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GANGPLANK BUILD GUIDE: Support Gangplank - THE POWER OF COMMUNISM!!1 by ShinerCCC

by ShinerCCC (last updated over a year ago)

59,398 Views 10 Comments
9
Greater Mark of Armor Penetration(+11.52 armor penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Gold( +3 gold / 30 sec.)
View Rune Details
Summoner Spells
View Summoner Details
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1 Offense
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18 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Grog Soaked Blade
QParrrley
WRemove Scurvy
ERaise Morale
RCannon Barrage
View Skill Order Details

Runes

Masteries

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18 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Grog Soaked Blade
QParrrley
WRemove Scurvy
ERaise Morale
RCannon Barrage

Champion Matchups

Introduction

YA HAH HARRRRR. The winds of change blow and strange tides roll in this, the third season of League of Legends! The support role's been shaken up, me hearties, and some unconventional picks be rearing their heads above troubled waters. Gangplank, who has sank below the waves of top lane and jungle in fear of bulkier bruisers with more damage, more defense, more sustain, scarier abilities and greater ability to snowball, finds himself returning to a forgotten role. Support Gangplank saw some brief competitive play, but was shortly forgotten when everyone said "bah, all he does is harass, just bring more potions". With little CC (crowd control, i.e. disables) and transition, Gangplank fell behind in a supporting role in lategame.

BUT ONE MASTERY POINT HAS CHANGED EVERYTHING.
PICKPOCKET.


applies the properties of Gangplank's melee basic attack, which means shooting an enemy champion with your pirate pistol grants you 5 gold! So you mean Gangplank can get PAID to do what he does best, without having to devote energy or mana to last hitting?! And instead of putting top lane at risk with a passive, farming champion, a team can have Gangplank's ultimate at their disposal, one of the few true global-range ultimates left in the game?! Ahoy, mad assists!

With all this extra gold, Gangplank will have vast, unimaginable wealth, far more than the enemy support, leading to lategame teamfights with virtually 5 carries versus their 4. Gangplank has always functioned like a team player, and has a much better transition to lategame with the increased passive gold of Season 3 and all the tactics outlined in this guide. You will literally have as much gold as your teammates and feel as powerful as they are! YO HO!

Advantages of Support Gangplank:
  • effective harass that makes him rich!
  • global ultimate to support EVERY ally, not just your own lane
  • ultimate boosts initiates greatly; if your team doesn't have one, it can function as one too
  • has an aura with wide range, however it must be activated and has a long cooldown
  • has great base health, making him powerful in lane, and in later despite teamfights despite shortage of gold
  • high movement speed allows him to peel for his carry well, or if needed can help his front line dive something
  • has synergy with most carries, and team comps
  • persistent, reliable slow for CC.

Disadvantages of Support Gangplank:
  • only CC is reliable, barely noticeable slow. A glaring weakness versus channelling champions
  • no particular amazing synergy
  • short range
  • is kind of a useless ability for a support.
  • sustain problems. Many supports can heal or shield their lanemate in some way, and Gangplank can't. This can diminish the effectiveness of support Gangplank. He also needs to manage mana in the early levels
  • slightly weaker during midgame; bonus gold from Pickpocket and hasn't flourished yet.

Don't believe me? You will LITERALLY HAVE AS MUCH GOLD AS ANYONE ON YOUR TEAM:
[http://img822.imageshack.us/img822/7530/teamcommunismbeatsgr.png]
[http://imageshack.us/a/img515/6204/supportgprich.png]
[http://imageshack.us/a/img818/1650/supportgpranked.png]

Version History

17/01/2013: Guide posted! :D

18/01/2013: Marks changed to Armor pen. updated matchups section. added Team Composition section.

19/01/2013: Changes to Masteries section, more uses for Parrley

24/01/2013: Cleaned up item builds, laning/matchups, skills sections, and a few typos. Added to matchups.

Masteries

I use this 1/11/18 setup on Support Gangplank.

Offense:
Summoner's Wrath is for the improved Exhaust for some armor/MR shred. Exhaust has been nerfed, but it helps for finishing off enemies in lane, and helping fend off enemies in later team fights. Your team will probably ask for at least 1 Exhaust, and usually support gets it, but if you want instead (more base health, yo ho!) then put this point in Summoner's Resolve instead.

