- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quint of Attack Damage x3
Greater Mark of Attack Damage x9
Greater Seal of Armor x9
Greater Glyph of Magic Resist x9
Marks: Greater Mark of Attack Damage
Seals: Greater Seal of Armor
Glyphs: Greater Glyph of Magic Resist
Quintessence: Greater Quintessence of Attack Damage
Gangplank's only damage source is his auto attack, Parrrley (Q) and Cannon Barrage (R). By picking AD marks you will be capable of last hitting more easily and poking more efficiently. Armor Penetration marks are bad on Gangplank because you won't be doing much in the early game, while Armor Penetration Marks are meant to give you a really strong late game to duel the enemy.
The best choice for Seals on Gangplank are to have armor per level. This helps you to protect yourself from enemy ranged auto attacks as well from enemy physical damage. Gangplank is a bad laner early game and that's why you want these Seals, to increase your early game survival.
For glyphs there's only choosing between scaling magic resistance and flat magic resistance for Gangplank. You generally want flat magic resist if you're against an AP opponent and go for magic resist per level when your fighting an AD opponent.
You really need AD quintessences on Gangplank to help you last hitting as well as dealing more damage to your opponent. His abilities scale with AD and as said before, armor penetration is not an option since Gangplank is not early game orientated and you will do magic as well as physical damage (Wit's end, Statikk Shiv for the magic damage and Trinity Force for the physical damage).
- Points Available: 30 / 30
Since Gangplank can do a lot of damage when he has his core build up, I usually run 21/9/0 masteries on Gangplank. You don't need defensive masteries in lane since you will be mostly farming from a safe distance. Later on you become more tanky from your items so you can safely enter melee range in team fights.
Flash is a must. It is the best escape summoner in the game. There's a reason Ghost has been seen a lot less commonly in competitive games and that's because it is just an inherently weaker escape skill. It's a much rarer situation that flashing over a wall won't get you out as opposed to Ghost. Ghost also does surprisingly little due to movement speed diminishing returns during your Raise Morale.
Gangplank is basically permanently ghosted just from the passive from Raise Morale., it seems wiser to me to fill the gap with a flash rather than a bit of boosted movement speed.
Ignite can really supplement Gangplanks's burst damage with a Parrrley (Q) and Grog-Soaked Blade. A lot of times, champions are completely helpless to the oncoming gunshot only to die a fiery death to ignite. If you get within Parrrley (Q) range, you just may have died from a critical strike Parrrley (Q) to ignite combo.
Whenever I fight an opponent who will win the lane for sure, I usually run Teleport. With Teleport I can quickly recall and buy some items go get more lane advantage. You will not need Ignite anyway since you will not fight your opponent directly.Furthermore I can increase my presence on the map with Teleport and I can split push whenever needed.
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