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-   -   [GUIDE] Gangplank by KFeederline (http://forums.na.leagueoflegends.com/board/showthread.php?t=23137)

KFeederline 11-04-2009 06:33 PM

[GUIDE] Gangplank by KFeederline
Gangplank Guide

Introduction: Gangplank is my favorite champion due to his amazing versatility. He can be built any number of ways and still do well on a regular basis (Trinity and Tiamat gives Parrrley massive AOE damage for hilarious battles). The following is the well-rounded build that allows for a good mix of DPS and tanking.

I've taken the liberty of putting more in depth material in quote boxes for those who already know how to play Gangplank.

Credit: This build is a variation on Smeccsrage's DPS build.

Gangplanks skills summary :

Parrrley - This is your mega farm skill early game, and a 800 damage "soft disable" every 6 seconds.

Remove Scurvy - This is your all purpose miracle cure-all.

Raise Morale - This is the DPS mid game, and team buff late game.

Cannon Barrage - This is your global killsteal, team assist, and aoe slow.

Grog Soaked Blade - This is your harassing passive.

Gangplank's skills analysis:

Parrrley is by far your best asset and as such, you should build your champion around this one skill. It deals 30/60/90/120/150 plus 80% of your attack damage as magic damage. It also applies all of your attack effects, such as: slow, aoe dmg, crit, lifesteal, and so forth. On kills, it gives a bonus 3/5/7/9/11 gold.

By maxing your offensive masteries and stacking your runes, you will do 1200 damage per hit to most enemy champions. Personally confirmed: Parrrley is 80% of damage plus 30/60/90/120/150 as stated by patch. ALSO, HAVOC DAMAGE BONUS IS APPLIED TWICE! First you gain 5% to your physical damage, then when 80% of it is converted to the magic damage, it gains ANOTHER 5% bonus due to it being magical.

Remove Scurvy is your next best friend. One level is all you will ever need but it will save you from all manner of gank. When ganked, run like crazy and if they slow or stun you, hit the "W" button and keep running. Remove Scurvy cures ALL enemy effects.

Remove Scurvy will save you from most disabling heroes. Certain abilities, however, do not count as a disable and therefore are not effected by Remove Scurvy. Therefore, beware the Armordillo.

Raise Morale is your unused passive that makes you an engine of death by giving attack speed and movement speed.

I've experimented with using Raise Morale for continous XP and Gold deny but it makes no difference in the endgame. The opponents gain XP as long as they are within range and denying them while outside of XP range is too costly.

Cannon Barrage shells are unreliable, slow, and requires you take your eyes off your own hero, which is always BAD. However, it nets you a steady supply of assists. The 140/200/260 damage per cannon for 8 seconds sounds like alot, until you realize that someone can stand inside the circle for the entire 8 seconds and 60% of the time will be missed by EVERY SINGLE CANNON BALL. I regularly cannon teleporting enemies and they get away 85% of the time. That said, in team battles, it is awesome. With so many targets, SOMEBODY has to get hit and it hurts when it does.

Grog Soaked Blades deals 3 + level damage per second for 10 seconds and reduced incoming healing by 65%. It does not stack and does not work on parrrley.

Item build: Divided into 5 groups.
1) Starting Items 475 gold
Meki Pendant
Health Potion x2

2) First Trip home 725 gold
Regrowth Pendant
Philosopher's Stone

3) Second Trip home 1850 gold
Avarice Blade x2
Boots of Speed

4) Buy piece by piece when able
Cloak of Agility
Infinity Edge

5) Endgame shopping
Frozen Mallet
SELL Philosopher's Stone
Stark's Fervor
SELL Avarice Blade
Phantom Dancer
SELL Boots of Speed
Guardian Angel
SELL Avarice Blade
Phantom Dancer

Buying Bloodthirster right after Infinity Edge works too. Use that to replace Stark's Fervor. Depending on the situation, I sometimes also use Frozen Heart instead of Guardian Angel. The Guardian Angel works better against enemy spellcasters while the Frozen Heart is better against physical damage.
Final Item build:
Infinity Edge
Frozen Mallet
Stark's Fervor (or BloodThirster)
Phantom Dancer
Guardian Angel (or Frozen Heart)
Phantom Dancer