Defense:
Standard bot lane stuff. Armor and basic attack damage reduction, since you can expect to take some counter harassment from the enemy ranged AD. Gangplank needs to be tanky at all stages of the game, so that's where the base health comes in handy.

If you want Block then you can take Heal, and use your points to do 0/13/17.

Utility:
The new main tree of support. Some players don't like the starters, so if you're one of them, consider finishing Mastermind or Wanderer. You'll be getting lots of cooldown reduction items in game, but no item can grant lower cooldowns on summoner spells, so that's why I suggest those. I skip Artificer because the only active item I recommend is . Pickpocket is, of course, mandatory.

I don't go all the way to Nimbleness because Gangplank already runs faster than most champions, and I would much rather have those points in defense. Running faster as a melee champion is pointless if you can't take hits.

Runes

The runepage is a standard support setup.

9x Armor Penetration Marks - If you can't devote a second runepage to support, the standard Armor Marks are fine too. But Armor Penetration will turn the tides in your favour much quicker. Bot laners tend to bring armor runes and these will help counteract that.

9x Armor Seals - Riot screwed up somewhere along the way, because I think literally every runepage uses these. Tell any friends who aren't summoner level 20 yet that these are what they should save IP for if they want runes at the right time.

I know it's tempting to use Gold seals because of BANKPLANK's storied history, but that would be trolling. But only a little bit. Gangplank needs to be tanky, remember, and you need to squeeze stats everywhere you can because you're on a support budget. Gold seals might swell that budget, but you'll be squishier and probably just feed.

9x Scaling Magic Resist - Gangplank has to be tanky!!! These overtake flat glyphs after level 9, which is when you will start seeing the enemy AP carry more and more in fights over dragon. These will help you survive those annoying large-area magic damage spells so you can keep running around committing acts of piracy.

good trolling maneuver: use two Critical Chance glyphs or one Critical Chance mark for 1% crit chance. If you randomly crit with you might be able to snowball bot lane. Honestly I don't even pay attention, I'm too focused on shooting my gun for money.

3x Gold quints - Standard for support, and there isn't really a better choice. These will keep the gold flowing in mid and late game where you have less chances to use Pickpocket to line your pockets.

Skills

Passive: Grog Soaked Blade

Explanation:
What a great passive! Free damage boost and reliable slow. Unfortunately you have to wade in there and hit people several times to get it to 3 stacks. Get good at moving in between attacks so you can control your opponents to either chase them, or stop them from chasing allies. Keep it in mind.




Q: Parrrley

Explanation:
Your enemies will come to dread that clicking sound that means their lunch money is being taken!! A lovely ranged harass tool that will give you 5 gold every time you hit an enemy with it. In team fights you can stand next to your carries, helping them kill a melee enemy that broke through your front line, while shooting a different enemy. Or you can think of it as an extra attack to help you pump more damage onto one enemy.

The bonus gold is not wasted because you're support, however. Anything killed with it is extra gold for your whole team, and since you'll be spending it on aura-granting support items it should be worth it. If you're split pushing somewhere, borrowing small jungle monsters, or helping your carry shove a lane, feel free to take some minions with this. BUT try to last hit only using this, not your basic attack. This is especially important if you're next to a teammate doing a jungle camp...shoot the small minions to make them worth double or even triple as much gold as they would normally give! Get that bonus gold and get rich!




W: Remove Scurvy

Explanation:
A wonderful unique ability of Gangplank, however it's kind of wasted in the support role. Only the dumbest of enemies will use disables on you...not only because you're Gangplank and have these famous oranges, but also because you're support. Regardless, if you've played Gangplank you'll be in the habit of saving it for CC, so you might as well do so. If you use this in plain sight of the enemy, you might bait them into using CC on you...but you're still support, so that should help your team win a fight. On the flip side, this is what allows you to outscale the enemy support lategame; you can dive them because you're way richer and way stronger than them, they'll CC you, and you eat oranges. BAM, enemy support is nearly useless now.

In the skill order chart I left this unskilled until level 8 but you can take it at level 4. I would strongly recommend doing so if the enemy jungler has a CC that needs to be broken, or if you're laning against . can probably wait until 8 but it depends on how the lane is going. As for ...I think if you fruit out of his ult you will get swapped immediately but not be slowed.




