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Gangplank Build Guide by Kippari

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{10.24} The Gangplank Compendium {S11 Ready!}

By Kippari | Updated on November 27, 2020
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Runes: Gangplank

1 2 3 4 5 6 7 8 9
Resolve
Grasp of the Undying
Demolish
Bone Plating
Overgrowth

Inspiration
Biscuit Delivery
Time Warp Tonic
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)

Spells:

1 2 3 4
Ignite
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

{10.24} The Gangplank Compendium {S11 Ready!}

By Kippari
Guide intro
SEASON 11
There will be big updates in this guide following the preseason item changes but I expect to make finalisations only after season 11 starts because that's when the changes will actually be final.


Who am I?
Kipparyu (can't update username on mobafire sadly), a very avid diamond Gangplank, Pantheon and Pyke player from Finland who wants to share his expertise on GP in this guild.

Also, not to brag or anything, I was an honorable mention in the MobaFire Midseason 10 Guide Contest, so I'm a pretty big deal.

Here is my main account:
Kipparyu

As of the time I'm writing this, this is my total mastery score on Gangplank:


What does this guild include?
Many different build and rune options for Gangplank along with combo instructions and other tips.

Where to find me?
My twitch page:
https://www.twitch.tv/kipparyu
I stream sometimes in the evenings (EET).

You can also send questions and comments in the discussion tab.
Matchups Back to Top
Hard lanes:

Anything and anyone that outsustains and/or outpokes Gangplank is generally considered hard. In top, the common ones that are hard to win and you see often are Irelia, Tryndamere, Vladimir, Ryze, Jayce, Quinn, Vayne, Viktor, Azir, Sylas etc.
What you can do in-case you stumble upon these champions; Start with Doran's Shield or Sapphire Crystal and just try to farm safely until you get some items to further ease your existence in this miserable lane.
Note here, that some of these lanes I mentioned only get harder once entering the level 6 area of the game, these champs being Irelia, Tryndamere and Vladimir.

Irelia is fairly easy to kill for a Gangplank with grasp and perhaps even Ignite, she only gets stronger after a few AD/AS components; Tiamat, Phage and Stinger.

Tryndamere gets stronger once he gets his ultimate, Undying Rage, before that he is very easy to kill but you still have to watch out for his passive ( Battle Fury).

Vladimir is very squishy early on, and his cooldowns are pretty long so you can play around that very easily and maybe pick up a kill or two. The part where this lane gets harder is when he gets around 20% CDR, so if you press Tab and see that he has a Fiendish Codex + Kindlegem, run for your life. (Tip, always take Ignite.)

Also as a note one of the lanes I mentioned gets easier for Gangplank at 6, that lane being Jayce, due to him not having a proper ultimate ability like GP.


Skill-based lanes:

This category includes mainly bruisers and some tanks. I will bring up some examples to make it a bit clearer:

Darius would probably be categorized as a super hard lane by a newbie Gangplank player, but with a bit of experience it gets pretty easy and even abusable depending on how good the Darius player is. The main way you can achieve a lead and start winning this lane is playing around Darius' cooldowns since they are pretty long early game, his Q, Decimate, for example has a 9 second CD at rank 1, it's also fairly simple to bait out, just walk up and right as he starts casting it either 1. Back off and use Parrrley once the cast ends or 2. Walk into him to deny the heal and damage and start punishing him straight away, this isn't always the best option since his passive, Hemorrhage, is very strong.
In conclusion: just play safe around his cooldowns and you should be fine.

Riven is also considered a fairly hard matchup for Gangplank, but in reality it's pretty much as abusable as any other lane if you play correctly. The best way to win a Riven is to bait out her E, Valor, and then trying to hit a Powder Keg and going in for a trade with Trial By Fire and Parrrley. She gets harder to manage at level 6 since her R, Blade of the Exile, is pretty strong, but with proper kiting it won't be a big deal.

Mordekaiser, if I'm being completely honest I'm pretty bad with this lane atm, trying to work on it, but it is still the same principle as with Darius and Riven. If you plan on trading early on, remember to make the trades very quick since Morde's passive, Darkness Rise, is very strong and can quickly turn the tide of battle. I would say the best way to startle this tuna can menace is to widdle him down slowly using your Powder Kegs and not letting him heal with Conqueror.


