2.Patch Notes On Gangplank
3.Why Lane Gangplank?
4.Why Jungle Gangplank?
9.Using Gangplanks Ultimate
Hello, I am here to give you my thoughts and opinions to how i play Gangplank. First, i would like to note that this may not the best way to play Gangplank, this is simply my way. Feel free to change anything you'd like, and you are not limited to anything i say here. So, let's begin!
Patch Notes On Gangplank
v22.214.171.124 - 2011-08-09
Grog Soaked Blade max stacks has been reduced to 3 from 4
Fixed a bug where Cannon Barrage would not grant gold on minion kills
Fixed a bug where Cannon Barrage's slow was not always applying consistently
v126.96.36.199 - 2011-07-26
Parrrley gold bonus reduced to 4/5/6/7/8 from 4/6/8/10/12
Active attack damage bonus reduced to 14/22/30/38/46 from 20/28/36/44/52
Active movement speed bonus reduced to 10/14/18/22/26% from 14/18/22/26/30%
v188.8.131.52 - 2011-07-08
Grog-Soaked Blade max stacks reduced to 4 from 5.
v184.108.40.206 - 2011-06-22
No longer reduces healing and regeneration, but now slows movement speed by 7%
Now stacks up to 5 times, but duration reduced to 3 seconds from 10
Damage changed to 4-21 from 5-19
Fixed a bug where Parrrley could sometimes restore gold to other players
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
v220.127.116.11 - 2011-05-10
Armor per level increased to 3.3 from 2.8
Attack speed per level increased to 2.75 from 2.35
Attack range increased to 125 from 100
Remove Scurvy cooldown reduced to 22/21/20/19/18 from 30/27/24/21/18
Slow increased to 25% from 15/20/25%
Cooldown reduced to 120/115/110 seconds from 120
v18.104.22.168 - 2011-04-25
Movement Speed increased to 320 from 315
Base mana increased to 255 from 239
Mana per level increased to 40 from 34
Raise Morale (remake)
No longer targets a unit (Gangplank can no longer kill allied minions)
Passive changed to 3/4/5/6/7% movement speed from 2/4/6/8/10% and 8/10/12/14/16 attack damage from 8/12/16/20/24
Activating Raise Morale grants Gangplank 14/18/22/26/30% movement speed and 20/28/36/44/52 attack damage
The activation also grants nearby allies 7/9/11/13/15% movement speed and 10/14/18/22/26 attack damage
Duration reduced to 6 seconds from 10
Mana cost changed to 50/55/60/65/70 from 60
Reduced the size of the area affected by Cannon Barrage
Now slows all enemies in the AoE for the duration, but slow reduced to 15/20/25% from 35/45/55%
Reduced damage to 65/110/155 from 100/140/180
Updated the random algorithm to not favor one quadrant over others
Fixed a bug where the tooltip said it lasted for 8 seconds, but it actually lasted 7
Base damage reduced to 20/45/70/95/120 from 20/55/90/120/150
Extra gold gain reduced to 4/6/8/10/12 from 4/7/10/13/16
Cooldown reduced to 5 seconds from 6
Mana cost reduced to 40/45/50/55/60 from 50/55/60/65/70
Remove Scurvy base heal changed to 80/150/220/290/360 from 70/125/195/280/380
Damage increased to 6-23 per second from 5-18
Fixed a bug where it applied 9 damage ticks instead of 10
v22.214.171.124 - 2010-09-08
Fixed a display error with Grog Soaked Blade and death recap
Fixed a bug where Gangplank's passive would be replaced with the Grog Soaked Blade debuff text when struck by another Gangplank
v126.96.36.199 - 2010-06-24
Parley bonus damage reduced to 100% from 110%
Parley is no longer dodgable and is unaffected by blinds
Raise Morale now grants 8/12/16/20/24 attack damage instead of 12-36% attack speed
Cannonball damage reduced to 100/140/180 from 140/200/260
Cannonball radius increased to 275 from 225
Slow amount reduced to 35%/45/55 from 40/50/60
v188.8.131.52 - 2010-06-01
Parley gold gain increased to 4/7/10/13/16 from 3/5/7/9/11
v184.108.40.206 - 2010-05-11
Added "Yarr! I'm a mighty Pirate!" buff
v220.127.116.11 - 2010-04-08
Tweaked autoattack animation timing
v18.104.22.168 - 2010-02-10
Parrrley now deals Physical Damage
Fixed a bug in which Parrrley was dealing extra damage
Parrrley percentage damage from Attack Damage increased to 110% from 80%
Parrrley bonus damage reduced to 20/55/90/120/150 from 30/60/90/120/150
Parrrley will no longer apply Grog-soaked blade
Fixed a tooltip issue with Grog-soaked blade
v22.214.171.124 - 2010-02-02
Parrrley now applies Grog-Soaked Wound.