E: Raise Morale

Explanation:
Oddly enough, even though Gangplank has traditionally been thought of as a carry (before his remake back in Season 1 he actually was a carry!) he has a support-esque aura ability. It costs very little mana to activate, so you might want to use this in lane to do some extra damage. The passive bonus should also make you stronger than the enemy support in a 1v1 context so they will usually be on the run from you. ZONE THEM. Use it to help your team run around and do more damage, obviously. Be sure to use this while pushing.




R: Cannon Barrage

Explanation:
I LOOOOOOOVE THIS ULTIMATE. Especially now that it slows consistently, and has evenly distributed cannonballs...I remember when it didn't...anyway, this covers a large area and can be fired ANYWHERE. It also has a pretty low cooldown. With 40% cooldown reduction, this has a 69 second cooldown at rank 3! It also grants vision of wherever you shoot it, so sometimes you can desperately steal Baron Nashor with it. Start watching the map like crazy when you have this, and pay close attention to your teammates. Use this to boost any engage. Top lane fighting each other? Ult to tip the scales in your guy's favour. Skirmish over dragon? Use this for some damage where they stand, or cut off their escape route through the jungle. Enemy recalling with barely any health, and you feel lucky? The uses for this are vast in scope. It might even be stronger than a normal Gangplank ult if you get AP...nevermind.




Item Builds

Like the Item Build at the beginning says, your starting items can vary a bit. Obviously you need to get some wards first.


A new item for Season 3, this can pay for itself quite well. But it stops being useful after a few towers fall. I agree with Xpecial in that it makes a good substitute for ; don't get both or you will be vulnerable to burst damage. So if you don't plan to get then you can get this, allowing you to save that gold for tankier items. The higher cost makes it a bit prohibitive for support now, but keep it in mind regardless.
A small warning: you can't eat your biscuit at the same time this is healing you since the patch that just increased the cost of this. High elo biscuit bait just got harder to pull off.


Bankplank has always historically loved this item, and now that he can play support it's an even more natural fit than ever. The health and mana regen will allow you to even more, and heal back the counter harass.

After you get $$_PAID_$$ with sick Pickpocket skillz you need to get these items as quick as possible:



This is super important to get on Gangplank. You will tend to push lane passively because will cause minion aggro, so you need wards to help avoid being ganked. It also grants health, which is crucial for a melee support. Upgrade this to as you see fit.


You CAN DO NO WRONG if you build this on support Gangplank. Any cooldown reduction (CDR) helps because you can use and more often so you can get mad support bank. It's also a stepping stone to , all of which are amazing on Gangplank. (But best to worst in order from left to right)


An important component of , this can help cover up Gangplank's glaring weakness of not being able to heal his lanemate.

Around level 9 you should be getting really rich. Maybe your team got a dragon or tower by now and you'll start grouping more and more often. Finish one of these, in order of importance:



I always loved this item, even when it was Stark's Fervor, or the season 2 Zeke's that boosted attack speed. The fact that it now boosts Attack Damage instead is a buff in my opinion. Even mage champions that go mid often scale off Attack Damage, such as , and that's not even counting the currently popular users who actually scale ENTIRELY off AD.
YEAH I HAVEN'T EVEN STARTED TALKING ABOUT THIS ITEM FOR GANGPLANK AND HIS LANEMATE, THAT'S HOW GOOD THIS ITEM IS. 20 AD is a LOT. Like 800 gold worth of it. By the time you get this you've probably noticed your seems a lot weaker, but this will fix it up good. You'll also heal yourself a bit, and give your AD some most excellent lifesteal. You can even encourage your AD to get a or two to press your early game advantage, then get this to cover their lifesteal needs until later, allowing them to rush something like or .


Throughout this guide I've been stressing the need for Gangplank to stay tanky to stay relevant, and this item will not only make Gangplank tanky but also the rest of his team. A tanky team is important if you're stuck being your team's only initiator too, because they'll have to wade in there with you after you fire the cannons and use . Some junglers like to get this item, but you will give each other the aura if yours does. Upgrade it to if you're against a lot of large-area magic damage or magic damage dealers in general.


