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GANGPLANK BUILD GUIDE: Season 3 Jungle Gankplank by Yarpus

by Yarpus (last updated over a year ago)

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1
Greater Mark of Critical Chance( +0.93% critical chance)
8
Greater Mark of Attack Damage(+7.6 attack damage)
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 Attack Damage( +6.75 attack damage)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 1/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 1/1
mastery 4 mastery 4 1/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 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

mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 1/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 1/1
mastery 4 mastery 4 1/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 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

Hi! My name is Yarpus and I'm pretty average Gold IV player from EUW server. My main role is Jungle, but in SoloQ I tend to play as Top/Support as well. I'm obviously not as good player as most of you, but I have some tricks in my sleeves with my strongest part being theorycrafting. I do love analyzing builds and finding most interesting item paths/champions fitting the meta.

Today I'd like to bring up Gangplank. Kind of controversial champion who had his hossas and bessas leaving him nearly forgotten in Season 3 - which in my humble opinion is pretty weird as his itemization got hella improved.

Now you are probably asking - why would I pick Jungle Gangplank in season 3?

Gangplank's itemization is one of the most versatile in the game. Your synergies with items are endless. You can itemize in few different ways and still be effective during the course of whole game. Currently I consider these paths to be mostly used
Supportplank: items like Aegis/Solari/Zeke coupled with Iceborne Gauntlet to add up some decent damage and kiting power.
Bruiserplank: Frozen Mallet/Warmog's Armor/Atma's Impaler. Huge health, powerfull slow on Parrley, great sustained damage output.
Carryplank: Trinity Force and Infinity Edge. Because everyone loves melting faces with those 1k damage Parrleys.

Additionaly there are some items which are always amazing on Gangplank due to huge synergies with his skillset overall. Avarice Blade, Spirit of Lizard Elder or Phage are all powerfull pickups for Gangplank.
What's the most important thing? You don't actually need to pick any of these builds at the start of game. "Humm, I managed to snowball pretty hard? I'll grab that early Triforce", "this game my carries are capable of carrying me? Better pick up aura-items to support them."
It makes Gangplank safe champion. Whenever I play someone like Nocturne it's either nut-up or shut-up. Transitioning into mid-late game as 1/2/1 Nocturne is horrible experience. Gangplank lives in this enviroment without slightest issues.

Gangplank's farming capability in the new jungle is unmatched. Hey, don't be confused. Obviously his clear isn't that fast - but amount of gold he picks up in the new jungle while staying on decent speed is his huge advantage. Parrley's passive granting up to +8 gold per minion kill is impressive, especially if you will consider that small Wrath gives you 4 gold bounty. You can stick to farming your jungle like there's no tomorrow and pick up much more gold than other junglers can do.
Let's compare situation. You need 4 seconds to clear the camp while last-hitting 3 wraiths out of 4 with Parrley + Avarice Blade. Your opponent needs 2 seconds to finish this camp.
50 gold from large Wraith + 12 gold from small Wraiths.
50 gold from large Wraith + 12 gold from small Wraiths + 30 gold from Parrley last-hits.
62 gold vs 92 gold on smallest and most popular jungle camp. Yes, things like that slowly add-up to your lategame.

Gangplank is currently the only champion with not-nerfed-into-oblivion and truly global skill. Global-based champions such as Shen have their very special place in heart of players just due to amount of map pressure they can put from any place. Obviously Shen's ultimate is far superior to Gangplank's with two small things:
* Shen is pretty often banned/counterpicked
* Shen's ultimate cooldown is ridicolously huge
Having access to global-range AoE slow + damage might be less impressive, but that's a good mechanism allowing you to focus on farming AND being able to react to what happens on the map.

Pros/Cons

Pros:
- Versatility and flexxibility in terms of builds (varrying from Support to Carry).
- Farms decent amount of gold in the jungle.
- Global ultimate on decent (120-110s) cooldown.
- Decent during mid-late game.
- Strong duelist with access to kite/chase (built-in slow).
- Has access to CC-removal (Remove Scurvy).