Skill build:
2.Remove Scurvy
4.Raise Morale
6.Cannon Barrage
8.Raise Morale
10.Raise Morale
11.Cannon Barrage
12.Raise Morale
13.Raise Morale
14.Remove Scurvy
15.Remove Scurvy
16.Cannon Barrage
17.Remove Scurvy
18.Remove Scurvy


Early Game: I start the game by buying item group 1. I start with the assumption that my opponents are much better players than I am, despite this never being true. I start in super-coward mode and stay as far away from the enemy as possible while still getting exp. I don't even bother last hitting minions outside of shooting them with Parrrley. Meanwhile, I am dodging the enemy harassment and using the potions as soon as I am about 200 hp away from maximum health. I stick around until I get too badly hurt, get enough gold to buy item group 2, or double-kill my opponents.


Early Game (Higher Level Play): Gangplank needs a partner for early lane dominance unless its solo vs solo. The key is the passive Grog Soaked Blade which deals 3 + Level damage per second for 10 seconds. This translates to 40 extra damage at level 1. Gangplank has high enough starting damage that Gangplank has a 2-1 advantage in skirmishing.

Example: Level 4 Jax deals 68 damage per hit. Level 4 Gangplank deals 64 damage per hit. BUT Grog Soaked Blades adds an extra 70 damage. By trading one hit at a time and running away, Gangplank can outdamage other heroes easily. By harassing early on, he can establish lane dominance for easy farming.

The Philosopher Stone gives me the regen I need to I keep on laning as such until I get enough money to buy item group 3. That's when Gangplank starts raking in the money. I shoots down pretty much EVERY minion that gets to half health and I get bonus gold as well. Then I work my way towards the Infinity Edge. Getting the Infinity Edge ends the early game.

It also helps to develop a good Gankplank farming technique. Once I've established lane dominance, I generally do as follows.
1) Run past the melee minions and give each ranged minion 1 chop of my grog soaked blade.
2) Last-Hit Parley a weakened melee minion.
3) Give a previously poisoned ranged minion a second chop.
4) Last hit chop a second melee minion.
5) Give a previously second-chopped range minion a third finishing chop.
6) Last-Hit Parley a second weakened melee minion.
As such, out of every wave of 6 minions, by putting grog soaked blade to good use, you can easily farm more than half of them.

Mid Game: The Infinity Edge gives you a consistent 650 damage nuke. That means that over the course of 7 seconds, I can do 1300 damage 30% of the time. So now I go sneaking up on people and shooting them in the back. Shoot, cannon, chase, shoot. Mid game is where I turn into skirmishing mode. I always run and shoot. Parrrley allows me to fight without getting hurt. Whereas I used to not fight at all, now I can skirmish to my heart's content. I spend my downtime, i.e. returning to base to heal or buy items, by watching my teammates and getting assist gold with cannon barrage. If they fight, I cannon on the enemy. Fairly simple way to get free money. Once the frozen mallet comes along, the kills start piling up. Unfortunately, this is where I need to start worrying about my teammates. I grab a Stark's Fervor because I EXPECT my teammates to start sucking. The early game heroes have become outclassed and they need all the help they can get.

Once Gangplank has an infinity edge, he is strong enough to solo the dragon. 165 team gold is alot of money and he gains an extra 25 gold for killing the dragon and an extra 11 gold for last-hit shooting it. It is a great way to really help out your team, especially if you make a habit of it.

Late Game: Lategame is about survivability. I expect big battles and I really dont want to give the enemy the +1000 gold for ending my legendary streak. Nasher assisted suicides do not end streaks. So I need to stack the dodge and the armor. Phantom dancer lets me run like crazy and Guardian Angel keeps me from giving the other team the lotto money. I stay exclusively in large groups and push the inhibitors. I keep cannon barrage exclusively for team battles now. As the carry hero, the enemy will focus fire on me so I absolutely need the survivability.