Easy lanes:

This category includes squishy assassins, mages and tanks. Here are some examples of lanes o' ease:

Teemo is a very squishy little rat bastard who you should almost always take Ignite against, he's super easy to hit Powder Kegs on and you can cleanse his Q, Blinding Dart, and the slow from his R Noxious Trap. Keep in mind that he can still be a bit tricky to fight early if he kites well due to his E, Toxic Shot.

Fizz is like Teemo, but even more abusable. The main thing you gotta do is to poke him with Powder Kegs as much as possible to get his E, Playful / Trickster on CD, that's when you can punish him the most. Pro tip, always start Long Sword and take Ignite in this lane.

Kassadin is pretty much identical to Fizz with the exception of him not having any escapes before level 6, try to hit Powder Kegs and end before he gets level 16.

Yasuo can be a bit tricky due to his mobility and damage but the lane is always winnable. You can either take Exhaust or Ignite and play pretty aggressively before he gets crit.

Ornn has fairly long cooldowns early, so with proper kiting you can win it fairly easily. This is the one lane on this list where I think you should always take Conqueror just so you can keep doing damage do him throughout the game. Try to poke with Parrrley and stay away from his Q, Volcanic Rupture because you really don't want to get CC chained.

LeBlanc is very straightforward and very abusable early on. Her trade patterns are always the same and allow you to punish her every time. Also with just a bit of training her E, Ethereal Chains becomes very easy to counter with Remove Scurvy.


General notes:

Gangplank can go even in most lanes due to the bonus gold Parrrley gives, that being said there are many situations where he struggles significantly.
Any champion with laser or "plasma" auto attacks can disarm Powder Kegs fairly easily, e.g. Azir, Vel'Koz and Senna (she is particularly annoying because her Q, Piercing Darkness can damage your barrels for whatever reason).
Gangplank struggles against poke early, so remember that Doran's Shield is always a viable option.
Good synergies Back to Top
Gangplank synergizes very well with anything that can help him land his Powder Kegs easier, hard CC and slows are all he needs. There are also champions who fit well with Gangplank mainly because he has two abilities that slow enemies. Here are some examples:

Sejuani is a fantastic jungler who can help Gangplank stomp very easily. Her kit is perfect; Arctic Assault is a good engage tool that you can help with using either your E or R to slow the enemy, Permafrost is Sejuani's E, which she can stack up either with her W, Winter's Wrath or her auto attacks, the fun thing about this ability is that she can buff her melee allies to also apply stacks. The VERY fun thing about it is that Gangplank's Parrrley also applies stacks, so you can help her stun an enemy even if you're not in melee range. Also her ult, Glacial Prison is just fantastic for hitting your Powder Kegs.

Zac is like Sejuani but a bit worse. He has 2 AoE CC abilities ( Elastic Slingshot and Let's Bounce!,) that can help you along with his Q, Stretching Strikes providing a slow and a stun.

Pyke can be assisted with Cannon Barrage to help him land his Q, Bone Skewer (also applies to other hook champions like Thresh and Blitzcrank), his E, Phantom Undertow and his R, Death from Below.

Olaf is a champion that really benefits from Cannon Barrage, especially if you start with Raise Morale.


In conclusion:

Hard CC and slows are helpful to you, but you can also use your own slows to make allies stronger.
Top Back to Top
Top lane Gangplank requires knowledge of how waves can be manipulated and you also need to be constantly looking at your minimap, there are many guides with visuals on YouTube and such where you can learn a lot more than from a small text column could ever tell.


Here's a few tips on things you can do with waves:

1. If you're ahead and can win 1v2 or you see the enemy jungler botside, push in hard, it's very easy with a few Powder Kegs. After you've pushed in you can either harass the enemy laner with more kegs or Parrrleys.

2. Just farm under turret, it's pretty easy but can cost a lot of mana early. You do this in hard lanes because it just might be the only safe option.

3. Freeze, quick lesson on freezing in general: When two waves meet and the enemy wave has more minions, let them kill your minions and just last hit as close to 0 as you can. After that depending on how many enemy minions are left you can choose a spot to freeze in, the general rule is to have more minions the closer you are to your own turret.