Cons:
- His clear is slow/unsustained.
- His ganks are average (pretty bad mid lane ganks, decent side lanes ganks).
- Lack of dashes/gap-closers (his only mobility is Rally Morale).

Summoner Spells/Runes/Masteries

As I wrote earlier, Gangplank is extremally flexxible champion. Consider these informations written here as 'hints', not as 'what you have to do to make whole thing work'. You will see my personal preferences, which might not work the best for you - feel free to toy with the endless possibilities on your own. Just don't get AP and Critical Damage on him, m'kay?

Summoner Spells




Personally I choose Ghost-Smite. Smite is pretty obvious and as a jungler it's your goddamn job to have this thing. Additionally it MAKES MONEY SO YOU HAVE TO TAKE IT, RIGHT? Ghost is my actual preference as Gangplank's huge issue is lack of build-in mobility. As Remove Scurvy allows me to get out of many sticky situations - the only case of danger is when opponent is capable of outdashing/outrunning me. Ghost makes it much more difficult.
But if you're feeling like Flash, just do it. Flash is still OP.

Runes

Marks
My personal preference is having single Critical Chance mark - I use this runpage for both AD junglers and AD Carries... but there's actually a pretty good reason for that. Your lack of single AD has little to no effect on your actual jungling or even game. Single critical strike can be a gamebreaker. I see that even without crit-items, I tend to do crits pretty often. And there's nothing funnier than opening a gank with crit to the face... with nearly 1% chance. No Problem! Well, I find 1% being expotentionally bigger than 0%. Still, it's up to you. It can screw you sometimes when you are obtaining smiteless buff - but no risk is no fun.
Besides of that - it's either pure Attack Damage or 5 Armor Penetration + Attack Damage. If you are speccing 21 into Offensive Masteries, you need 5 Armor Penetration to reach average jungle creep's Armor (which means dealing true damage to them). I like Armor Penetration as you actually have decent AD buff and only one AD scaling.

Seals
I think you shouldn't ever try to put here anything else than flat Armor Runes.

Glyphs
It's either going into usual Magic Resistance per Level (which is awesome as you're not gonna always pick up MR items) or experimental Cooldown Reduction (flat or per level). I like my MR runes, but if you are interested in obtaining CDR cap faster than usual (or your item path doesn't have satisfying amount of CDR) - consider these. Just remember to not bring them when you think items you build will actually get you up to 40% CDR.

Quints
The main choice here is AD. It makes your clear faster. It makes you hurt more during both duels and ganks. It's generally a good and wanted stat. No reason to change that. Alternatives? I think only Movement Speed - but it's not that amazing on you as on some other champions.

Masteries
Damn, Gangplank is such a flexxible beast. It's up to you it seems. I usually try to think what kind of GP I'm gonna play and choose between 9/21/0 (fits more into Bruiser/Support Plank) or 21/9/0 (fits more into Bruiser/Carry Plank). You can afford going more offensive in the jungle as you don't have to deal with constant harrasment - just keep that in mind.

Skill Order

>>=

No revolution here. You pick up ultimate whenever you can as it's awesome. You get your Parrley to both increase your DPS and getting more gold from your jungle camps. After that it's either Raise Morale for team buff and a bit of mobility or Remove Scurvy for sustain/sticky-situations-escape. Doesn't really matter that much.

Some silly facts about Gangplank skills:
- Parrley can crit and procc on-hit effects. It works with your passive.
- Parrley is considered to be Melee attack, which makes the difference in few cases. Besides of Pickpocket Mastery which doesn't interest us that much - both Iceborne Gauntlet and Frozen Mallet benefit greatly from this fact. Additionaly, Hydra is hilarious.
- Raise Morale is pretty huge buff for both you and your allies. It's up to 40/20 AD for you and our teammates (so nearly BF Sword for you and Pickaxe for your teammates) and 20/10% of Movement Speed.
- Cannon Barrage proccs Spirit of Lizard Elder, which makes it the core item for us. It adds up a lot of DPS to ability which otherwise would never scale (unless you troll hard as AP 'mah oranges so juicy' Gangplank).

