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Jungle Gangplank theorycraft thread

Creator: Trojan995 June 21, 2011 7:40pm
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Trojan995
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How's the new jungle gangplank gonna play out? Runes? Masteries? Route? Items?

What I think:

-standard route, no reason why we should deviate.
-21 utility if possible, probably will be so it'd be best; alternatively, something like 16/0/14 (much like oddone's masteries on jungle warwick)
-wriggles is a must - the reason trundle is unique is because he has incredible dragon control with on-hit wriggles procs independent of his auto-attacks - this means that the dragon AS debuff doesn't affect him as much. Since gangplank has parrrrley, it should be the same way.

Your thoughts?
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Gangplank

* Grog-Soaked Blade
o No longer reduces healing and regeneration, but now slows movement speed by 7%
o Now stacks up to 5 times, but duration reduced to 3 seconds from 10
o Damage changed to 4-21 from 5-19
* Parrrley
o Fixed a bug where Parrrley could sometimes restore gold to other players
o Now applies Grog-Soaked Blade
* Raise Morale duration increased to 7 from 6
* Cannon Barrage damage increased to 75/120/165 from 65/110/155

Items:
Vampiric Scepter
OR
Cloth Armor

Choice reds, armor yellow, CDR blue, quints are debatable.

21/0/9 OR 14/0/16

Wolves, blue, wraiths, golems, red.
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When did jungle gp start getting so popular?
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SinDelta wrote:

When did jungle gp start getting so popular?

I've done it for the lols in the past, but we have nicosharp to thank.
http://www.leagueoflegends.com/board/showthread.php?t=822611
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I see...Hmm I've always used straight crit chance runes on gangplank and I have yet to lose a game with him in like the past 2 weeks. Are jungle runes that much better on gp? a.k.a armor pen armor ect..


I'll try nicosharp's set up and see how that goes.
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Crit is no longer the optimum build. I'd focus more on survivability and consistent damage with some crit.

All you need for crit is Tri Force and an IE.
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Armor Pen Marks
Armor Seals
Attack Speed Gylphs
Armor Pen Marks

Skill-sequence: E,Q,Q,W

Cloth armor + 5 health potions.

Standard start at small golems, ending at small Golems.
You want mana and cooldowns to spam E and Q.


I'd also say GP is now effectively a better Tanky DPS then a Melee Carry.
Better to build likes like Trinity Force, Aegis, and Atma's.
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EQWE imo, then R>Q>W>E
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Vamp Scepter should be possible with AD quints.

ArP marks
Armor seals
Choice glpyhs (I'd probably go CDR)
AD quints (because GP is all about crit)

Stonewall's path. (wolves->golems->b->blue->golems)
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Searz wrote:

Vamp Scepter should be possible with AD quints.

ArP marks
Armor seals
Choice glpyhs (I'd probably go CDR)
AD quints (because GP is all about crit)

Stonewall's path. (wolves->golems->b->blue->golems)


Stonewall's path is Wolves > Wraiths > Golems..

And you die at golem if you dont have attack speed reds, tested it pretty much all day yesterday xD
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