Top lane GP has some benefits that are simple to explain, you can get tank lanes which essentially mean free farm, and with bushes + alcove you can create some sneaky Powder Keg chains.
Mid Back to Top
Gangplank in mid is not a super safe blind pick, so do play at your own risk.
Wave manipulation in mid is a bit trickier in my opinion, freezes are harder to do since the lane is shorter and you could possibly be facing a mage who can spam abilities on you like Syndra or Orianna.

In case your early game is going rough you can always just stay under turret and farm with Q, but if you are winning then you shouldn't feel afraid to step up and poke the enemy under their turret since GP can win 1v2 fairly easily with his kegs and ult.

A very simple thing you can do in mid is to decide your runes and summoners based on whether or not the enemy mid laner is ranged or melee.
Ranged: Teleport and Fleet Footwork.
Melee: Grasp of the Undying and Ignite.


Roaming on Gangplank becomes a viable option once you have Trinity Force and boots of some sort. When playing from red side you have the opportunity to setup Powder Kegs over the wall when ganking bot if the enemy is under their turret, this can help get the enemy low and maybe even secure some kills.
Keystones Back to Top
Grasp of the Undying is by far the most common one we see today, and that is for a very good reason.
This rune gives you a very high lane presence, good sustain and noticeable damage.
Grasp is very easy to pilot, you just need to attack minions for a while to get it stacked up and then use Parrrley on the enemy.
(Tip, if you wish to keep stacks going you can place a Powder Keg and attack it fast in case you're pushing towards the enemy, barrels keep stacks up.)


Conqueror is meant for fighting tanks/tanky bruisers who don't also use Conqueror in top lane, but if you're confident enough that you know you'll win the lane, you can take Conq into anything.


Fleet Footwork is a sustain rune that I'd generally take for mage matchups that can be hard, for example; Azir, Syndra, Orianna and Anivia.


Dark Harvest can be taken into squishy lanes where you know you'll dominate early, (one example being Kassadin). The main reward from getting many stacks is having some more burst on your Cannon Barrage during the later stages of the game.


Arcane Comet is like Summon Aery, but with an actual cooldown. The damage is higher and the cooldown is only 8 seconds at level 18. If you're thinking about taking Sorcery first then think whether you want to dominate early or become a monster later on. Times when I take this rune are when the enemy picks a spam mage who I'm confident I can beat, for me personally two examples are Syndra and Cassiopeia.


Glacial Augment is fun, worse than others but can get the job done, I don't really know when exactly you would take this over other runes, but hey, if you feel like it then go for it.


Unsealed Spellbook is an ok rune that can be taken pretty much any game. I don't necessarily know any specific situation where it would be better than some other option. Take it if you feel like it.


For having fun, Prototype: Omnistone has many runes that work well with Gangplank, but there's always the chance you get Press the Attack, Lethal Tempo, Electrocute etc. Omnistone is the rune for pirates who like to live on the edge.


Hail of Blades is pretty bad, pick when smurfing or trolling for fun! (Would only recommend for squishy melee lanes in mid tho.)
Secondary Runes Back to Top
Precision

Triumph
Triumph is the less greedy option if you're taking Conqueror, the heal is nice and can often save your life.

Presence of Mind
Greedy but extremely rewarding, getting the five kills to utilize this rune's maximum efficiency disables all mana problems you would maybe normally have.

Legend: Alacrity
Gangplank doesn't necessarily need attack speed, but it is nice to have for dueling if you have Conqueror.

Legend: Tenacity
This is the one I usually take out of the two viable ones in this slot, tenacity can be very nice and helpful against heavy CC comps, especially if you plan on taking Unflinching with it or are going to build Mercury's Treads.

Legend: Bloodline
Fine to take with Fleet Footwork since you're only playing for farm anyway, doesn't offer much but can be nice to have for that extra bit of sustain.

Coup de Grace
It can very rarely help you get kills with your ult, but other than that the rune is garbage simply because it deals pretty much no damage.

Cut Down
You only take this rune in Top against tanks who you know will build HP items, a good example being Dr. Mundo.

Last Stand
This is the best option in this branch simply because it deals the most damage, if you are taking Conqueror and dueling a lot this rune will be useful.

Domination

Cheap Shot
Hitting enemies with Powder Kegs and ult just does a bit extra damage with this, can be useful.