Item Builds

Early Game Items:

That's usual start for any jungler. No big deal here.


This one is far more controversial. Gangplank might be considered one of the very few champions who are solely reliant on their autoattacks which would usually lead us to Madreds-Wriggle path. But the issue is - Wriggle's Lantern sucks. Like literally, it's terrible item - especially if you compare it to upgrades of Spirit Stone who are not only good items for junglers, but are good items on their own.
Also, unlike Madreds, Spirit Stone allows me to collect all the Parrrley gold from most of camps without "ooops, here's a procc you didn't needed".


I don't pick up this item always, but when I do - I love it. Remember that time we've picked up Spirit Stone instead of Madred Razors? Well, we've lost a lot of single-target damage, right? Avarice Blade makes up that for us by giving us 10% Critical Strike chance AND by generating us some additional cashcoins. 3 Gold per 10 AND 2 gold per creep are insane if you like to farm stuff. It also has decent upgrades in BruiserPlank and CarryPlank builds.


I think the only jungler who currently uses this item to it's fullest is Diamondprox. And as he's one hell of a smart russian - I trust him. That is why I try to pick up Crystaline Flask as my way of dealing with sustain issues in the jungle - and by that I mean both Health and Mana sustain. One big pick-up which makes you never touch a Health potion again? Totally worth it, especially if it gives you mana for few more Parrrleys.

Situational Lategame Items:


I feel like this item is very underestimated, unloved and unwanted. That's a huge mistake. If I'd play as AD Carry, I'd use BV as my main defensive item most of the time. To understand this item you need to do one thing: look at the actual stats. 400 Health and 45 Magic Resistance are kind of huge on one item. Especially for mere 2600 gold. Compare other "good-to-go" anti-AP item, Spirit Visage which grants 50 Magic Resistance and only 250 Health. That's the difference.
But still, what actually lead me to building BV on GP? You are one of the very few champions in the game who have no built-in mobility. If you are CC-locked, caught somewhere in the jungle by whole team - pretty much you are dead. You can use Remove Scurvy to deal with some CC, but you are usually gonna be chain-CC'd. BV fixes this issue by giving you TWO defensive layers of protection against Crowd Control. So yeah, first Taric's stun is gonna fizzle and then that huge-ass slow from Evelynn will be dispelled by omnomnomorangessogood. So, if you like taking Ghost on GP as I do - and if opposing team tries to make some sneaky Metal Gear Solid traps on you - consider BV as it's good for both it's stats and bubble.
Additional Note: it's also helpful at dealing with poke teamcomps. You can catch Nidalee spears once every 20 seconds with no health loss.


Probably the most effective defensive item in the game. It's obviously dedicated to hinder plans of people who want to kill you and your teammates with autoattacks. You get a huge chunk of Health (which is the main reason why it's oh-so-much-better than Frozen Heart atm), Armor and procc which slows/reduces AS of opponents attacking you. And last but not least, it's active is just truly truly outrageous as it adds up another layer of CC/disruptivness into your skillset. As overall, I tend to pick it up most of the time when I see that opposing AD Carry is not stomped into ground.
Remember that it also applies to AS-reliant Bruisers such as Jax or Irelia. And anything that builds Blade of the Ruined King.


This is your main tool to deal with all the Armor-stackers. If you are building either as a Carry or Bruiser, you don't want to have most of your damage mitigated. So whenever you see someone with Randuin's Omen/Sunfire Cape or anything like that - and your team considers him to be a serious threat, think about Last Whisper.


This is your main weapon against any HP-stacker. I tend to NOT build it even when I see some bruisers getting Warmog's Armor (as it's just better to get your own Warmog), but I definately keep it in mind for situations when AD Carry builds Warmog's and dunks my team while having around 3.5k Health.