Finishing your boots early is important so you can run around the map to help your team with objectives, and use your more often. Having your ult ready is more valuable than being slightly tankier with something like because you're support, not your team's main tank.
As for enchantment, is a decent choice because your team can then follow you into your ult, or help turn to peel for your carry. They even help with split pushing. But you can't always be in the front...any of the other enchantments would be fine, except . is kind of lousy on Gangplank in general, but you need it to survive and make plays as support in the early game. Boots enchantment is a low priority, I would only consider it after getting a 5th or 6th item.


Even though this got nerfed for Season 3, it's still a great combo with . Ult on top of/slightly behind the enemy team, then activate this and , then charge into the enemy team! It's not the greatest initiate, but sometimes people don't consider team comp while making picks, and you can save the day by getting one of these. Even if you DO have a great initiate, this can only help.


Hey, guess what stat comes front-loaded onto pretty much EVERY SUPPORT ITEM? HEALTH. Gangplank's stupendous base health, as well as his plethora of health+CDR items will push his AD above 160 easily. This is what makes Gangplank into that "5th carry" lategame. The enemy support will likely feel guilty about being so much poorer than you and try to CC you in teamfights, but you have . You can now 1v1 any support in the game if they choose to fight you, but most can disengage persistently such as .
You can get the midgame to help pay for this too. You can even pretend to be and split push a lane all day, ult to help your team, and put on tons of pressure while making hella money.


I haven't actually built this on Gangplank yet, but it's a good item. Has a kind of hilarity to it, because you can remove any disable from yourself (using ) AND from a teammate. I'll have to try rushing next time I'm against because they do a lot of magic damage.


Hey, does anyone else miss Gangplank's old passive? This also builds from the income-generating . The crit chance and AD will help your damage scale into lategame, and the reduced healing debuff can prove very useful versus many champions, especially


Gambit Gaming (previously known as Moscow 5) showed the power of this item at IEM Katowice by rushing it on their jungler every game. It's like the armor version of , and the shield gives you a way to shield your allies like most other supports. It's actually a really good item, but the previously mentioned stuff is more important.


I got this on Gangplank one game but we won before I could really try it out. Because and do magic damage, it's really hard to get it stacked up on an enemy, so it's honestly not even a very good choice.


I haven't actually got this in a game yet but I guess you could. Gangplank spends a lot of mana, and the aura is still good.

DON'T BUILD
As much as I love this item, you won't be able to get enough crit chance to support this. is too short ranged to use as reliable poke before teamfights as well.

By the time you can afford it you will really start to notice just how short-ranged really is.

It doesn't work with your passive (I guess it's not a 'spell'? crazy ambiguous Riot tooltips) and it's a huge waste of gold to get your ult to do slightly more damage. Remember, you don't have any magic penetration.

Laning + Matchups

Get hype, because you're going to get a LOT of Pickpocket gold. But it's not as easy as it sounds. has a very short range, and even after shooting them it can be hard to catch up to slowed enemies because 1 stack of is a very small slow.

If you're blue team, Gangplank is a great support to kill the mini golem jungle camp with at level 1. Kill the small one first, don't worry about last hitting it with , and try to split the damage between the two of you, with slightly more on you since you probably started with a health regen item.

Because Parrley is a basic attack, it will give you minion aggro, and you'll find your lane will tend to push. Ward frequently, and if you're blue team you can run into your jungle and kill the golem camp again when you push up and don't want to be caught overextended.

  • Don't use and too much at early levels when your mana pool is smaller. You can start shooting left and right like Yosemite Sam at level 3, when you have two points in .
  • Pay close attention to your positioning. Don't get pincered 1v2, this will ensure you take more damage than you just did with .
  • Watch the health of friendly minions. The enemy AD will want to walk up and last hit it, and they can't attack you and the minion at the same time. This is your chance to use
  • Left click on your enemy champions in lane and see who has less armor between the two of them. Try to focus more of your harass on the vulnerable one.
  • Once you harass enemies to a much lower health, consider going in for the kill. Ping them and communicate with your lanemate. If they have any kind of CC (most ranged ADs don't, but whatever), tell them to lead with it so you have enough time to close in. Use to run in, then land melee attacks to stack up for maximum slowing. Use and/or to follow up if you have to.
  • If you have , use it judiciously to break disables and keep fighting (or escape ganks if you find yourself caught in one).

