Gangplank Build Guide by Khazem
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Champion Build: Gangplank
| Health | 3513 |
| Health Regen | 17.75 |
| Mana | 935 |
| Mana Regen | 19.1 |
| Armor | 179.56 |
| Magic Resist | 168.79 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 415 |
| Gold Bonus | 5 |
| Attack Damage | 338.3 |
| Attack Speed | 0.911 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 12% |
| Spell Vamp | 0 |
| Armor Penetration | 54.2 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Change log
15.02.2012
- Added recent Patch Notes with the needed updates
19.02.2012
- Added some alternative mastery setups
20.02.2012
- Added some notes about the item build
19.03.2012
- Changed item build in cheat sheet slightly
- Added
Frozen Mallet as possible offensive item
29.03.2012
- Changed the mastery builds to match the cheat sheet
- Editted some of the match-ups
20.05.2012
- Updated the build
Introduction
BEFORE YOU READ: I just want to stress that the item build in the cheat sheet is just an example of a balanced build and should not be followed blindly every single game. More on this in the items section of this guide.
Hello and welcome to my
Gangplank guide.
Gangplank is a very strong solo top champion, having great farming abilities, a spammable long range harass, great escape tools and a global ultimate that allows him to help his team anywhere on the map while he's happily farming top.
Gangplank is also one of the few champions that can overcome all lane counters by properly building/choosing your runes and masteries and due to the way he works is very hard to counter in lane.
While he is also a competent jungler, I will only be talking about
Pros / Cons
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Pros
+ Has a low cooldown, ranged harass that applies his passive + Has a global ultimate which allows him to help his team anywhere on the map + Very good chasing abilities - combination of a stacking slow on his passive and a movespeed buff makes it close to impossible to escape from + Has an easy time last hitting under a turret, having a low cooldown 'nuke' and a AD steroid + Has a free cleanse that even heals + Has a sword AND a gun.. can't get more badass than that |
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Cons
- Rather high mana costs for his early game, needs to hold on to some mana to be able to cast his ultimate - Doesn't particularly clear waves quickly, unless he uses his ultimate on them - Rather squishy so he needs some tank items in his build to be effective - While his ultimate can be cast from anywhere he wants, it's easy to avoid and has a long cooldown |
Summoner Spells
Main Summoner Spells Choices
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Ignite Adds to your damage overall and greatly increases your killing potential. You want this if you want to net kills in the laning phase. |
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Flash Probably still the best summoner spell in the game. Can be used for both offensive and defensive purposes. |
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Heal A good pick-up for a more dominant laning phase. Allows for proper |
Exhaust Viable if no one else on your team is picking it up or if you're planning to take this in combination with |
spaaaaaaace |
Teleport Wanna go AFK farm mode and have a good global presence all game? |
Summoner Spell Combinations
+
Standard choice that gives you good killing potential in lane while having the safety of
+
For maximum strength and killing potential in lane. Use this if you want to absolutely wreck your lane and snowball the game.
+
Same as above, though slightly less aimed at total lane dominance in favor of a more useful spell later in the game
+
AFK farm/split push mode. Get this if you're aiming for end game or in a split push team comp.
Runes
There's a lot of rune options for Gangplank and which ones you end up using should depend on who you're facing. I will list all the most viable ones below.
spaceMarks:
- greater mark of desolation: Probably the most common choice on
Gangplank. As you'll often find people building armor against you in lane, these runes make the most sense.
Greater Mark of Attack Damage: Good for snowballing the lane against more squishy top laners. (these scale better than armor penetration into lategame after you buy a
Last Whisper)
Greater Mark of Armor: Against lane dominant bruisers such as
Riven,
Renekton,
Garen
Greater Mark of Magic Resist: Good for laning against AP carries who also often go top. Not needed in most cases but definitely useful.
spaceSeals:
Greater Seal of Armor: The only seals you'll ever want for top lane nowadays. 99 games out of 100 you'll need the armor.
spaceGlyphs:
Greater Glyph of Magic Resist: Good for laning against AP champions.
Greater Glyph of Scaling Magic Resist: Good against double AP lineups or if you just want more MR lategame for whatever reason.
Greater Glyph of Armor: Highly situational but viable if you really don't want to die in lane.
spaceQuintessences:
- greater quintessence of desolation: If you're expecting your opponent to build tons of armor against you, these will help a lot.
Greater Quintessence of Attack Damage: Likewise, if you're not expecting too much early armor to be built against you, get these for a stronger laning phase.
Greater Quintessence of Magic Resist: Good for laning against AP champions, though not always needed.