Summoner Spells:

Heal - restores a fourth of your health when you get ambushed. Also helps ALOT in team battles.
Fortify - Keeps your tower alive and nets you kills.

I've recently been trying out Clairvoyance rather than heal. The once a minute anti-gank scouting is nothing short of amazing.
Most people choose would choose healing, but for higher level play, Clairvoyance is the much better choice. The reasoning is simple: What is your best asset? Your champion's meat shielding or the player's skill? You want to make the best use of your best asset and for higher level play, skill is the winning factor. Skill requires good decision making and therefore benefits greatly from having additional information. Heal is better for noobs. Clairvoyance gets better as skill increases.

After considerable testing, I've come to the conclusion that Clairvoyance + Flash >> Heal + Fortify. Once again, it comes down to skill at using them. The 6 minute cooldown on Flash is a bit long but well worth the wait. It is a great chasing skill and an even better escape mechanism. I also became a believer in Clairvoyance when I used it to scout Baron and triple killed them with Cannon Barrage when they finally worked Baron down to 1500 life.

Utility 11- Go straight for the 1 mana per second regen. This lets you lane better early game.
Perseverence x3
Good Hands x1
Awareness x4
Meditation x3

Defense 19- Keeps you alive in team battles so you can win.
Mender's Faith x1
Resistance x3
Evasion x4
Nimbleness x1
Hardiness x3
Veterans Scars x4
Hardened Skin x3


I've tried out the Offensive Mastery builds and they are awesome.
Archaic Knowledge: 15% Spell Resist Penetration. This is too good with Parrrley.
Lethality: +10% Critical Strike Damage. That is alot of damage.
Havok: +5% physical damage and +10% overall to Parley. Ever more damage for Gangplank.
My main issue is that Gangplank already does boatloads of damage. Glass Cannon Gangplank is far too cliche. The Ganktank still does over 1000 DPS without runes and not counting Parrrley. Diversify your portfolio.
In all likelyhood, I'll probably switch to a primary defense, secondary offense once the rune store opens. I only went into utility for the 1 mana per second regen anyway.

9x Greater Mark of Furor: 2.73% extra critical damage
9x Greater Glyph of Clarity: +0.1 mana regen / 5 sec per level
9x Greater Seal of Evasion: +0.75% dodge
3x Greater Quintessence of Evasion: +1.5% dodge
Total Stats: + 24.57% critical damage, + 0.9 mana regen / 5 per level, + 11% dodge.

With these runes, the Philosopher Stone becomes almost a waste of money. Once I hit level 5, the Clarity Glyphs will give 4.5 mana per 5. I've been starting my games with a Brawler's Glove and a health potion instead.
Combos to remember:
Cannon Barrage + Fortify. Yes, cannon kills the minions and leaves them slowed next to the buffed tower.

Parrrley + Run. While technically not a combo, running is your best friend. There is not much use in attacking unless you have no choice or it is late game.

Parrrley + Cannon Barrage + Parrrley. Cannon slows them so they cant run far. You run parallel to them so that they can't get away but you aren't closing in for close combat.

Cannon Barrage + Run. Aim the cannon about 4 inches in front of your path of escape and run into your own cannon barrage. The cannons will land as you enter and slow the chasing enemies so that you can escape.


Run + Attack + Shoot + Run. Start by running into some grass, when the enemy chases you into the grass, have the pointy end of a blade waiting for him. Lay exactly 1 hit on him and shoot him in the face. Then run. Depending on the situation, you may want to either run away or counter chase. This takes a bit more skill to pull off but is much more satisfying. When used properly, it can turn a 3 on Gangtank into a triple kill.

Disputed points:

What about Bloodthirster?
Yes, as Fbsunny pointed out in one of the reply quotes, Bloodthirster DOES work on creeps. My mistake. I got noobed. Therefore, Bloodthirster IS a very good item for Gangplank, but I stand by my statement that Stark's Fervor is better because one expects bigger noobs than myself to be on my team.