Item Builds - SupportPlank



Total Cost: 11650
Stats:
- Health: 600
- Mana: 500
- AD: 50
- AP: 30
- Armor: 135 (10 as Aura)
- Magic Resistance: 80 (25 as Aura)
- Health Regeneration: 34 per 5 (10 as Aura)
- Mana Regeneration: 7 per 5
- Cooldown Reduction: 30%
Additional effects:
- Butcher
- Incinerate
- Spellblade
- Shield

I think this build is the closest one to what we consider to be Meta at the moment. By following it you aqquire items which might not be as shiny as some other choices - but you are spreading your gold onto whole team by stacking defensive auras for your teammates. Both Runic Bulwark and Locket of the Iron Solari give you an edge during early-mid game skirmishes by making your team tankier and stronger. You still get decent amount of stats for yourself - it's hard to bring you down. While trying to convert this build into Gangplank I've had one issue - how to ensure you are something more than just aura-bearer (because umm, there are better aura champions than you to be honest). Solution was Iceborne Gauntlet.

Gauntlet might not be the best DPS item in the world. It's effectivness is solely based on asking yourself a question: "how many other DPS items will you buy?". If answer is "none" - then Gauntlet serves it's role as your only damaging item pretty well. It combines decent poke damage from Spellblade, neat defensive stats and most important - sweet kiting capability due to AoE slow. If you've played against BT-Gauntlet Ezreal, you know what I mean. Iceborne Gauntlet turns your Parrrleys into important zoning/disengage/engage tool - as it's procc is considered to be Melee (so we are talking about 30% AoE Slow). That ensures that even without huge amount of "selfish" stats, you are still very relevant during fights even during lategame.

As SupportPlank your job will be mostly providing buffs, peeling for your AD Carry and engaging teamfights by using Cannon Barrage/Rally Morale/Parrrley. Your DPS is pretty low, but you deal with that by being very disruptive for opponents and helpfull for teammates.

Possible changes to this build:


With recent nerfs to Spirit of Lizard Elder, Ancient Golem slowly starts to be used on nearly any champion. Large chunk of defensive stats and Tenacity are making it more and more interesting. By dropping Lizard Elder, we are reducing our CDR to 20% - which also allows us to pick up some other CDR items such as Zeke's Herald.


I really like this item on Supportplank. Grants very decent stats for both you and your teammates. It's especially powerfull if your AD carry has strong AS-steroid or he's just fed.


Amazing tool for engage-disengage.

Item Builds - BruiserPlank


Total Cost: 12030
Stats:
- Health: 1700
- AD: 50 + 1.5% of maximum Health (around 50-70 AD)
- Critical Strike Chance: 15%
- Armor: 45
- Magic Resistance: 25
- Health Regeneration: 14 per 5 + 1% of maximum Health per 5 (around 40 Health Regeneration per 5)
- Mana Regeneration: 7 per 5
- Cooldown Reduction: 10%
Additional effects:
- Butcher
- Incinerate
- Icy

Bruiserplank is the one we miss from Season 2. Long time ago, before Atma's Impaler nerfs Gangplank was ruling Top Lane with this build. Even with a change to Atma (it converted 2% of maximum Health into AD), I believe it's still a strong build. Why is that?
Because all the items we are talking about are still strong as hell. Warmog's Armor even after nerfs is still Tier 1 defensive item which turns you into unkillable beast during mid-game. Frozen Mallet grants large chunk of Health/AD and provides you with powerfull 40% slow on your AA/Parrrley. Basically it makes your Parrrleys to be more damaging version of Nunu's snowball. And finally Atma's Impaler - which might not be that strong on it's own anymore, but is built from Avarice Blade which might be considered as our early game core. And guess what, this item is still very effective in terms of stats it gives. 45 Armor, 15% Critical Strike chance and up to 80 AD depending on how much Health you've managed to stack are all amazing.

As BruiserPlank your job can be both peeling for your Carries and chasing opposing squishies. It's not easy to bring you down. It's hard to peel you from the carries without access to Knockups/Knockbacks. You have access to huge-ass slow and decent DPS which is more than enough to kill someone without single defensive item.

Possible changes to this build:


This time, it'd be a good idea to pick up SoAG over Lizard Elder due to synergy with the rest of build. Ancient Golem gives you very good defensive stats, and your Atma's Impaler converts that huge chunk of Health into more sweet AD.


