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Gangplank Build Guide by SKYTOP.

Middle POGGERS GANGPLANK MID - SHOOT PEOPLE LEGALLY (CHAPTERS ARE WIP) 13.1

Middle POGGERS GANGPLANK MID - SHOOT PEOPLE LEGALLY (CHAPTERS ARE WIP) 13.1

Updated on January 11, 2023
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League of Legends Build Guide Author SKYTOP. Build Guide By SKYTOP. 12 1 33,347 Views 0 Comments
12 1 33,347 Views 0 Comments League of Legends Build Guide Author SKYTOP. Gangplank Build Guide By SKYTOP. Updated on January 11, 2023
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Runes: First Strike

1 2 3 4 5 6 7
Inspiration
First Strike
Magical Footwear
Future's Market
Cosmic Insight

Resolve
Second Wind
Revitalize
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

1 2 3
If you want a safe lane IE First Strike
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Items

Start like 99% of the time
THE HOLY SPIKE
Good First Back (with futures)
build to replace boots if you want

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

POGGERS GANGPLANK MID - SHOOT PEOPLE LEGALLY (CHAPTERS ARE WIP) 13.1

By SKYTOP.
Table of Contents
1.
Introduction
About Me
2.
Abilities
Abilities and what they do
3.
Runes
Explanation on Runes
Introduction
Hi I'm Sam, a silver midlaner with an affinity for dumb **** and who can't seem to stick to a main. I've put time into every class and roll in league and have a reasonable understanding of the game, but mid lane is by far my most played. Yes I'm silver, but ignore that and read my funny guide if you're interested in playing "The Plank"
Gangplank offers a strong, skill-driven kit that allows you to either int your cheeks off or out play everyone and nuke a small country."Big Citrus" is an incredibly fun and rewarding champ to play who is incredibly strong if played correctly. this guide is less of a guide and more of a general outline of what this champ does, what to build on him and why we build it.
Gangplank Abilites
| Trial By Fire | Cooldown: 15s STATIC ||
INNATE: Gangplank periodically empowers his next basic attack to burn the target, dealing them「 55 − 310 (based on level) (+ 100% bonus AD) bonus true damage over 2.5 seconds. 」 Turrets receive 50% reduced damage.

If Gangplank successfully hits a target with Trial By Fire, he gains 15% − 30% (based on level) bonus Movement Speed for 2 seconds. Every time a Powder Keg explodes, the cooldown for Trial By Fire resets and Gangplank gains its bonus Movement Speed.

Trial by Fire cannot be applied with Parrrley nor Powder Keg.
| Parrrley | Cooldown: 4.5s | Cost: 55 / 50 / 45 / 40 / 35 MANA |
ACTIVE: Gangplank fires a shot at the target enemy that deals physical damage upon arrival and applies on-hit and on-attack effects at 100% effectiveness as a ranged attack.
Parrrley can critically strike for (175% + 35% Infinity Edge) total damage.

If Parrrley kills the target, Gangplank plunders Gold and Silver Serpents. Each enemy killed by a Powder Keg explosion that was originally set off by Parrrley also counts for the plunder.
| Remove Scurvy | Cooldown: 22 / 20 / 18 / 16 / 14s | Cost: 60 / 70 / 80 / 90 / 100 MANA |
ACTIVE: Gangplank consumes a large quantity of citrus fruit, cleansing himself from all crowd control and healing himself.
| Powder Keg | Cooldown: 0.5s | Recharge: 18 / 17 / 16 / 15 / 14s | Cost: 1 CHARGE |
ACTIVE: Gangplank consumes a charge to place a Powder Keg at the target location that lasts for 25 seconds and will connect to other kegs with overlapping connection radius with a trail of black powder. The keg starts with 3 health and loses 1 every 2 / 1 / 0.5 (based on level) seconds until it is left with 1 health. He periodically stocks up on a new keg up to a maximum amount.

Kegs can be basic attacked by enemies or Gangplank (including his Parrrley), dealing 1 damage to it. When an enemy destroys it, it is safely defused. When Gangplank destroys it, it explodes and also triggers a chain reaction that explodes other nearby connected kegs with a 0.33 seconds-delay between explosions. The explosions also grant sight in their radiuses for 2 seconds.


Enemies caught in an explosion are slowed for 2 seconds and are dealt the triggering attack's damage, dealing bonus physical damage against champions. Each enemy can only be damaged once per chain and the damage dealt ignores 40% of their armor.

If the triggering attack was a critical strike, the explosions deal 25% more damage on top of the critical damage.
| Cannon Barrage | Cooldown: 180 / 160 / 140s | Cost: 100 MANA|
ACTIVE: Gangplank shoots a flare into the air, signaling his ship off-shore to fire upon the target location for 8 seconds, calling down 12 waves of cannonballs in clusters of 3 every 2 seconds, and granting sight of the area for the duration. Each wave deals magic damage to all enemies within the area slows them by 30% for 0.5 seconds.


Gangplank can purchase upgrades for his ship in the store at the cost of 500 Silver Serpents each, which improve Cannon Barrage:

Death's Daughter: A large cannonball lands in the center of the barrage after the first cluster of waves occur, dealing a cluster's worth of true damage to enemies within the impact and slowing them by 60% for 1.5 seconds.

Fire At Will: Cannon Barrage fires 6 additional waves over its duration; 18 waves of cannonballs are called down in clusters of 3 every 1.33 seconds.

Raise Morale: Cannon Barrage grants Gangplank and all allies within the area Movement speed icon.png 30% bonus Movement Speed, lingering for 2 seconds.

Runes and Explanations

INSPIRATION
FIRST STRIKE
BOOTS
MARKET
TONIC
diamond
TINY RUNES

RESOLVE
GRASP.
DEMOLISH
SECOND WIND
REVITALIZE
diamond
TINY RUNES
Conclusion and FAQ
Q:
Why Gangplank?
A: Gangplank, when learned, is an incredibly fun and rewarding champ to play, offering several buildpaths and playstyles that allow you to play him how you want to play him. On top of that, even if you lose lane or are a couple of kills down, you will have similar or even sometimes more gold than the enemy, and are almost guaranteed to outscale them. TLDR; he's a skill expressive champ with a knack for citrus
Q:
What summoner spells do you take?
A: Flash and Teleport are your go-to sums in most situations, as flash should always be taken unless you're memeing with galeforce, and Teleport allows you to hit your Sheen spike without losing too much xp and gold while offering you map pressure with sidelaning late game, Although, Teleport can be switched out for Ignite in more favourable matchups if you take Grasp of the Undying.
Q:
What Summoner Spells should I take?
A: Flash, Cleanse, Ignite, Exhaust and Heal are the best defensive/offensive Summoner Spells on Ashe, and it's up to personal preference on which you'd rather get. If you are not yet level 12, pick up Ghost and Heal.
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League of Legends Build Guide Author SKYTOP.
SKYTOP. Gangplank Guide
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POGGERS GANGPLANK MID - SHOOT PEOPLE LEGALLY (CHAPTERS ARE WIP) 13.1

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