v126.96.36.199 - 2009-12-17
Cannon Barrage no longer reveals Gangplank to enemies when cast
Fixed a bug where Cannon Barrage's particles showed above the fog of war, even if you didn't have vision of the area
Fixed a bug where Gangplank would fail to close distance to cast Parrrley or Raise Morale if Cannon Barrage was occurring
v188.8.131.52 - 2009-12-02
Cannon Barrage Slow % reduced to 40/50/60 from 40/55/70
Cannon Barrage Damage reduced to 140/200/260 from 160/220/280
Grog Soaked Blade: Healing reduction effect increased to 65% from 50%
Grog Soaked Blade: Duration increased to 10 seconds from 8
Closed Beta : v0.9.25.21
Added Missing Mana Regeneration per Level
Increased Move Speed from 310 to 315
Reduced Weapon Damage from 100% to 65%
Increased Base Damage from 20/40/60/80/100 to 40/80/120/160/200
Grog Soaked Blade
Increased Duration from 3 to 7
Reduced Damage from 10 + (1 per level) to 5 + (1 per level)
Altered Implementation to make it less random and more uniform around the circle
Closed Beta : v0.9.22.16
Reduced Cooldown from 30 to 25
Activating this skill no longer removes Morale Boost from himself (he now gets double effect for the duration)
Reduced Movement Speed Bonus from 4/6/8/10/12% to 2/4/6/8/10%
Increased Ability Power Ratio from .3 to 1
Modified Mana Cost from 55/60/65/70/75 to 65
Modified Cooldown from 20 to 30/27/24/21/18
Reduced cast time to make it a quicker cast
Why Lane Gangplank?
Gangplank is great in lane. His Q (Parrrley) allows him to easily farm with it's gold bonus for last hitting. This allows Gangplank to out farm almost any champion in the game, giving him a big advantage over time. Gangplank also has a nice sustain with his W (Remove Scurvy) which will be available to you with my runes and masteries quite often with no mana troubles. Gangplank also has the ability to push two lanes effectively at the same time with his ultimate. Overall, Gangplank has a good farming tool, harass, and global ult, enabling him to sustain himself in lane while gaining a good gold advantage.
Why Jungle Gangplank?
Gangplank is a good jungle in the sense that his ganks are what really sets him above some others. Gangplank's Q (Parrrley) is a ranged slow (applies passive) which also applies red buff. So a double slow, along with an AoE damage and movement speed buff, and a free cleanse. Put in an ult, and you have an instant slow over the lane. Gangplank's passive and AD steroid allow him to quickly clear the jungle, while still being able to help out his team with a global ultimate. What more could you want?
For runes, i do:
9 Armor Pen Marks
9 Mana Regen Per lvl Seals
9 Magic Resist Per Lvl Glyphs or 9 Flat Cool-down reduction Glyphs
3 Armor Pen Quints
These runes allow me to Deal heavy damage with the Armor penetration, while keeping me in lane through mana regen. The magic resist or cool-down is personal preference. If you want to spam your q more often, take cool-down runes. Otherwise take the magic per lvl. Reason i do per lvl, is that they quickly catch up to the flat runes. Take the flats if you think you will be going up against heavy AP early game.
For runes, i do:
9 Armor Pen Marks
6 Armor seals + 3 Attack speed Seals
9 Magic Resist Per Lvl Glyphs
3 Attack Speed Quints
These runes allow me to quickly clean up the jungle, while giving me attack speed to apply his passive more frequently and faster. The armor runes help with receiving less damage from neutrals, and the magic resist to help with later game.
I uploaded the clear view on my masteries (view them at bottom of page). First one is lane ( 9/0/21), seccond is Jungle (21/0/9).
Flash - Almost a must have. Helps with positioning, getting away, everything.
Smite - Always get smite if you are jungling at all. Period.
Exhaust - I enjoy exhaust, simply to help control the enemy team. Personal preference.
Ignite - This one is ok, falls off late game. Get this if the enemy is known to have lifesteal.
Ghost - Decent, but you already run super fast with the builds and Raise Morale (W)
Teleport - It is decent. Great for laning. Take it if you want.
Everything Else - I don't recommend, but take it if you wish.