Taste of Blood
This is a good sustain rune if you're building AD (because it scales from it).

Eyeball Collection
You only take this with Dark Harvest because you have to have 3 secondaries from the main tree, it gives a bit of adaptive damage but it's really not that special since it takes a while to stack.

Ravenous Hunter
Gangplank can get it fairly quickly stacked because he has a global ultimate and thus you can get a bit of extra healing fairly easily which is very nice.

Ultimate Hunter
Getting 25% off your ultimate's cooldown is massive, I recommend this rune very highly, (especially if you're taking AP Gangplank).


Sorcery

Nullifying Orb
Can help in a matchup against enemies with high magic damage burst, can help you win trades.

Manaflow Band
Can be taken into tanks who you know will back off , 250 mana for free is pretty nice.

Transcendence
Ability haste is good and the potential of getting barrels faster in lategame teamfights can be very useful.

Celerity
Gangplank utilizes the bonus movement speed well and you can get almost as fast as Sonic. The two other options in this tree give AD so you gotta decide between killing the enemy and having fun zooming around The Rift.

Absolute Focus
Good for crit Gangplank if you like hiding in bushes and oneshotting.

Scorch
Gives better poke early, not that significant but it's a good rune.

Waterwalking
Only take this if and when you're trolling with Celerity.

Gathering Storm
Meant for scaling, gives good AD and is generally the one I take with Transcendence.


Resolve

Demolish
This is the only viable rune for this slot, and luckily it works well if you're building HP, which isn't that uncommon for Gangplank.

Second Wind
Taken into poke matchups, synergizes well with Doran's Shield.

Bone Plating
Also taken into poke matchups, meant to be taken against enemies who spam abilities or auto attacks.

Overgrowth
Good for scaling if you're taking a tankier build, also enables to take HP from defensive Shard runes.

Revitalize
Works with Remove Scurvy and Time Warp Tonic.

Unflinching
Tenacity is nice, but this falls down to which of the 3 you prefer, all the runes are good.


Inspiration

Magical Footwear
If you're the sort of guy to finish Trinity Force before buying even tier one boots like me, this is the rune for you.

Perfect Timing
Would take in games where I know I'm gonna be building Guardian Angel or your matchup gets significantly harder when getting around the 10 minute mark.

Future's Market
Biscuit Delivery is better, but this rune can be the difference between getting and not getting Trinity Force at 9 minutes in some games.

Minion Dematerializer
You can farm extremely easily if you use all three on caster minions and permanently push every wave with one Powder Keg.

Biscuit Delivery
Gives lane sustain, synergizes well with Time Warp Tonic.

Cosmic Insight
I would say this is the best rune for Gangplank in the whole inspiration tree,CDR is a must for him.

Approach Velocity
Kinda troll, but if enemy has fast champions then this can be helpful for chasing down.

Time Warp Tonic
Recommend starting Corrupting Potion with this, works very well with Gangplank and gives great sustain.


Shard runes:

Offense:
Adaptive Force:
Generally the best option.

Attack Speed:
This can be picked if you're taking Conqueror or Fleet Footwork, but opt out to take Legend: Tenacity from the main tree, depends on if you feel like taking it.

CDR:
If you go for a more AD oriented build this is fine to get that extra bit of cooldown off.


Flex:
Adaptive Force:
Damage is nice, this is the most common option.

Armor:
If enemy has a lot of AD and you're afraid, feel free to swap out some damage for a bit of extra tankiness.

Magic Resist:
If enemy has a lot of magic damage and you're afraid, feel free to swap out some damage for a bit of extra tankiness.


Defense:
Health:
Works well with Overgrowth, if you're taking this you might be focusing more on building HP so this can be nice to have.

Armor:
Pick this in an AD lane.

Magic Resist:
Pick this in an AP lane.
Summoners Back to Top
In this small section I will list every spell that is realistically viable on Gangplank.


Flash is the most broken summoner in the whole game, and you need to have it in order to win.


Teleport is probably the best rune for Gangplank in the sense that it allows him to play aggressively, passively and anything in between. TP is also good in the sense that GP is a splitpusher before level 13, so he can TP to push a sidelane or he can TP to go help his team if he already is in a sidelane.