Greater Quintessence of Armor: Against lane dominant bruisers such as
Riven,
Renekton,
Garen
Masteries
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Tier 1 - 3 points in
Tier 2 - 4 points in Tier 3 - Tier 4 - Tier 5 - 3 points in Tier 6 - |
A few notes: An alternative setup you can use against weaker laners (where you don't really need the sustain and armor pen, take all the points out of
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Tier 1 -
Tier 2 - |
Alternative setups
There are a couple of alternative ways to spend your mastery points, will briefly go over these.
A defensive setup, good in case you really need to be more of a tank and generally want to be safer in the laning phase. I make sure to pick up the armor penetration in offense just so the laning phase isn't too weak.
There's a couple of defensive masteries you can change around if you prefer. The most important ones are
Abilities
Great passive. Makes
- The first tick of damage is added to your initial melee hit, making last hitting on
Gangplank very easy. - The damage over time gives you tower agro, take note of this when harassing under tower
Cooldown 5 seconds
Cost 50/55/60/65/70 mana
Range 625
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Cooldown 22/21/20/19/18 seconds
Cost 65 mana
Amazing escape tool. This is almost like a low cooldown
Active: Gangplank fires his pistol into the air, disabling his passive boost but increasing his Attack Damage by 12 / 19 / 26 / 33 / 40 and Movement Speed by 8 / 11 / 14 / 17 / 20% and nearby allied champions' Attack Damage and Movement Speed by half that amount for 7 seconds.
Cooldown 25 seconds
Cost 50/55/60/65/70 mana
Radius of AoE: 1200
Amazing ability. Mini
Cost: 100 mana
Range: Global
Radius of Target AoE: 575
Radius of Cannonball AoE: 275
Sight Radius: 600 (estimate)
Global ultimate that makes
- Be aware of its mana cost when in lane. Always keep enough mana to use this for both offensive and defensive purposes
- When using this to escape, use it in the path you're about to cross, causing everyone following you to be slowed for its entire range
- Always keep an eye open on the map in case your team needs help. A good placed
Cannon Barrage can turn fights around - Can also be used to clear creepwaves when defending a tower you might not reach in time
Ability Sequence
This is generally the skill sequence you should follow. A few notes on this.
- If you're having a hard time in lane, put more points into
Remove Scurvy early on or even max it first - When you put your first point into
Remove Scurvy is highly situational. Whenever there's a realistic jungle threat and you think you need to get out of crowd control, put a point into
Remove Scurvy. This can be at level 2, 4, maybe even level 7 or 1. - In case of a level 1 fight, put your first point into
Raise Morale.
Items
Starting Items
Boots of Speed Neutral starting item that makes for safe laning, good chasing for more killing potential at low levels and allows for 4
Regrowth Pendant Good starting item if you plan to go AFK farm mode. Allows for a quick |
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Cloth Armor The item you should pick up against most strong bruisers. Allows you to buy 5 |
Offensive Items
Trinity Force Great item that gives
Atma's Impaler A good early buy against most bruisers. Becomes cost effective at around 1800 health considering |
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Infinity Edge This item will significantly increase your damage. When damage is what you want to deal, this is the item to get.
Last Whisper Great item to counter high armor targets. Becomes a good buy once at least 3 enemy champions have over 100 armor. |
The Bloodthirster Cheap way of getting a lot of damage if you don't think you're going to die often.
Doran's Blade If you're getting one, might as well get a second. Two of these should be enough to make you a beast early game. |
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Doran's Blade Good buy to snowball your lane and increase your early game strength in general. Also goes well with an early
Maw of Malmortius Solid item against a lot of AP champions. When laning against AP, get an early hexdrinker and upgrade it to this later in the game. |
Frozen Mallet
Great item that I actually prefer over
Defensive Items
Warmog's Armor If you're not getting a
Force of Nature Great item against heavy magic damage. |
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Randuin's Omen Very useful against an AD heavy team. Makes you a lot more durable and gives you a great passive and on-use effect to screw over the glass canons.
Spirit Visage I often find myself getting this against double AP lineups. Not only does it increase your sustain in lane, the rest of the stats are also good on |
Banshee's Veil Good to get against very bursty long cooldown AP champions, such as
Guardian Angel Good pickup if you're being heavily focused. Goes well with |
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Aegis of the Legion A cheap way of giving you some nice defensive stats and making you more useful to your team. Make sure to only get this if your support or jungler isn't planning on getting it.