Passive: Grog Soaked Blade
Gangplank's basic attacks apply a poison debuff for 3 seconds that can stack up to 3 times. Each stack deals 3 + (1 x level) magic damage per second and slows the target by 7%.
Explanation: Great passive. A max 21% slow, and is applies with your Q (Parrrley). Does good DoT, and is great for jungling fast. Nice little passive.
Gangplank shoots a target unit for 20/45/70/95/120 plus 100% of his attack damage as physical damage. Gangplank gains 4/5/6/7/8 extra gold if Parrrley deals a killing blow. This ability can crit and applies on hit effects.
Cooldown 5 seconds
Cost 40/45/50/55/60 mana
Explanation: A ranged physical damage ability that can crit and applies on hit effects. Good for farming witht he extra gold, and hits pretty hard late game. Max this first *if you are having a good laning phase and want the extra gold for last hitting.*
W: Remove Scurvy
Consumes a large quantity of citrus fruit which clears any crowd control effects on him and heals him for 80/150/220/290/360 (+100% of ability power) health.
Cooldown 22/21/20/19/18 seconds
Cost 65 mana
Explanation: A free heal, and a free cleanse. This can get you out of any cc. A good way to use this is to wait until the enemy blows their cc, and then use this. Using it to early will allow them to re-apply new crowd control and counter it. *Max this first or along side another skill if you are having trouble sustaining yourself in lane.*
E: Raise Morale
Passive: Gangplank gains 8/10/12/14/16 Attack Damage and 3/4/5/6/7% Movement Speed.
Active: Gangplank fires his pistol into the air, disabling his passive boost but increasing his Attack Damage by 14/22/30/38/46 and Movement Speed by 10/14/18/22/26% and nearby allied champions' Attack Damage and Movement Speed by half that amount for 6 seconds.
Cooldown 25 seconds
Cost 50/55/60/65/70 mana
Explanation: Very nice buff to gangplank and a nice active to buff teammates. Max this first while jungling to help clear the jungle faster. While laning, i find this skill to be only partially useful and sometimes max it last depending on situation. The movement speed buff allows you to outrun almost any champ.
R: Cannon Barrage
Signals Gangplank's ship to fire upon an area for 8 seconds. Each cannonball deals 65/110/155 (+20% of ability power) damage and slows enemy units 25% for 1.25 seconds.
Cooldown 120/115/110 seconds
Cost 100 mana
Explanation: A nice AoE slow, and global. The damage is a little weak, but does help. Use this correctly, and you will become a great asset to any fight.
Using Gangplank's Ultimate
Gangplank's ultimate can easily turn the tides of a teamfight. That is, as long as you know when to use it and where. And because of it's somewhat long cooldown, you don't want to just waste it. Two important factors you want to keep in mind when using it are:
-Make sure they can't easily escape from it. Wait for them to get into a position where they will be forced to go through with few other possible options. Being able to go around the ultimate is the first thing people look for when trying to escape. Don't let them.
-Don't use it immediately. If you use it too soon, they might end up being able to get out easily or the ult won't be very effective.
Jungling: EQEWEREQEQRQQWWRWW Simply for clearing the jungle faster.
Lane Farming: QEQWQRQWQWRWWEEREE This give you good sustain, and allows you to farm with more gold.
Lane Sustain: QWWEWRWQWQRQQEEREE Gives you amazing healing sustain, and allows you to also get more gold.
You either want to go the farming route, or the sustain route. The farming is ideal, but take sustain if you are having a hard time staying in your lane. For the first few lvl's, try to last hit. Farm Farm Farm. The more gold you have, the better, because gangplank can out farm almost anyone with his Q passive. Harass against squishes if you want, but don't run out of mana trying to do it. The majority of it should go to last hitting. Buy wards for yourself, and avoid ganks. Also keep and eye out for anyone in need of your ultimate at lvl 6+.
Start with a Vampiric Scepter. Take your E and go to wolves. Get your team to guard the jungle. Activate your E and start killing the wolves, big one first. You should have no problem with this camp.
Move onto Wraiths. Smite the big blue one, and quickly level up your Q. Use your Q whenever it is up at this camp. Clear them quick, and your E is not needed here.
Move to the double golems. Activate E, and focus one down while using Q whenever off cool-down. Once one is killed, kill the other. You should have anywhere from 100-200hp usually. Level up your E again. Go back, and buy your next items.