Ignite is good for getting kills early and weakening healing, mainly take this only if you are mid but it can also be flexed top in-case the enemy toplaner is a Dr. Mundo or a Garen for example.


Exhaust is good against aggressive opponents who you need to slow down or run away from, examples being Zed, Talon and Fiora.
Building Gangplank Back to Top
SECTION IS CURRENTLY UNDER MAINTENANCE DUE TO PRESEASON.
Ult upgrade order (important) Back to Top
Upgrade orders:

#1 Generally the best one since Fire At Will gives the greatest damage output and slow capabilities, Raise Morale 2nd for buffing allies and Death's Daughter last since it's not that strong nowadays.


#2 The only times you take Death's Daughter before the 2 other options is either 1. You're playing with Dark Harvest, this is fun because you get more burst, or 2. You just backed and see the enemy doing Baron or Dragon, you swiftly buy this to try and steal the objective with the initial burst. Then after that you can pick whichever upgrade you want since they're both good and fit for different situations.


#3 Raise Morale is good 1st if you have teammates that are based around chasing people, e.g. Olaf and Master Yi.
Conqueror GP Back to Top
NOT UP TO DATE

Introduction:

Conqueror is basically Grasp of the Undying but better if you know what you're doing, the damage output and healing get stronger the longer your fights are.

When to take Conq:
It's very good against tanks like Ornn and Sion, but you can take it into any matchup you're comfortable and experienced with.

Rune setup:

Triumph is the safer option and can often save your life from maybe an Ignite for example.

Presence of Mind is the greedier option, but if you get kills early on it allows you to start with Phage instead of sheen, which can be useful if you need that little bit of extra survivability.

Legend: Alacrity is the better of the two, since Conqueror is all about having long trades where you're most likely gonna be auto attacking a lot.

Legend: Tenacity can be better into tank lanes where the enemy has many ways of CCing you, e.g. Maokai. If you find yourself picking this then you can take +10% AS in the offense path in Shard Runes if you feel like it's necessary.

Coup de Grace is good because who doesn't like extra damage, but also it helps secure kills with your Cannon Barrage.

Last Stand and Cut Down can work situationally, but Coup de Grace is definitely the best option here.


Build options:

After Trinity Force you typically want to go for Sterak's Gage and Death's Dance, after that it's situational. If you need magic resist, go for Spirit Visage, Maw of Malmortius or Adaptive Helm, for armor, get a Chain Vest and look at all the possible items that can be upgraded into. If you want more damage you can get Edge of Night and a Last Whisper item.

If you have a huge lead you can build crit, but generally it's not that good with this rune since you're picking it for sustain and sustain damage.
AP GP Back to Top
NOT UP TO DATE

AP Gangplank is a viable strategy that is fairly simple to execute efficiently, the playstyle doesn't make you rely on barrels as heavily, it's geared more towards getting good Cannon Barrages in teamfights.


Situations where AP GP is viable:
1. You got a lead and have the gold for it + your team needs magic damage.
You finished your Trinity Force, have a good lead and are able to get some badly needed AP for your team, you have a couple build options here:
A) Youmuu's Ghostblade for better waveclear, thus getting more gold for those expensive items.
B) Going straight for a Luden's Tempestor Liandry's Anguish, in this scenario you should preferably have enough gold to get either Lost Chapter or Haunting Guise in one purchase.
- This option can be played mid and top.


2. You planned on going AP Gangplank before the game even started and are able to pilot this beast from the start.
If you're confident enough to play AP GP without a lead then your build should be Lich Bane into whatever you see fit.
- I would generally pick this only in mid because you are going to still play aggressive early, and matchups in mid are generally squishier. It can work top against a tank because you won't die as easily.


Item options:
Lich Bane, Luden's Tempest, Rylai's Crystal Scepter, Liandry's Anguish, Morellonomicon, Zhonya's Hourglass, Rabadon's Deathcap and Void Staff.


Rune options
Grasp of the Undying for getting those sweet sweet early kills.
Dark Harvest for scaling and getting better Cannon Barrages.
You should take a lot of Ability Haste in your secondary runes as well to ensure you get the most out of the AP you're building.
Off-meta GP Back to Top
NOT UP TO DATE

This section covers something only a player with a Gangplank OTP account should be aware of, that being said, let's get into business.


