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Runes: Standard Laning
1
2
Resolve
Inspiration
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Top/Mid
Flash
Ignite
Items
Ability Order
Trial By Fire (PASSIVE)
Gangplank Passive Ability
Champion Build Guide
Intro
This build was created to combine GP's high, burst barrel damage (AD) and his high ult damage (AP) thus Hybrid GP was born, where you get the best of worlds while having the regular disadvantages this champ has to offer.
Pros and Cons
High damage output - can easily blow up enemy carries
Great scaling - GP is notorious for having insane performances the longer the game goes when he reaches 13.
High skill level - can struggle with this champ, especially with barrel combos/placement
High ultimate cooldown - only AP damage as a result there's a higher AD to AP ratio
Runes
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Charge up a powerful attack against a tower over 3 seconds, while within 600 range of it. The charged attack deals bonus physical damage. |
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After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal less damage. Good against all-in champs. |
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Alternative, take this rune into poke matchups; after taking damage from an enemy champion, gain health regeneration equal to a percentage of your missing health over 10 seconds. |
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Outgoing and incoming heal and shields are 5% stronger and increased by an additional 10% when below 40% health. Works with
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Alternative Runes
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Charge up a powerful attack against a tower over 3 seconds, while within 600 range of it. The charged attack deals bonus physical damage. |
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Outgoing and incoming heal and shields are 5% stronger and increased by an additional 10% when below 40% health. Works with
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Abilities
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Gangplank's passive effectively gives him an Ignite + Ghost on his next auto attack, the cooldown is fairly long but can be reset by last hitting Powder Kegs. |
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GP's W is a self-heal that cleanses all CC effects and scales with missing HP/AP and can be used to bait enemies to overcommit getting some cheeky kills. |
Essence Reaver
Ionian Boots of Lucidity
Liandry's Anguish
The Collector
Horizon Focus
IE/Navori's
Early Game
There are two ways to play the early game on GP:
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Firstly, you go aggressive from the start of the lane. Normally, this is done when you have the winning matchup or you are running the First Strike page.
Secondly, you play passive because your laner has the advantage: out damages or out-sustains you. Then you base for sheen and begin to play aggressively. Be prepared to use Cannon Barrage to secure kills in other lanes, simply gaining an advantage early means you can snowball faster.
Mid Game
Within this period, you should have boots, two legendaries, and the mythic. Your main purpose is to be in the sidelines soaking the XP, trying to reach 13 as quickly as possible. Now you have an AP component and The Collector, look for opportunities to use Cannon Barrage such as dragon or baron fights in chokehold points. The Liandry's burn paired in Cannon Barrage waves can wither enemies low enough for the execution threshold of The Collector.
Late Game
Full build, level 16, and two Cannon Barrage upgrades; truly a force to be reckoned with. At this point, grouping with your team is of utmost importance. You have enough damage to one barrel combo an ADC, support, or mid lane to the shadow realm, especially with Elder Dragon. Reasonably, fighting with Cannon Barrage improves the chances of winning team fights. Nearly impossible to itemize against your mixed damage also with Demolish and baron unparalleled pushing power,successfully ending the hellhole of a match
Final Words
Thanks for reading. Any feedback, message me at Alchemist Cyanide#5581 on Discord. Play this top at your own risk.
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