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Splitplank is 2 legit 2 quit
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And what is more, uncle plasma has found a new GP thing, inspired by high level korean streams and GP plays. I am calling it Splitplank!!! Tanky as heck, Splitplank relies on his Remove Scurvy during his laning phase to outsustain the enemy, while building much attack speed which help you abuse your passive and shove your lane really hard! Also with your heal, extra on hit magic damage by items and your innate, AD and movespeed buffs, plus the extreme attack speed and tanky items you will be building, you are a hella duelist. As far as pushing is concerned you can apply the same tactics on other lanes too using Cannon Barrage and Teleport. Pushing all lanes is what is called split-pushing and it is one of the main ways to win games in Solo Q.
I do realize that the playstyle I propose is kinda weird, most of you prefer typical society approved builds on GP but I just wanted to share something quite unorthodox with you that works for me.
+ Parrrley applies on hit effects, has really low CD so it is a good harassing tool all game long.
+ Can be built in many different ways making him very versatile.
+ Remove Scurvy is a really game-breaking sustain and escape tool.
+ Has a free slow from Grog Soaked Blade.
+ Really good AD and Movement Speed steroids for your team.
+ Relatively high base stats.
+ Cannon Barrage can turn the tables in teamfights, assist your team even though you're away, farm huge waves of minions...(more on tips later).
+ Even though melee he can farm safely in any match-up.
+ Strong duelist with my build
+ OP passive abuse
- The channeling on Raise Morale is stupid, RIOT needs to fix that.
- Not a very good pusher (fixed)
- Early armor is a very hard counter to GP.
- Takes time to master the positioning of Cannon Barrage
_ People will hate you for playing GP this way
I run a very weird 0-21-9 set-up and let the damn haters hate me! This set-up maximizes my laning potential with mana/hp regen, flat defenses, plus the pots on steroids and offers some really serious stuff for late game such as CC reduction, % hp/defenses increase and ofc movespeed which is essential as a GP that moves between lanes and chase people to AA them.
Without any CrC runes: 90x100=9000 total damage
With 1 CrC rune: 89x99=8811 normal Parrrleys and 89x2=178 from crit. 8811+178=8989 total damage. WHAT? LOWER? Yeah but 178 burst of dmg early on is way much for any champion to stand.
With 2 CrC runes: 88X98=8624 normal damage and 88x4= 352 from crits. 8624+352=8976. WHAT EVEN LOWER? But remember the huge early burst we talked about earlier, will actually happen more often.
Still not persuaded. How about the fact that CrC scales way better than flat AD, plus the fact that you have bonus AD from Raise Morale ?
Ok enough with the marks. For seals I use flat 9x Greater Seal of Armor which is ridiculous because no one uses them. Seriously these are laning essentials since they help you counter the enemy laner who is most of the times AD and also help you stand this stupid minion aggro. Even AP laners rely early on on their basic attacks so these always come in handy.
For glyphs it depends on the enemy laner. If he is AP I would prefer to take 9x Greater Glyph of Scaling Magic Resist because it is a great late game investment.
So what about quints? I take flat AD for better farm and DPS, these are typical on AD top laners.
What else you can use?
Ignite makes your laning presence even stronger and adds to your burst. It also cuts enemy healing meaning you'll be an even more powerful laner.
Teleport is what I usually use on GP. I can get back to lane quicklier so that I don't miss any xp or money and give a hard time to my lane opponent. I can go at other lanes and use ulti and Enchantment: Homeguard to just smash the lane and establish serious advantage. It also provides better dragon/baron control.
Exhaust is pretty damn good against heavy AD teams, with stuff like double adc, ad mid, melee carry jungle and that kind of stuff. Really good in teamfights to slow down enemy carry and melt them.
The key ability of this build. A very annoying source of dmg for the enemy to calculate. This is the reason you build so much attack speed, in order to apply this to your enemies constantly. Also it is a free soft CC (slow) which allows an AA spamming potential.
The key ability of blueplank and critplank. One of the best farming abilities in the game. Don't spam it, the mana cost is not attractive at all. Use it to CS, in order to leak gold. When you're dueling, I suggest you AA-Q-AA which makes applying all three stacks of passive easily since Q resets the AA timer. It is funny to see a critting Q every now and then thanks to Statikk Shiv and the 2 CrC runes because it is just unexpected dmg. You can use this to finish off dudes, catch up with them, flee from a single opponent or even peel since it does some considerable dmg especially if it crits.