Support:

If you get filled support and are going to pick Gangplank, here's what to do:

Summoners:
Ignite for lanes with a lot of healing and Exhaust for high poke lanes.


Runes:
The three that work realistically are Grasp of the Undying, Fleet Footwork and Glacial Augment.

Take Grasp of the Undying if the enemy bot lane is squishy and doesn't have a lot of mobility, e.g. Soraka + Miss Fortune. The main goal is to poke heavily early, since that's when Grasp is strongest.

Fleet Footwork is for harder lanes with poke where you need sustain.

Glacial Augment is good if you have a bot lane partner with a slow or maybe even hard CC, good examples would be Ashe, Jhin and Senna.


Itemization:
You can start with any of the four support items, it just depends on the lane and what you wish to do that game;
Spellthief's Edge and Spectral Sickle could be picked when the enemy bot lane is easily pokeable early.
Relic Shield and Steel Shoulderguards can be picked into heavy poke where you're gonna be playing safe early, you choose the one that fits with your build better. Also feel free to pick up a Dark Seal at any point if the lane is going well, you never know if you could get 10 stacks.

Support Gangplank can build utility and AP, AD can work but it takes too long to deal proper damage along with being fairly risky. That being said you can take Trinity Force regardless just so you can farm once laning phase is over.

Item options: Redemption (which btw synergizes very well with Cannon Barrage, Umbral Glaive purely for the passive, Twin Shadows and Knight's Vow.


Bottom:
If you have the option to, do not play this role, it is awful since Gangplank will always have a hard time last-hitting against marksmen, especially in bot where they have another player poking you next to them.

Summoners:
Realistically speaking Teleport is the best one, you already have a heal in your kit so you don't really need a dedicated summoner for it, if you have a healer support you could also take Ignite or Exhaust to help you get kills in lane if the enemy is squishy.



Runes:
The same ones as support Gangplank, for the exact same reasons, nothing else works in this lane.


Itemization:
Build AD, you need to last hit in this lane and the most helpful for that is Trinity Force first item with the usual AD/crit after that.


Jungle:
Despite what you might initially think, it's not the worst jungle option in the game, it sucks really hard, but isn't the worst.

Summoners:
Flash and Smite unless you're trolling, no exceptions.

Runes:
If you're playing AD, go for Fleet Footwork, if AP you can go Dark Harvest.
Fleet gives much better sustain and the Precision tree also gives you the fantastic option to take Legend: Alacrity, which will make your clear faster.

Itemization:
You can start with either jungle item, Hunter's Talisman gives good sustain off of Raptors and Wolves, while Hunter's Machete gives higher damage on your auto attacks.
AD: Don't finish your jungle item and build GP as you normally would depending on how well you're doing.
AP: Take Sheen and upgrade your Talisman or Machete into a Stalker's Blade with Enchantment: Runic Echoes, after that finish Sheen and build like a "normal" AP Gangplank.

Final notes:
- In any of these roles, I suggest taking Ultimate Hunter if you have the option to.
- If you a working keyboard, beg for your life in champion select, you really don't want to play any of these roles with Gangplank, it's miserable.
Gangplank's abilities Back to Top
In this section I will briefly go over Gangplank's abilities.


Trial By Fire
Gangplank's passive essentially gives him an Ignite + Ghost on his next auto attack, the cooldown is fairly long but can be reset if GP last-hits his Powder Kegs.


Parrrley
His Q is a ranged shot from his pistol, which applies on-hit effects, it can also destroy his kegs but can't be used to hit turrets or wards. If Gangplank kills a unit with his Q he receives bonus gold and Silver Serpents, which can be used to upgrade his ultimate, there are three upgrades that all cost 500 Silver Serpents.


Remove Scurvy
GP's W is a self-heal that cleanses all CC effects and scales with missing HP, can be used to bait enemies to follow you too deep into your own territory to get some cheeky kills.


Powder Keg
GP summons a keg that has 3 HP and ticks down to 1 slowly, the tick gets faster at levels 7 and 13. Gangplank can use his auto attacks or Q to get the HP down and eventually destroy the keg. Enemies can also hit the keg and if they get the last hit they receive 10 gold.


