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d2jsp Forums > Other Games > MOBA > League of Legends > Gangplank Guide (jungler) > By Marcusd0. 18 July 2011
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Jul 17 2011 04:13pm
Gangplank the Saltwater Scourge

Cost 3500IP or 975RP

Spells -

(Passive) Grog Soaked Blade (Innate): Gangplank's basic attacks apply a poison debuff for 3 seconds that can stack up to 4 times. Each stack deals (3 + [1 x level]) magic damage per second and slows the target by 7%.
Ability Description Leveling up


Parrrley (Active): Gangplank takes aim and shoots an enemy with his pistol, dealing damage. If it kills it, he gains extra Gold. This ability can critically strike and applies on-hit effects, including his passive.

Cooldown: 5 seconds
Range: 625

Cost: 40 / 45 / 50 / 55 / 60 mana

Physical Damage: 20 / 45 / 70 / 95 / 120 (+1.0 per attack damage)

Extra Gold: 4 / 6 / 8 / 10 / 12


Remove Scurvy (Active): Gangplank consumes a large quantity of citrus fruit, which removes all crowd control effects on him and heals him.

Cost: 65 mana

Cooldown: 22 / 21 / 20 / 19 / 18 seconds

Heal: 80 / 150 / 220 / 290 / 360 (+1.0 per ability power)


Raise Morale (Passive): Gangplank's attack damage and movement speed are increased permanently.

(Active): Gangplank fires into the air, disabling his passive boost but inspiring himself to gain additional attack damage and movement speed, with nearby allied champions receiving half that amount, for 7 seconds.

Cooldown: 25 seconds
Cost: 60 mana
Radius of AoE: 1400 (estimate)

Cost: 50 / 55 / 60 / 65 / 70 mana

Passive Attack Damage Bonus: 8 / 10 / 12 / 14 / 16

Passive Movement Speed Bonus: 3 / 4 / 5 / 6 / 7 %

Active Attack Damage Bonus: 20 / 28 / 36 / 44 / 52

Active Movement Speed Bonus: 14 / 18 / 22 / 26 / 30 %


Cannon Barrage (Active): Gangplank signals his ship to fire upon target area for 7 seconds. Each cannonball deals damage. Enemies caught in the area of this ability are slowed for 1.25 seconds, duration refreshing if one stays in the area.

Cost: 100 mana
Range: Global
Radius of AoE: 575
Slow: 25%
Cannonball Area of Effect: 275
Cannonballs: 25

Magic Damage: 75 / 120 / 165 (+0.2 per ability power)

Cooldown: 120 / 115 / 110 seconds

Runes -

I currently got a quite random runepage.
Basically got 9x crit dmg red. 9xhealth/lvl seals. 9xcrit dmg glyph. 3hp plain quints.
I guess you could switch your seals to armor if you want. And armor pen marks. That would prob a g00d GP jungle page.
But I'm 2 lazy 2 spend IP on runes.


Masteries -

10/7/13




Items -

Cloth armor, 5pots.
Madreds (small one)
lvl 1 boots
wriggels
berseker greaves
sheen
IE
Trinity
Then I usually go for w/e it's needed.. BT/GA/Warmogs/black cleaver/FoN/Atma's etc


Jungling -

I do start @ blue buff and then I gank.
REMEMBER, I could gank after blue/wolves/wraiths/golems. That really depends.
If I gank after blue I usually go top.
If I gank after wolves I usually go mid.
And if I gank after golems I usually go bot.
I do not take red. But if I don't gank during my first jungling, I get everything except red buff.
I do counterjungle 2 sometimes. That really depends on what we are playing against, what jungler they have etc.


Spell order -

Level 1 - E
Level 2 - Q
Level 3 - W
No matter what, I always get it like this.
Then I pretty much always go for R/E/Q/W.


Other -

I actually haven't played GP in ranked, cuz every single time since I started playing him (about 2weeks ago) he keeps getting banned. Played like ~20ranked games and no GP. :-(
But I will play GP once he's available and try this build. So remember, this is not a "high-major-epic-PlayThisInOnly2kElo" guide. You could use this in normal games.
I always, before I gank get my E up so I get movement speed (try to get my allied friends 2, so I could successfully gank).
Not much more 2 say, remember your passive, and your really powerful with red. You could kite a lot of champions.
Also, remember 2 KEEP YOUR W UP, do not use it during a teamfight randomly, save it wisely!
(protip: it removes the cc from malz stun, but not the damage) annoying shit is annoying.
And yes, I did start play GP cuz he's very overpowered.

Good luck & rage/gimme some feedback if you want.
Tossed this guide together fast, and I think GP will get nerfed soon so I'll update if needed. :o
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Jul 17 2011 04:30pm
oh god

just run 21/0/9

gp dosen't need def masteries to jungle
and 21 offense will boost ur crit dmg alot
late game
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Jul 17 2011 04:35pm
Quote (TaeYeon @ Jul 17 2011 05:30pm)
oh god

just run 21/0/9

gp dosen't need def masteries to jungle
and 21 offense  will boost ur crit dmg alot
late game


^^^^
Member
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Jul 17 2011 04:42pm
If you're going to run crit dmg runes i'd at least start building crit chance a bit earlier.
Otherwise you're sitting at 2% crit up until later in the game when you farm up ie/trinity.
Kind of a waste if you ask me.
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Jul 17 2011 04:45pm
crit damage runes and ur build doesnt even cater to it

hf playing with RNG with 40% crit
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Jul 17 2011 04:47pm
I don't understand your masteries, why do you have improved flash, it's not worth wasting the extra points in utlity, also why do you waste 7 points in defense?
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Jul 17 2011 04:55pm
wtf kinda masteries are those?
i mean i do 16-3-11 for most strong junglers but thats just silly
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Jul 17 2011 05:09pm
Quote (Deathslaya16 @ 18 Jul 2011 00:45)
crit damage runes and ur build doesnt even cater to it

hf playing with RNG with 40% crit



trinity + ie, then I usually get pd and atmas.

Isn't that enough crit? :o

@masteries..

Maybe I should consider switching.. :o

Thanks, I'll try 21/0/9
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Jul 17 2011 05:17pm
Ouch, stopped looking at the guide when I saw masteries.
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Jul 17 2011 05:20pm
You are new to this game right? Holy shit fucking bad guide
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