What about boots?
Frozen Mallet lets me chase down most heroes. I want to save the slot to stack my dodge. Gangplank turns into a tank lategame and the 36% dodge combines with the bonus armor for a good 8000+ effective hit points. More importantly, level 2 boots only give 50 movespeed anyway. The phantoms and Raise Morale already add 34% to his 315 movespeed, giving him a total of 422 movespeed. FASTER than wearing Level 3 Boots.

What about Trinity Force/Tiamat/Frozen Heart/ect?
Those are good items on Gangplank, but the late game focus is team battles. Its Gankplank, not Ramboplank. I've done that build and lost the match despite playing 17-4-8.

Final notes: The play style progression goes Coward-Farmer ---> Sneaky-Assassin ---> Berserk-Tank.

UPDATE: New sorcerer boots are AWESOME. Level 2 Movement and more importantly, the magic resist penetration means more damage for Parrrley. I've also been hearing great things about rylai's scepter, which guarantees a slow from Cannon Barrage, which turns an unreliable ultimate into an epic one. However, that is a different build and so I'll leave it at that.


Jojo el Mono 11-06-2009 10:02 AM

Excellent guide. This helps fill in some holes with the champion that I've been trying to figure out. Much appreciated :D

KFeederline 11-06-2009 01:39 PM

Thanks. Comments are always appreciated, as it lets me know I did not just waste two and a half hours of my time.
You mentioned "fill in some holes", what were the other holes you have with Gangplank?

Fbsunny 11-06-2009 02:07 PM

I have one question about this guide, you say that it is impossible (or almost impossible) for you to fill Bloodthirster.

It is my understanding that you gain the damage and life steal per minion kill, it does not necessarily have to be a hero kill. The items description is somewhat ambiguous, as i does not specify which it is, like Soulstealer and Warmog's does. If you do in fact only need 40 creep kills i think it is a very viable option for an item (although no necessarily good in all cases).

If you get into a 1v1 situation late game, you can parrley, and run away, then parrley again. If you do this you willl be gaining health while gradually sapping theirs, and the health you gain should be more then the occasional hit they get on you (depending on the opposing hero), especially since you have Remove Scruvy to counter stuns/slows and you have Raise morale for good move speed.

However if i'm wrong and it really is 40 champion kills then this weapon is probably not worth it in any situation.

KFeederline 11-06-2009 02:18 PM

You might be on to something. I'll have to check this out right now. Will be back in 20 minutes. Thanks for the question.
You were correct, bloodthirster works on minions. I changed my original post to match the new information.

Charmicarmicarmicat 11-06-2009 04:34 PM

OP you are sorely mistaking about gangs ultimate. Especially now with the metagame evolving around tight baron control and 5 man gank squads. Planks ulti followed by amumu/malph/fiddle/ or morgana can turn bad odds into an ace.

thegamenet 11-06-2009 06:45 PM

nice guide man - I posted it to the lol wiki - www.thelolwiki.com


Glorious Bird 11-06-2009 08:22 PM

Pretty much identical to Smeccs guide though I guess you can't hate that since its the only viable way to really play Gang.. Neglecting the Attack tree forfeits free crit and other useful talents. Simply not worth it. As for abilities Flash > Exhaust > Teleport > Heal > Ignite > etc.

Fortify is just a wasted spot in on Gangplank.

Also his ultimate is absolutely insane.

t0xb0x 11-06-2009 09:15 PM

i stopped reading after you said cannon barrage was his worst skill.

11-07-2009 04:52 PM


Originally Posted by Suruga Monkey (Hozzászólás 258129)
Pretty much identical to Smeccs guide though I guess you can't hate that since its the only viable way to really play Gang.. Neglecting the Attack tree forfeits free crit and other useful talents. Simply not worth it. As for abilities Flash > Exhaust > Teleport > Heal > Ignite > etc.

Fortify is just a wasted spot in on Gangplank.

Also his ultimate is absolutely insane.

Yeah, it isn't worth it to ignore the attack tree at all. But as soon as you see that little part, "GP turns into a tank late game" well...

You just have to laugh. Maybe that's why he neglects the attack tree? Because he seems to think that GP is somehow a tank?

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