Cannon Barrage
Gangplank's ult is an AoE that summons multiple waves of cannonballs that all deal damage and slow enemies in the area, it is also the main reason people sometimes play AP GP since it has 10% AP scaling. I will now talk individually about all his three ult upgrades:

Fire At Will
With this upgrade his ult gets more waves of cannonballs during the duration, it is the best one simply because the damage is greater and each wave slows enemies.

Raise Morale
Gives allies a movement speed boost, can be used to either help allies escape faster or to help them chase down enemies easier.

Death's Daughter
Creates a giant true damage dealing cannon ball in the center of the ult during the first wave.
Combos Back to Top
In this section I will demonstrate common combos Gangplank uses nearly every game, I recommend practicing them all in the Practice Tool before you hop into a ranked game and embarrass yourself in-front of 9 other people.


Double/Triple passive:
A very useful trick to learn, most commonly used for pushing turrets or taking objectives, but can also occasionally help in fights.

The reason I call it a Double/Triple, is because most of the time you only get two passive strikes, but if your Trial By Fire is already off CD, you can get three hits at once.
Why is this combo useful?
Gangplank's passive stacks, meaning if he has two passive hits on the same target, the target will take individual damage from both Trial By Fires.
Cool, how do I do it?
It's very simple, your auto attack animation has to be idle, as in the timer is at 0, after that you just Parrrley a Powder Keg, and hit the turret as fast as you can.


Triple barrel:
A fairly simple combo where you have two Powder Kegs already chained together, and after you use Parrrley on one of them, you place a third keg down to chain them all together. (You can do a melee triple barrel if you cancel your auto attack with the placement of your 3rd keg, requires a lot more practice than a basic triple barrel.)

The more advanced version of the combo is to Flash after you use Parrrley, this is useful when you're chasing an enemy but don't quite have the range to do a standard Triple barrel.

A sneaky way to use the Flash version is to do it over the Raptor when rotating to mid if the enemy team is pushing for example.


The One part:
Also known as the 'Phantom Barrel', a One part is when you use Parrrley on a Powder Keg from max range and place another keg down as quickly as you can to create massive explosion which the enemy often times cannot react to.

The most important thing you have to remember about the One part is that you need to walk into it, otherwise the combo will fail.

There's also a variation where you start within your Parrrley's range and Flash out.

I've studied this champion a lot, and a big difference I've noticed between high and low elo players is that the players in high Diamond/Master+ use One parts in lane a lot more and hit them very consistently. If you want to have lane dominance and wish to carry on this champion you should try to practice One parts in practice tool and get this combo down.


The Three part
It's a One part with a twist, the twist being a third Powder Keg. If you've grasped your head around a One part, this won't need much explaining, just a quick visual:

The most common use of this would probably be in top lane during laning phase, you put one barrel in the brush in hopes that the enemy will walk there for safety, after that you try to One part from under them and chain the barrels together.
This combo is almost never used, the reason being it's super rare to predict an enemy's movement pattern like that.

Notes:
Practice makes perfect.
Early game goals Back to Top
There are two goals you can strive for early game,

1. Getting kills:
Gangplank is very strong early game, and there are many scenarios where he can get kills easily around level 1-3. This is rarer in top, since the average enemy in top lane is tankier and harder to kill than a squishy assassin or mage in mid.
If your enemy is for example a Kassadin or a Teemo you can play as aggressively as you want, the only thing you have to be aware of is the enemy jungler.
If you're planning on playing like this you should have Grasp of the Undying and Ignite to make slaying those landlubbers easier.
Early on you should be building AD if you have to back before you get gold for Sheen, a few Doran's Blades or Long Swords go a long way.


2. Surviving at all cost:
By this I mean taking sustain runes like Second Wind and Time Warp Tonic and just farming as safely as you can, maybe starting with a Sapphire Crystal and taking Teleport to hit your powerspikes off of minion kills.
This is a good strategy in lanes where you're not sure if you can beat the enemy.
Your goal is to gather gold for Trinity Force and then participating in the game.
Mid game goals Back to Top
Regardless on whether you're ahead or behind, your goal should be to get level 13 and getting a few items before grouping to fights with your team, your Cannon Barrages are enough support.