The First Mate: Ranged AD lanemates that sail with Gangplank

Great potential here. Both of you have slows, so you can either disengage from chasing enemies that don't have huge leaps, or chase down fleeing enemies. Both of you have global range initiation ultimates. However Ashe's low damage could make things tough early on. Play passively until level 6. Ashe players like to rush , so getting an early is more important than ever.


Similar to laning with Ashe. Cait's poke outranges yours, so you might choose to act more like a bodyguard in this lane...or just aggressively harass to create openings for Caitlyn to harass the enemy.


Haven't laned with one yet, but the poke from his at level 6 should synergize with yours quite well. Good all-in potential at 6 with your ultimate as well. Armor shred on his will help you do more damage.


Haven't laned with one yet, but you both have movespeed steroids and global ultimates. You may find it easier to instead "protect" the spots where Draven's axes will land rather than directly harassing the enemy. Some synergy, but I think there are better choices with Draven like .


Two global ultimates and good poke. Ezreal is often very aggressive early, and Gangplank likes that. Probably the best partner for Gangplank because he can jump in and get kills in lane while helping you poke.


Surprisingly, not a great pair. Graves also has short range, but can't poke like you can. Graves needs hard CC like stuns so he can dash in and get a close-range off for huge burst. You will probably take a lot of harass from both enemies while Graves struggles to find a good position to engage. However, if you get a gank from your jungler you will DESTROY things. Try to bait enemies into chasing you while Graves attacks them from the side.


You'll have to play passively for quite a while, because Kog is weak early. As he gains levels he will be able to poke more effectively, and even outrange you. Not a great combo, I'd suggest picking someone else.


Two seadogs that both love to poke and chase enemies. Your ultimates will also combo amazingly well. Her is pretty terrible, but still charming because it's like a puny version of your ult.


Because Sivir has a spell shield, you can both avoid CC! Great synergy at level 6, great poke with , and a sick ult that will have your whole team running down or outpushing anyone. But Sivir's lack of escape combined with your weak CC could spell trouble in certain situations. At least you can both run very fast.


Good partner. Once you harass the enemy for a while, Tristana can and go for a double kill. Reduced healing on is great too. You'll scale into lategame along with her excellently.


Twitch's stealth, combined with and can lead to some great sneaky engages. Use as he's turning invisible with so he can run extra fast.


Having another AoE ult around is just great. You might have a hard time protecting Varus with his lack of escapes though. You both have great poke, but be careful.


Great all in potential with your ult and hers . You can both run very fast with and her passive . Unfortunately she will pretty much be forced to use defensively, unless you can keep the lane bushes warded.
Vayne is considered weak early, but by lategame you will both scale ridiculously.

The Scurvy Sea Dogs: Rival supports and ADs


Use to absorb , then walk away and /laugh


You can poke the cow pretty well, but you can't use to avoid his CC. Keep him at arm's length and don't get engaged on. You can outpoke his pitiful heal.


Scary matchup because you can't use to save yourself very well. If he whiffs a grab, harass like crazy. Although Gangplank is tankier than most supports, he will still take a serious beating if grabbed. Keep the bushes warded at all times and try not to get grabbed. If you harass enough to keep their health bars lower than yours, you can turn a grab into a free engage.


Ezreal can be a bit of a problem because his poke from outranges yours, unless you dodge it. So...make sure you have minions between you and him and try to dodge the harass.


She can shield your harass on reaction, and counter your ult with hers. is only helpful against her . But her shield costs a lot of mana and has a longer cooldown than your , so try to re-engage while it's on cooldown, or target the enemy who didn't get shielded.


Like , grants an armor aura to himself and his lanemate , so that's a downside for you. But his engage is also strong and you can't use your to save yourself. He's also pretty tanky and if he gets out of hand he will be very strong. If he engages with the thunderdome then use your ult to keep his team away as best as possible. Unlike Taric, Jarvan's CC is more useful in teamfights so if he gets tanky enough he is much better lategame. I would say this is a counter to support GP, do your best to play passively and get rich with so you can match him lategame.