Buy a Cloth armor, and 1-2 HP potions (depending on if you got a few last hits with Q)
Go to Blue, activate E, and start swinging away. Focus the golem first. Use a pot here, and use Q whenever off cool-down. Smite when at 495 HP left. Get a point in W. Dont spend mana on W, as you will quickly run out
Go to wolves->wraiths while using E/Q on wolves and Q on wraiths
Go to red, Focus the big lizard while using E and using Q while off coll-down. Smite it at 520HP.
Go to Double golems and just use E and Q to focus one down. You will gain HP and lvl up, and then do the same to the other. Get another point in E. Go back and continue buying. Grab boots, 1-2 pots, and 1-2 wards.
Your core items are Wriggles Lantern and Berserkers Graves for faster jungling. (sell later for merc treads)
My most used build is probably:
Wriggles Lantern, Boots Of Lucidity / Merc Treads, Manamune, Phantom Dancer, Infinity Edge, Trinity Force. This gives great damage, cooldown/Tenacity, mana, and attack speed/movement speed. Great overall build.
Wriggles Lantern: +23 attack damage, +30 armor, +18% life steal. Unique passive: 20% chance on attack to deal 500 magic damage to a minion. Unique active: Places an invisible ward with 1100 range sight and lasts for 3 minutes. 3 minute cooldown. 1600 gold. Very good for farming with the proc, gives good lifesteal, armor, and damage. Also 1 free ward every 3 minutes. A must have.
Boots: Cooldown boots are good for farming and spamming your Q. Buy attack speed boots if jungling and sell for merc treads later game. No other boots are viable in my opinion.
Manamune: +350 Mana. +7 Mana Regen per 5 sec, +20 Damage, Passive: 2% of your max Mana is converted to Attack Damage. UNIQUE Passive: Each time you attack, you gain one maximum mana (3 second cooldown). Each time you use an ability, you gain four maximum mana (3 second cooldown}. Bonus caps at 1000 mana. 2110 Gold. Self explanatory. Great mana and damage. This is replaceable if you do not want to be able to have no mana troubles at all. I personally enjoy spamming the hell out of my heal all game.
Infinity Edge: +80 attack damage. +25% critical strike chance. Unique passive: Critical strike damage increased by 50%. 3830 gold. A must have. Increases damage, crit chance, and crit damage.
Phantom Dancer: +55% attack speed, +30% critical chance, +15% movement speed. 2895 gold Great attack speed to apply pasive faster, good crit chance, and movement speed.
Trinity Force +30 attack damage, +30 ability power, +30% Attack apeed, +15% critical chance, +12% movement speed, +250 health, +250 mana. Unique passive: 25% chance on hit to slow the target by 35% for 2.5 seconds. On cast, your next autoattack will deal bonus physical damage equal to 150% of your base attack damage by 150%. 4070 gold. All around good item. If you like it, get it. Also procs on Q for slow and extra damage.
The Bloodthirster +60 attack damage, +15% lifesteal. Passive: Gains 1 bonus attack damage and 0.25% lifesteal per kill. This bonuses cap at +40 attack Damage and 10% life steal and are lost upon death. 3000 Gold. Good for exxtra damage and lifesteal. Get it if you are sure you can keep the bonuses up from staying alive. Doesn't take long to farm it up with Gangplank.
Weather you are jungling or laning, try to farm farm farm. Your Q gives a great amount of extra gold. Use it to your advantage. You need gold to become effective. Help with ganks, ward, and watch for ultimate opportunities. Your main goal here is to get wriggles and your choice of boots.
This is where you will start to become more of a threat. Get your core items (Wriggles, Boots of choice, and either infinity edge or Trinity force). Help with team fights, push towers, and farm more. Also ward dragon and take it whenever possible. It makes a difference.
Start to finish off your build (usually the 5th item, rarely 6th). The main goal here is to obviously push and win. Pick your team fights carefully, and try not to be focused down. Stay behind your tanks at all times, ward baron and dragon, and try to help your team to win team fights with the next chapters strategies.
During a team fight, your main goal is to poke with your q and stay out of range until you are sure it is safe to go in and auto attack. Wait until you see the majority of the enemy team use their crowd control, and then focus down the most dangerous carry they have. Use your ultimate on the core part of the fight to enable a big slow. You want to focus in the following fashion:
Most dangerous Carry (AD/AP) -> Remaining Carries -> Support -> Tanky DPS -> Tank
Do not initiate, let your tank to that. Hopefully you will come out alive, with everyone else dead.
Gangplank fills a unique role. He can jungle, lane, carry, and be a huge threat. Learn to master him, and your enemies will surely wish they would have banned the mighty pirate!
8-27-11 Adjusted numbers in the skills section. [Q and E]
8-26-11 Guide written, attachments added, guide published.