that all cost 500 Silver Serpents.




GP's W is a self-heal that cleanses all CC effects and scales with missing HP/AP and can be used to bait enemies to overcommit getting some cheeky kills.




GP summons a keg that has 3 HP and ticks down to 1 slowly, the tick gets faster at levels 7 and 13. Gangplank can use his auto attacks or Q to get the HP down and eventually destroy the keg. Enemies can also hit the keg and if they get the last hit they receive 10 gold. GP's barrels have increased critical strike damage on hit.




Gangplank's ult is an AoE that summons multiple waves of cannonballs that all deal damage and slow enemies in the area, it is also the main reason Hybrid GP works since it has 10% AP scaling per wave. Also, it has three upgrades.
    Fire At Will: More ult waves
    Raise Morales: Grants allies a speed boost
    Death's Daughter: Fires true damage in a massive cannon at the start of the ult.
Essence Reaver
First item for an early power spike. Increases your waveclear sustainably and practically grants you unlimited mana.
Ionian Boots of Lucidity
Grants ability haste and movement speed with is crucial on GP. When late game rolls around replace boots with an anti heal item.
Liandry's Anguish
Has the best damage output overall, good stats, and the mythic passive is just the cherry on top. Subsequently, you are a constant threat around the map whenever you have Cannon Barrage
The Collector
With all the damage this build deals with, it would be a real shame if the enemy ADC survived your onslaught. On wait, they can't because you have The Collector
Horizon Focus
Effectively a damage modifier. Hitting a barrel combo, Liandry's burn for more. Catching enemies in a Cannon Barrage, each subsequent wave deals increased damage.
IE/Navori's
Last slot shenanigans. IE deals more damage and higher percentage crit in comparison with Navori's where you quite simply gain bonus ability haste. 66% of the time it is advisable to go Navori's.
Early Game
There are two ways to play the early game on GP:
    Firstly, you go aggressive from the start of the lane. Normally, this is done when you have the winning matchup or you are running the First Strike page.
    Secondly, you play passive because your laner has the advantage: out damages or out-sustains you. Then you base for sheen and begin to play aggressively. Be prepared to use Cannon Barrage to secure kills in other lanes, simply gaining an advantage early means you can snowball faster.
Mid Game
Within this period, you should have boots, two legendaries, and the mythic. Your main purpose is to be in the sidelines soaking the XP, trying to reach 13 as quickly as possible. Now you have an AP component and The Collector, look for opportunities to use Cannon Barrage such as dragon or baron fights in chokehold points. The Liandry's burn paired in Cannon Barrage waves can wither enemies low enough for the execution threshold of The Collector.
Late Game
Full build, level 16, and two Cannon Barrage upgrades; truly a force to be reckoned with. At this point, grouping with your team is of utmost importance. You have enough damage to one barrel combo an ADC, support, or mid lane to the shadow realm, especially with Elder Dragon. Reasonably, fighting with Cannon Barrage improves the chances of winning team fights. Nearly impossible to itemize against your mixed damage also with Demolish and baron unparalleled pushing power,successfully ending the hellhole of a match
Final Words
Thanks for reading. Any feedback, message me at Alchemist Cyanide#5581 on Discord. Play this top at your own risk.

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