This is how you play Gangplank.

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Bletzkarn

Senior Member

05-18-2011

Gangplank is one of the best Solo pushers in the game, if not the best and I am yet to lose a game with this build.

CC reduction, Speed steroid, Damage Steroid. The new Gangplank was built for split pushing, and you can and will carry games this way. With this build not only do you provide great pushing ability, you also have great map control, buff control and team utility.

Strengths of Gangplank:

- Passive is an amazing debuff in any teamfight.

- Incredible movespeed buff with CC protection, very hard to gank.

- Global Ult, you can greatly help a 4v4 teamfight while solo pushing.

- Great buff control and map control with incredible move speed and farming speed.

Weaknesses of Gangplank:

- Low Damage early to mid game.

- Squishy.

- It's Gangplank.

The Build

Early Game: armor + 5pots or Brawlers Glove + 2 pots.

Core Items: Wriggles Lantern, Avarice Blade, Boots of Swiftness.

Mid Game: Wriggles Lantern, Avarice Blade, Boots of Swiftness, Phantom Dancer

Late Game: Wriggles Lantern, Avarice Blade, Boots of Swiftness, 2x Phantom Dancer, Infinity Edge.

Late Late Game Boots of Swiftness, 2x Phantom Dancer, Infinity Edge, Last Whisper, Blood Thirster.

Summoners:

Exhaust + Flash.

Gangplank doesn't need ghost, cleanse, ignite, teleport or heal with his skills. This really leaves Exahust and Flash and they work extremely well with Gangplank. You could take Clairevoyance over Exhaust if you really wanted to push the team support role.

Masteries

9/0/21

Utility is easily the best tree, having the summoner spells CDR is so amazing, mana regen and buff duration also really benefit Gangplank as well as the 3% move speed.

In the offensive tree put 3 points into crit chance with 1 point in improved exhaust. 4 points into CDR and 15% magic pen for your ultimate.

Runes:

Reds: Crit Chance or Armor Pen

Yellows: Mana Regen per level

Blues: Choice

Quints: Crit Chance or Armor Pen

With Crit chance runes, masteries and a brawlers glove you have 24% crit chance at level 1. If you have a strong lane (Go duo lane) you can really deals some heavy damage.

Strategy:

Gangplank can take any lane yet he is strongest when he lanes with a melee bruiser type character. Your goal early game is to farm up your core items and if you can get some early kills. Many, many people underestimate Gangplanks early game damage which can be pretty significant with crit chance and armor pen runes. His healing reduction messes many people up early game.

Once you have your core items you will basically have complete lane and dragon control. Wriggles keeps dragon perma-warded, you never have to leave lane and the enemy can't really touch dragon as you can simply ult if they go for it when your team isn't there. You can also steal their blue/red very safely due to Remove Scurvy and your 450+ move speed.

Once you have at least a Phantom Dancer and a zeal you can really start pushing hard. With your E (which you should max second) you will have 530+ movespeed, so you can traverse the map very quickly as well as escape ganks easily. Don't start teamfights, rather just solo push as you don't do terrible, terrible damage yet.

Okay so by now the enemy knows they can't group push because you will just split push, and if they send someone back they will be fighting a 4v4 + GP's Ult. You should get an IE fairly quickly due to your constant farming, after that you can now have fun in team fights, as you will be melting squishies very, very fast.

Last Whisper + Bloodthirster and now you have 300+AD 100% Crit chance and you are you just melt people in seconds, your CC protection and speed allows you to not get focused, you can also very easily poke people with parlay.

Conclusion:

Rather than being a hyper-carry who is a huge liability to his team for the first 40 minutes, you are now an amazing asset to your team who turns into a hyper-carry at 40 minutes.


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til Days of Blue

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Senior Member

05-18-2011

Agree and disagree, mainly due to your squishness at late game.


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gallantgreg

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Senior Member

05-18-2011

1. Crit chance hard caps at 100%
2. Crit chance doesn't work on towers
3. How does this not work better on Master Yi?


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Bletzkarn

Senior Member

05-18-2011

Quote:
Originally Posted by gallantgreg View Post
1. Crit chance hard caps at 100%
2. Crit chance doesn't work on towers
3. How does this not work better on Master Yi?
1. You don't cap at 100%, you will have 99% crit chance with crit runes

2. No but it does on creeps and dragon / baron and champions.

3. If master yi gets stunned he dies, he doesn't have a global ult or as much synergy with this build.


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Bletzkarn

Senior Member

05-18-2011

Quote:
Originally Posted by ExecutionerKen View Post
Agree and disagree, mainly due to your squishness at late game.
Well he doesn't have survivability in the way of Health or mitigation, but he does 550 Move speed. If you want to escape an enemy YOU WILL.

The only CC that can stop Gangplank is Trundles Pillar, Anivia's wall or Jarvan's Ult. Besides that and quick reactions you are untouchable.


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applestick

Junior Member

05-18-2011

I counted 101% crit chance. Not 100% like you said in your guide or 99% like you said in a reply.

Crit chance is also the most expensive auto-attack multiplier. It is only useful on GP because he already has couple skills that boost his AD. That being said you can't crit on towers making it a fairly inefficient build if you plan on split pushing.

Finally yes, the Phantom Dancers do add movement speed which is handy. But not to the point where you have hit both the soft caps and are buying more.


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DoransTroll

Senior Member

05-18-2011

I find that he's better off relegated to support DPS role now too. I generally grab Pendant early and go for Philostone + Youmu > Shurleya nowadays. It gives me loads of mana to babysit like a boss early game (Raise Morale makes even the weakest carry turn into a beast straight away), and being able to escort people in and out of battle with the extra speed boost is a godsend.


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Bletzkarn

Senior Member

05-18-2011

Quote:
Originally Posted by applestick View Post
I counted 101% crit chance. Not 100% like you said in your guide or 99% like you said in a reply.

Crit chance is also the most expensive auto-attack multiplier. It is only useful on GP because he already has couple skills that boost his AD. That being said you can't crit on towers making it a fairly inefficient build if you plan on split pushing.

Finally yes, the Phantom Dancers do add movement speed which is handy. But not to the point where you have hit both the soft caps and are buying more.
Lifesteal doesn't work on towers, Armor pen doesn't work on powers, on hit items dont work on towers.

Are you saying every item except for pickaxes and sword of the occult is bad for split pushing?


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SuperiorMale

Senior Member

05-19-2011

Basically you just wrote a novel recommending that people play critplank. Are you still wearing bellbottoms?


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Insemination

Senior Member

05-19-2011

-1

You are WAY too squishy.. You'll be dead before u even land a hit..

I play a lot of GP aswell, i found this to be the best way:

1) crit item (used to make avarice blade, forgot what its called), and 2 health pots
2) Finish Avarice Blade + CDR boots
3) Finish Youmou's
4) Trinity Force (starting with Sheen ofcourse), game is usually over here
5) ATMA
6) BV (if theyr magic-based), otherwise i would get Last Whisper

Runes: Get all the Armor Pen Runes, mp5/lvl Seals and MR/lvl Glyphs
Masteries: Doesnt really matter, but it would be better to get mana regen ultilities


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