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Gangplank The Saltwater Scourge

  • Top/Support
  • 3150
  • 790
  • Trial by Fire
  • Parrrley
  • Remove Scurvy
  • Powder Keg
  • Cannon Barrage
Health Points 631.08
Mana 282.2
Damage 59.04
Attack Range 125
Armor 16.5
IP Cost 3150
Health Regen 5.51
Mana Regen 7.675
Attack Speed 0.651
Movement Speed 345
Magic Resistance 32.1

1 lvl

1v1 me bro

Fiends001 Last update: June 26, 2013

Item builds

Start items

  • Health Potion

  • Brawler's Gloves

Core items

  • Phage

  • Vampiric Scepter

  • B. F. Sword

  • Berserker's Greaves

  • Statikk Shiv

Endgame items

  • Warmog's Armor

  • Frozen Mallet

  • Infinity Edge

  • The Bloodthirster

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King of the Rift

With the runes and brawler's gloves start you go into lane with 26% critical chance, which is roughly 1 in 4 hits. However, going into lane with your base AD will make it hard to cs properly and while trading blows with your enemy top champion you find yourself dependant on luck. As a result, my advice to you is to farm.Do not attempt to agro your enemy too much and instead let him push lane so u can cs perfectly under turret. If your lane is pushed past the half way line, I suggest you base for Avarice blade and vamp scepter as the added gold from killing minions will greatly help you to attain your items as soon as possible while being able to sustain. When you have your static shiv, it becomes easy to bully your opponent who is now used to you being passive and therefore catch him off guard. Push lanes as much as possible to your opponents turret but try to always proc your shiv on the enemy as if this crits, 1/3 of his hp is easily gone. The frozen mallet activates with parley allowing you to close distances easily with the IE there to supersize your crits. The Warmog's is optional as you may swap this for a Maw of Malmortius, GA or Thornmail depending on the enemy team's composition.

Skillorder

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Q

Parrrley

W

Remove Scurvy

E

Powder Keg

R

Cannon Barrage
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CS KING

Your main goal should be on maxing your Q as soon as possible since you do not buy any AD items till mid game and the only added AD you get is from masteries. Try to last hit as much minions as possible with parrrley for the extra gold bonus that way u can maintain a gold advantage over your opponent even if he has more CS. The Raise Morale move is to be used mainly when your jungler comes to gank for you as it gives you both the movement speed bonus or when you are attacking the enemy's turret for the attack speed bonus however the subsequent advantages from leveling this move is not worth it so it is suggested after putting one point in it at lvl 3, take your other points in W, obviously placing points in your R whenever you can.

Summoner spells

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You should stick to the standard Flash, Ignite combo as it is the perfect combination of a gap closer to escape/close into your enemy with ignite to deliver the killing blow/ cut down their lifesteal when engaged in an all out 1 on 1. On the other hand, unlike other champions like Jayce/ Akali who depends on a certain skill combination to defeat their enemies, Gangplank is dependant on his items rather than his skill combos as the only damage skill he has is his Q, you use your E to go into a fight or run away from one and use your W to clear any CC effects. As a result, any one item in his build can dramatically change the outcome of a fight so you may find yourself basing alot to finish your items. Teleport comes in handy early with this as it allows you to get back to your lane within seconds. Also, as his ultimate is designed to allow you to help your teamates without actually being there, you can not only ult into a fight down bot, but you can teleport in as well. When attempting to backdoor with Gangplank, you should take ignite with teleport over flash or other moves as you shouldn't stop pushing a lane late game simply because an enemy jungler shows up. Once you have your items, not much champions can 1v1 you once one person comes in lane to stop you from pushing, if you have vision of his team engaging in a team fight you can ult to help them, and kill the one enemy stopping you and then continue taking their tower. If there is more than one, your E should provide enough movement speed to get away, using your oranges to remove and debuffs slowing you.

Runes

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Crit King

This allows you to start the game with a wonderful 18% chance to land a critical strike, not to mention with the brawler's gloves, you get a nice 26% to enter lane with. However, this is not the runes to over agro your enemy as you have to play with your base AD for a while. As a result, GP should just farm in lane until he acquires the gold to get his items. not much enemy top laners are AP so you don't usually need any MR until the end of laning phase which is why i recommend using the glyphs of scaling Magic resist as they provide more MR than the flat MR glyphs at lvl 8.

Masteries

  • 0/1
  • 4/4
  • 0/4
  • 0/2
  • 4/4
  • 0/4
  • 0/1
  • 3/3
  • 1/1
  • 0/1
  • 2/2
  • 2/2
  • 0/3
  • 0/1
  • 1/1
  • 3/3
  • 0/4
  • 1/1

OFFENSE:

21

  • 0/1
  • 0/3
  • 4/4
  • 0/2
  • 3/3
  • 1/3
  • 0/2
  • 0/2
  • 0/2
  • 1/1
  • 0/1
  • 0/1
  • 0/3
  • 0/3
  • 0/1
  • 0/3
  • 0/1
  • 0/1
  • 0/1

DEFENSE:

9

  • 0/1
  • 0/3
  • 0/3
  • 0/1
  • 0/1
  • 0/3
  • 0/3
  • 0/2
  • 0/4
  • 0/1
  • 0/3
  • 0/1
  • 0/2
  • 0/4
  • 0/3
  • 0/1
  • 0/1
  • 0/3
  • 0/1

UTILITY:

0

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Off Tank

This is recommended as they give GP the boost to his AD that he needs along with a little armor penetration to work with his attacks. However, any high damage dealer is naturally focused by his enemies so it is important that you can take damage as well as deal it. This being said, it is a gamble that your enemy top laner could be either AD/AP so the safest bet is to take the masteries that give u HP allowing you to sustain a little more damage from any type of enemy. Also, it is still recommended that you take the armor masteries as regardless if your enemy is AD/AP you will most likely end up auto attacking you.

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