Take at level 4 so you can escape if you get caught by her CC. Harass her or her lanemate while her is down, because her is no threat because of your oranges. You should also try for an all-in on her before she's level 3, especially if you did the golem camp at level 1 because you will hit level 2 before she does. If you keep her and her lanemate's health lower than yours, she won't be able to engage favourably on you. You will outscale her massively in lategame because your ult has a short cooldown too.


She can not only harass, but also shield on reaction. She excels versus all-ins, so just try to win a poke war. might come in handy here; lategame you can use to remove a on an ally.


Has longer range poke, but you can use to break her snare. Her shield is slow and has a long cooldown, you should have no trouble keeping up the poke from . Her mana costs are also very high and her spells have long cooldowns, so try to outsustain her.


will come in handy if you get hit by . Nami can't push minions whatsoever so you can shove lane to their tower over and over if you don't want to fight her. Should be an even matchup at worst.


This yeti rider defuses aggression way, WAY too well. Don't go for all-ins, he will blow you up with because you don't have a hard CC to stop it with. Just poke all day and try to force them out of lane. If you get hit with just eat oranges and it will be k. If he skills then aim all your harass at his AD. Problem solved.


Get at level 4 and only aim at his lanemate, because his will block your . A natural counterpick to Gangplank, but luckily you aren't in a solo lane. Pantheon is scary to a ranged AD so try your best to keep his lanemate at low health so you will be able to survive 2v2.


A very annoying pick, because her poke rivals yours but she also offsets yours with a heal and temporary armor boost. Watch her count and try to land your when it's not charged up. Your gun should also be ready more often than her power chord and costs less mana so harass often. Pressure her lots to run her out of mana. Use to break her ult and attack her if you're able, Sona is very squishy and should not be able to 1v1 you if you have equal health. The problem is staying at equal health. Watch your positioning very carefully. In the event you do get poked by Sona, your AD should engage.


Your biggest counterpick. She doesn't have any CC for you to break with and her sustain is ridiculous. You might have to rush if you aren't laning with . Standard procedure versus Soraka is to bait out a and then all-in the one who didn't get healed, but Gangplank lacks burst. Ask for ganks and use your ult to help other lanes, but don't neglect getting free Pickpocket gold.


All his free armor will make this lane a huge pain. Get at level 4 or maybe even level 2 so you can break free of his stuns. Taric is mighty in lane but falls off harder lategame, whereas you will excel with a . He will be powerless against you later because of your oranges. You may have to play passively for quite a while.


You'll need an early to deal with his passive . He is VERY STRONG, just poke him and avoid any full engages.

Team Fights

What can I say? If you have Gangplank experience, just be Gangplank. Gangplank's greatest strength has always been his versatility and team fighting; he can be a front line goon, who is hard to stop because of , high movespeed and ranged slow with , or he can use his passive slow to help protect his back line.

Gangplank has high base health, and you will be grateful for that now that you're cast in a support role. But you won't be that poor. The longer the game goes on, the more gold you will make because of and Pickpocket, allowing you to outscale the enemy support more and more. Wards? You both have a and similar passive gold. Stats from auras? has that covered. AoE crowd control ultimate like ? You know the answer to that one.

Because Gangplank is versatile, you have to really pay attention to what is happening in team fights, be aware of both your team comp and the enemy's, and have a great game sense of how much damage every champion can dish out. Gangplank can reward an experienced support player, but at the same time, he's pretty simple to play. In general, use your ult and watch your front line go in, follow them as far as you can, but as soon as you see enemies head for your back line, turn and help them. Standard procedure on support, pretty much. It will just be a lot easier because you can win any skirmish (like a 2v2, 3v3, etc) because of all that bonus gold you've farmed up.

Placing Support Gangplank on a Team

Remember how I said Gangplank was versatile? He can actually fit into many team compositions. The only thing to watch out for is to make sure he's not the only CC on your team because he can only offer slows.

  • AoE "Wombo Combo" Teams
Pretty obvious, since Gangplank can aim his anywhere with perfect precision. I would recommend using it before or after the main wombo combo has happened because the damage is not the main attraction, it's valuable for the slow. If you use it before it can make your combo easier to set up. If you use it after it will allow you or someone else on your team to clean up any surviving enemies.