Why do I need to get level 13?
If you're asking this you're quite new to Gangplank, at level 13 your Powder Keg's HP ticks down super fast, and with this your teamfight potential becomes much better since you won't have to wait as long to get a good combo off on the enemy.

Item spikes you should be looking for after Trinity Force are Sterak's Gage if you're building tanky or bruiser, Essence Reaver if you're building crit, Youmuu's Ghostblade if you're building AD and a strong AP item like Luden's Tempest if you're going AP.
Late game goals Back to Top
Get level 16 and at least two Cannon Barrage upgrades to stay relevant in the game, if you need to splitpush for the Silver Serpents and XP, by all means do it.

Crit Gangplank can easily oneshot enemies as long as he's gotten enough items complete, so look for One parts and try to obliterate the enemy ADC.

Tank/Bruiser Gangplank is a very good frontliner since he has a cleanse ( Remove Scurvy) in his kit.
Teamfighting with GP Back to Top
If you have a "glass cannon" build you should be waiting to see squishy enemy carries and positioning you and your barrels out of vision before unleashing your whole arsenal upon them.
AP GP doesn't do much except ult, which means you can just split and not care too much if your team is winning with your cannon barrages, but in case you happen upon a teamfight you should just be trying to peel for other carries with your keg slows and maybe soaking up a bit of damage because your W will heal a lot.
Conq/Basic/Bruiser GP should start off with a sneaky barrel + ult combo before going in for the Q's and passive hits to get the maximum damage off.
If you're behind you should tell your team to avoid fights while you farm in sidelanes to get gold for important items like steraks or essence reaver in order to be more impactful. If you have to go along you should just try to stay back and peel with barrels.
Playing from behind Back to Top
If you died solo in lane a million times or got camped and poked out of lane your next move should be to afk farm as much as possible with Parrrley.
All you need to worry about is generating as much gold as possible, this means farming minions with your Q to get the bonus gold and Silver Serpents from them. You also should be pretty greedy and steal some jungle camps, Gangplank gets strong with a few items and maybe even if you were 0/4 after laning phase ended you can oneshot the enemy backline with a sneaky 25% crit barrel.

If you get flamed for farming for 10 minutes in a sidelane, just mute the flamer and get your items.
Gangplank tips Back to Top
Splitpushing for powerspikes is necessary and the main ones you should be striving for are level 13, level 16, 2nd item and 3rd item.

If you build Tiamat know that the AoE from the item gives Silver Serpents assuming you are using Parrrley.

Special Forces has the cleanest animations, so if you're learning and willing to spend some RP get that skin.

Toy Soldier has a weird walk animation which can throw enemies off, can sometimes be useful so feel free to pick up that skin whenever it goes on store again.

Be careful with Powder Kegs in areas where the terrain changes from jungle/lane to river, the map is weird and in some parts your kegs won't connect even tho it looks like they should.

Don't greed with saving your Remove Scurvy for too long, the cast time might get you killed.
Where to learn more Back to Top
I'll just namedrop some streamers who are on fairly regularly and are capable of answering any other questions you might have on your mind about Gangplank.


Me (ofc):
https://www.twitch.tv/kipparyu

I am a GP mastermind willing to answer any question if you swing by the stream.


Solarbacca:
https://www.twitch.tv/solarbacca
https://www.youtube.com/channel/UCexCjhkzYMCACAzuE-KhICQ/videos

Solar is a challenger GP main on NA.


gpmainlol:
https://www.twitch.tv/gpmainlol

Also a challenger GP main on NA.


SuperstarDennis:
https://www.twitch.tv/superstardennis

High elo GP main on EUW.


just_gangplank:
https://www.twitch.tv/just_gangplank

Also a high elo GP main on EUW.
TL;DR / Conclusion Back to Top
Gangplank is a strong champion who can be played mainly mid and top.

His best runes are Grasp of the Undying (most lanes), Conqueror (against tanks and lanes you're comfortable in) and Fleet Footwork (lanes where you need more sustain and aren't sure you will win 1v1).

Gangplank can build AD, crit, bruiser, tank, AP and sometimes utility.

He can start with Powder Keg in abusable melee lanes and Parrrley every other time, can take Remove Scurvy at level two if the lane's not going well.

Ignite for squishy lanes, Exhaust for hard lanes where you need to run away and Teleport for everything else.
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