I've stated that Randuin's Omen is as overall, good late-game defensive pickup - especially against people using Blade of the Ruined King. Well, BotRK is so threatening to BruiserPlank that sometimes it's just gonna be your must-have pick up just to not be melted with all that %-health damage.


Bulwark is still an amazing item, and it could be a good idea to pick it up to both alleviate your weakness toward Magic Resistance AND to make your whole team much stronger.

Item Builds - CarryPlank



Total Cost: 13173
Stats:
- Health: 250
- Mana: 200
- AD: 185
- Attack Speed: 30%
- Critical Strike Chance: 55%
- Critical Strike Damage: 250%
- AP: 30
- Magic Resistance: 25
- Health Regeneration: 14 per 5
- Mana Regeneration: 7 per 5
- Cooldown Reduction: 10%
- Movement Speed: 8%
Additional effects:
- Butcher
- Incinerate
- Spellblade
- Icy
- Grevious Wounds

People pretty often consider this build to be "trollish" - as you are forcing champion who's usually considered to be Bruiser to become semi-Carry. Basically you are glass-cannon - sacrificing all the defensive and utility to get as much damage as possible. Gangplank is one of the very few champions who don't need Attack Speed to be able to have decent damage output thanks to Parrrley.

Your job doing teamfights is to... well... carry? Stay away from Bruisers/Tanks, try to focus down their squishy champions. Unlike normal AD-Carries, your damage works better as a poke than "stay still and kill everything". Grevious Wounds ensures that you can't be dueled by any Lifesteal-reliant AD champion (who'd usually lifesteal back to full HP between your 2 Parrrleys).

Tips and Tricks

- The most controversial thing about junglePlank. Farming camps. It actually requires a bit of training. The best tip I have is just to play some custom games alone and see how you can get most out of the camp while not loosing too much of clear speed. But, the main way of doing it is: you approach the camp, start to autoattack small creep until it's Parrrley'able and finish it off with Parrley. Remember how many times you autoattacked it. Usually it should take you 1 AA at Wraiths, 2 AA at Wolves/Golems/Buffs. After dealing with small creep, start to autoattack large one. 1 second before your Parrrley is off CD, aa another small creep and finish it off with Parrley. By doing that you are not loosing that much of clear sped, while you gain some sweet bounty.
- Learn the range of Rally Morale. It's very important to have it's active affecting both you and your laner(s).
- You don't need to always open a gank with Parrrley. It has it's cast time - and often your main goal is to apply 3 passive stacks to slow your opponent. I tend to open ganks with Parrrley on Mid lane while focusing on getting AA-Parrley-AA on side lanes.
- Abuse your ultimate. Opponents are trying to dive bottom? Cannon Barrage. Your midlaner is fighting against his opponent? Cannon Barrage. You see them trying to force drake? Cannon Barrage. You want to open a gank? Cannon Barrage. It's not a skill that should be saved for "very special occassions". If you can deny your opponents from doing something - or help your teammates, then better do it. It's especially important during early-mid game in a moment you pick up Spirit of Lizard Elder as it's damage output is crayzey.
- Be an annoying asshole. You skillset makes you pretty similiar to someone who thrives at being asshole - Nunu. You can easily steal someone's large Wraith by Smite-Parrrleying it. You are good at camping side lanes. You are good at counterganking (probably better than ganking). So, be a douche (to opposing team; not in ALL chat).

Summary

Personally I consider Gangplank to not be a Tier 1 jungler - which still, doesn't make him a bad champion. If you are a kind of player who likes to have huge variety of champions available and you like to mind-game your opponents with unorthodox picks, consider Gangplank as he still has lots of untapped power under his belt.

I'm also sorry for all the grammar mistakes and stuff - english is not my native language. I still hope that my guide is at least readable. Feel free to ask any questions in comments.

Comments

March 29, 2013 - 01:26 PM #1

Very informative. Will try out the builds and give feedback.

March 29, 2013 - 03:00 AM #2

Good guide. Definitely going to try jungling with gangplank in near future using this build

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