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Tankplank [Gangplank's Dominion Guide]

Last updated on November 27, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 9

Honor Guard

Defense: 21

Strength of Spirit

Utility: 0

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This guide will teach you how to take tons of damage while dishing out tons of damage.

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By following this guide, you will already have 21 defense, which should be enough to take a decent amount of heat. Remember, you're not a full-blown tank, so you don't want to get too close to the kitchen unless you're ready to get burned.

Armor Penetration: You want Mark of Desolation so that your Q's and auto-attacks can hit a lot stronger. You also want them so that your Tri-Force procs hit harder.

Mana regeneration: You want mana per level seals so that you can stay out farming/pushing lanes, last-hitting, and capping towers, for far longer. Most champions don't take these because they expect to get into a team fight, blow their load, and go back to base for recharge. But not you. Not Tankplank! You want to last-hit with your Q and stay out a bit longer so that you can get rich last-hitting minions, pushing lanes, and staying ahead of your enemies in items. Q can make you rich, but it's up to you to last-hit properly and capture towers.

Cool-down: Go Focus runes so that you can have early game advantage and spam your Q more to last-hit minions. Combined with Lucidity Boots and your Brutalizer/Ghostblade, you'll have 30-35% cool down reduction so that you can spam your Q's tons more, get your money up, support your teammates more, and best of all ULT more!

AD: These babies improve your Q and let you last-hit better, and they also deal good early-game damage vs enemy champions. Remember, your main damage will come from your Tri-Force and Q's, so Desolation runes while great for late game won't help your gain the early game advantage you really need.

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You need to stay alive long enough to deal damage and not get slaughtered in the process. I've tried 21/9/0 and 21/0/9, and you're a baloon floating around the map while all your enemies are needles waiting to burst you. What this means is that you hardly live long enough to do anything with this set up. So in order to out-last most champions, you'll want some itemized beefiness. This is what this guide's about. It shows you how to stay beefy enough while dealing tons of damage at the same time.

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The first 4 items (Prospector's Blade, Lucidity Boots, Brutalizer, and Tri-Force) are all must-have staple items for Gangplank to be successful. The rest are on a case-by-case basis. What this means is that if your enemy team's AD/Carry heavy, then you might want to grab a Thornmail, Sunfire Cape, etc., to last a lot longer. If AP heavy, get Odyn's Veil and either Quick Silver Sash or Force of Nature.

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Skill Sequence

Max Parrrley(Q) first, then your Raise Morale(E), then Remove Scurvy(w), and always put points in ult at levels 6, 11, and 16.

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Summoner Spells

Cleanse is amazingly effective against cc-heavy champions like Rammus, Blitzcrank, Sion, Shaco, etc.. Without it, you'll almost always get caught in endless taunts and silences, and you'll wish you had Cleanse to rip those debuffs off and continue attacking or escaping. It's a staple spell for me on GP. I recommend you take it. It also removes Exhaust and Ignite debuffs, so it can really turn the tides if you're skilled enough to know when to use Cleanse, and how to react to a situation.

Exhaust is an amazing 1v1 spell to have. This spell can mean the difference between killing and getting killed. This can also help secure the kill that will get you a tower, and even win the match. It's far better than Ghost or Flash because the point of the game is to obliterate your opponents. What greater way than to tip the scales in your favor, especially in a 1v1.

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Using this guide will make you an force to be reckoned with by mid to late game. The only thing required of you is precise last-hitting of minions to farm your items, and calculated timing and usage of your spells. Remember to play very defensively, but don't be afraid to show your enemies who's boss if they're stupid enough to push too far and over-harass you. Especially when you have your allies by your side.

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Pros / Cons

Strong DPS.

No escape mechanism.
Not a full-blown [brick wall] tank.
Not a full-blown [glass-cannon] carry.

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Team Work

Try to always stay near at least one of your allies.
Play defensively! I cannot stress this enough. Dying due to over-extension will only put more burden on your allies, and they too may die. Don't create the domino effect that snowballs into you and your team's defeat.
Ult towers being capped by enemies whenever possible.
Always try to save your Raise Morale for when you're near an opponent or entire team of enemies. That way they can benefit from your buff in that moment.

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Use your Q on a minion as it's about to die. If you're against a ranged champion, don't risk death just to farm minions. Wait for low-health minions, go in, Q, and go back out. Do this until you get an ally by your side. The more you last-hit with Q, the richer you get, the faster you'll be able to buy your items, and the better off you'll be!