Chalice of Harmony This is actually very useful when laning against an AP carry. Gives you some magic resist to deal with the damage and allows you to keep your mana up for constant |
Boots
Mercury's Treads Usual boots of choice. Useful for both the MR and the CC reduction. Having
Ionian Boots of Lucidity Good pickup against low CC teams that don't have too many auto attackers. Cooldown reduction is a good stat for |
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Ninja Tabi Against auto attack heavy comps. Good against a lot of bruisers in lane, especially the likes of |
Note on item builds: Always make sure you build what you need in a game. The cheat sheet is just an example of a build for the avarage game (bar the fact that you should probably make a choice between double Doran's or Wriggle's). For example: If you need to be tankier early on in the game it's usually not smart to finish your
Gameplay - Laning Phase
Before the game starts, if you're playing a draft game, make sure you know who you're laning against and pick your runes and masteries accordingly. If you're playing blind pick, check the loading screen to see who you're laning against and buy your first item accordingly.
When you're starting
Boots of Speed, buy it along with 3
Health Potions and wait for the game to start at max buying range (you have enough time to figure out where that is). As soon as you get 35 gold, buy the 4th
Health Potion and head on over to your lane.
In case of a level 1 fight, buy whatever you need for your lane (but don't wait for a 4th pot in case you're starting boots), put a point in
Raise Morale and stick with your team. When there's no level 1 action, put a point in
Parrrley, leash for your jungler if you need to and head to your lane.
There's two different ways to play
Gangplank in the lane. The agressive way and the defensive AFK farm way. Since the defensive AFK farm way is pretty self explanatory, I'll go over the more agressive way. Harass your opponent with
Parrrley whenever they're in range but don't overdo it mana wise. Always make sure you have enough mana to escape a gank if you need to.
Don't use your
Parrrley for last hits unless you would miss one otherwise, always use it for harassing your lane opponent. Your first buy should be a double
Doran's Blade and a
Sight Ward. If you're having trouble in the lane against a strong bruiser, buy accordingly ( chain vest/[[ninja tabi or if you're having trouble against an AP champion, get some magic resistance (can even buy a
Hexdrinker)
If you're running
Heal/
Ignite you need to be as agressive as possible. Auto attack and
Parrrley your opponent whenever you can and when going for a kill, use your
Raise Morale,
Ignite and commit to the kill. Don't be afraid to towerdive as long as you have
Heal available.
This summoner spell setup relies heavily on dominating your lane and getting early kills so you can snowball it, so never be afraid to be agressive. Make sure your lane is always warded up and buy your
Doran's Blade to further snowball your lane asap.
When using this stategy, skip the
Wriggle's Lantern entirely and go for a
Phage into
Atma's Impaler right after the double doran's.
Gameplay - Teamfights
Gangplank's role in teamfights is to initiate and catch people off-guard. He has 2 great tools to hard engage a fight by both slowing down the enemy team and speeding up your own. When the teamfight starts, use the confusion of the fight to get on the enemy carry. Whatever you do, the enemy carry needs to be well aware of your pressence.
Gangplank has amazing tools to get to a target and stay on them, so use that for the target that's generally the hardest to reach, the AD carry. You will likely be heavily focused but assuming you've built your atmog's by now, you should be able to take it and if not, they'll have used so many cooldowns on you your team is now in a very good position to win the fight.
Your priority in teamfights should look something like this:
- Kill enemy AD carry
- Kill enemy AP carry
- Kill highest kill streak
- Defend your carry
- Defend your highest kill streak
Top Lane - Challenging Matchups
This is probably your hardest match-up, especially if
Recommended early game item sequence:
Recommended skill to max first:
Can be quite tricky. To be honest I haven't actually laned against him as
Recommended early game item sequence:
Recommended skill to max first:
Another tough match-up as
Recommended early game item sequence:
Recommended skill to max first:
Another champion who gets harder to deal with the longer the lane goes. Much like in the Irelia matchup, the most effective way to deal with
Recommended early game item sequence:
Recommended skill to max first:
This match-up is so commonly brought up when it comes to
Recommended early game item build:
Recommended early game skill sequence:
Closing Comments & Game Scores
That's about it for this
Gangplank guide. May this guide teach you the ways of
Gangplank and give you a free ticket to 1800 Elo. Thanks for reading, if you have any concerns, questions, feedback or just want to say something to increase your postcount, feel free to leave a comment and don't forget to vote if you liked or disliked the guide!
Lastly, some game scores to prove this build actually works. If you've followed this guide and got a good score of your own, feel free to post it in the comments and I will feature it here.
And of course, credits to jhoijhoi for her guide to making a guide for all the awesome templates which I used for most of this guide.
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