  • Push teams
You'd be surprised how fast Gangplank can help push towers. Combine with champions like who can grant AD or Attack Speed steroids to multiple people on your team and the objective-taking power will be ridiculous. In a pinch, Gangplank can also split push (somewhat slowly) and use to help the team from afar, similar to . Since you're support and have a you can ward the enemy jungle to push safely.

  • Lategame Hypercarry
So your team's plan is to pick a champion like , and let their outrageous lategame scaling create an unstoppable ending. Gangplank will "outscale" any enemy support in terms of sheer gold difference, and give your team even more momentum once you see lategame. But having more gold doesn't mean you're better. can displace five enemies, has incredible lategame utility and one good grab can decide a game. Try to play around their crafty abilities, ult well, and use to show them how strong you are.

Comments

April 22, 2013 - 10:48 AM #1

The slow on Frozen Mallet is great; unfortunately 3k+ gold is way too much for a support budget, even one as rich as Gangplank. You'll get way more mileage out of Atma's or another aura item. Slows aren't always a useful way to peel for your squishy back line; champions like Riven, Nidalee and Master Yi don't care about slows. Gangplank peels with DAMAGE because man his damage is so high.



Remember you're still playing support, and your job is to benefit the rest of the team before you benefit yourself. The advantage of support Gangplank is that he is rich enough to do both and still be useful.

April 17, 2013 - 12:02 PM #2

u totally forgot a very important item for supp gp: phage!

the dmg is nice in his ad scaling context, hp are always good on a supp and u can slow better than just with ur passive, which will reduce gp's cc deficits and eventually shut up the people that flamed u in champselect... it even procs on q wich makes it even more awesome because u can deal damage + passive slow + 5gold + phage slow (eventually). if u upgrade it to frozen mallet the slow becomes ridiculous and he becomes incredible tanky. also gp counts as a melee charakter and just like with pickpocket gets the stronger melee version for his ranged q.



i always build philo->warditem->zekes->phage. works pretty well.



April 11, 2013 - 12:22 PM #3

I think Kage's is a bad idea. GP might have 1.0 AP scaling on ult, but the value is in the area slow more than the damage.

The Shard is not too useful either; you already have a slow you can aim anywhere and not just on an ally, with a much larger area size, with a cooldown only 9 seconds longer than the active item (once you have 35% CDR), that also does damage. What were you thinking? lolz.



GP already has substantial income through Pickpocket and Parrley bonus gold. Don't waste 765 gold getting more (instead please waste 800 on the Avarice Blade for reasons listed in the guide, thanks)

March 20, 2013 - 03:25 AM #4

I have to ask , is getting a kage's not a bad idea? I got it once on gp support, turned it into the shard , and it was not bad. just want your opinion on it , GP Master. TY!

February 23, 2013 - 06:14 AM #5

its nice to see a propper support gp guide. You should work on it to get it approved!

February 5, 2013 - 06:06 PM #6

If you want someone to help you edit it for approval, I'd be more than willing to help. Just shoot (or rather, Parrrley) me a message if you feel I can help you. I really like this guide and want it to be recognized :)

February 4, 2013 - 11:59 AM #7

My request for Approval was denied. I checked the guidelines again and I see they're more stringent this time. I'd have to waste a lot of sentences expanding sentences and clarifying some terms.



Currently farming up IP for crit runes to test out with support Gangplank >_>

January 29, 2013 - 02:51 AM #8

please submit this for approval. i've been playing it for a few days now, and it's just excellent. GP+ezreal is the most OP lane ever. if you want, i'll even make a video of gameplay for you (msg if interested, as i likely won't check here)

January 20, 2013 - 02:51 AM #9

Nice guide. There's a lot of great stuff in here and I'm glad to see another supporter of supportplank. I'm just curious as to why you wouldn't want Iceborn Gauntlet. I understand that it can be pricey, but it builds naturally out of sheen (allowing for huge Parleys) and glacial shroud. It gives a consistent AOE slow on your Parleys. You say in your guide that you can peel for your carry but I personally find that the 21% slow from your passive (which has to be stacked up three times to get there) isn't enough. Try out Iceborn Gauntlet. I almost never go without buying that in a support GP game.

January 18, 2013 - 02:26 AM #10

Great guide! I'm not a big support fan but was able to win many games using the tips, tricks, and build in this guide. Being able to carry from a support position is great in season 3. Thank you Shiner!

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