W: Remove Scurvy
OP lane sustain and CC removal. This can save your *** many times, by level 9 the heal is simply huge so you can even bait someone to burst you under tower, then pop this, AA-Q-AA him and ignite plus tower shots and he is possibly dead. No one expects you to level up this first, so make them go nuts. With this you can completely outsustain your lane opponent and force them to go to base while you push, get gold and xp plus the fact that you have your minions killed by enemy tower so that the enemy loses as much xp and gold as possible.
E: Raise Morale
A very nice steroid ability, passive and active. If you duel pop this for more AD which also enhances your Parrrley, if you can buff all your team with this in teamfights, then you have possibly won the fight.
R: Cannon Barrage
This ulti is an AoE source of great damage. Use this to farm from, finish off enemy dudes, save a teammate, and turn around fights. With this and Teleport, you can really save a lane or get advantage on it. However the cannon balls fall randomly so don't rely on this to deal damage. This ulti is also really ****ing OP in dominion.
W is the star here. Maxing this out, gives you extreme power during laning phase since you can remove CC and bait opponents. This also let's you buy nothing but damage early on but still survive, which means that you will probably win the lane
E is better to max second. As an on hit dude, you appreciate the movespeed and AD steroids more than simple burst which is what Q offers. Also E has tremendous impact in mid game teamfights, which is something that you shouldn't ignore at all.
R whenever possible as with all ultimates.
vs really hard AD (ex. Riven, Renekton) take
vs farming laner (ex. Tryndamere, Nasus) take
vs weak early game champion (ex. Vladimir) take
if you want to farm forever take Crystalline Flash
Always combine your spawn item with consumables
By mid game you should have + + and possibly boots or some doran's items. This is what is called the core, with these you have a nice amount of durability and you deal hella dmg. What I find to be hilarious when I play GP this way and get Statikk Shiv first, is that the enemy freaks out as he thinks that I am doing a typical critplank build. As a result he starts stacking tons of armor. What he doesn't know is that I am planning to abuse the magic damage from my passive. As far as you've completed the core, you can get your boots to tier 2. Possible options? Mercury's Treads, Ninja Tabi. Now decided what you will do, if you're ahead or if your team needs another dmg resource, build damage ex. Blade of the Ruined King, Infinity Edge, Trinity Force. If your teams dmg is just fine and you feel that you're gonna get focused build defense. Hard AD team? Randuin's Omen, Frozen Heart. Hard AP team? Warmog's Armor, Spirit Visage. Really hard engage team? Banshee's Veil]. Wanna build perma-slow?[[Frozen Mallet. Everything is flexible concerning building GP and that's his true power.
Pls do not always build the cookie cutter build of the cheat sheet. Every situation is different and you need different build in order to adapt.
- Since you have very limited AoE damage, you might feel uncomfortable about pushing. Well once you get Shiv, you have the zap cannon to clear teh waves quicklier and mmuch more attack speed. As a result, you will be often able to push your enemy till his back touches the tower.
- After every single recall you must buy wards. Dude I 'm no ****tin ya teh damn wards can save yo life. Always buy a ward over an item, you can't risk it. Also not having gold is pretty much impossible since, farming with Parrrley grants some really impressive gold early on. Even if you don't have enough gold, you can ult a huge minion wave somewhere in the map and get gold.
- As I also said at the start of the previous chapter, GP is very strong at level 1 so against a very weak champion of level 1 (ex. Vladimir) you should force an engage and do the AA-Q-AA combo plus ignite. Even if he flashes, he is slowed so that you can reach him too or flash and slow him again for the kill.
- You have a good laning phase; true. But you can't risk an engage if the enemy jungler is not in sight. If he is in bot it is ok to engage. If he is mid I would be careful.
- If you see the enemy trying to engage on you: there are some possibilities you've got to consider before you decide what to do. 1) The enemy jungler is ready to gank your lane: 1a) You don't have a ward so he is here possibly: You're stupid. 1b) You have a ward and you've seen him: GJ you saw him, you backed a bit but he came anyways to gank, the enemy laner will back too. The enemy jungler is stupid. 1c) Same as 1b though the jungler backed too just to avoid the ward and gank you or leave. Be careful he backed and you don't know what he wants to do.
2) The enemy jungler is somewhere far from your lane and the enemy laner thinks he can beat you. Show him his mistake, without dying ofc.