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Gangplank Build Guide by Seal Gains

Top [14.19] Gangplank One-Shot KING (TOP & MID)

Top [14.19] Gangplank One-Shot KING (TOP & MID)

Updated on September 25, 2024
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League of Legends Build Guide Author Seal Gains Build Guide By Seal Gains 1044 90 2,301,002 Views 34 Comments
1044 90 2,301,002 Views 34 Comments League of Legends Build Guide Author Seal Gains Gangplank Build Guide By Seal Gains Updated on September 25, 2024
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Runes: What i like to run in matchups i know i will be fine in (could take absolute focus, i just like cdr)

1 2 3 4 5
Inspiration
First Strike
Cash Back
Biscuit Delivery
Jack of all Trades

Sorcery
Transcendence
Gathering Storm
Bonus:

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

1 2 3 4
Default top
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Items

Start top and mid
start (dblade, dshield or sword with pots)
Ult order upgrade (2nd and 3d is my pref)

Ability Order Max Q, then E, then R, then W.

Threats & Synergies

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

Champion Build Guide

[14.19] Gangplank One-Shot KING (TOP & MID)

By Seal Gains
Introduction
Hey Im Seal Gains, Diamond 4 Gp main with 1.3 million mastery on GP. I started playing GP in my 2nd year of playing the game, so S7. From there he has become my most played champ and I haven’t gotten bored of him, although I usually do get bored of champs. I just wanted to make this to help some peeps out in ranked. I see a lot of people who struggle with this champ and even find myself complaining when I see someone lock him in, as not many people know how to play him. So I thought it would be best to tell you guys what I do on the champ and my playstyle.
Pros / Cons
Pros – What are the benefits of playing this champion?
- Lots of AOE dmg
- High mobility
- Global ult
- True dmg
- Fun to make plays with
- Gets a ton of extra gold
- Great waveclear
- Fun to master
- Has really good scaling
Cons – What are the drawbacks of playing this champion?
- Kinda Squishy
- Weak early
- Hard to master
- Some very bad matchups (RIVEN)
- Needs lots of cs
- Struggles with mana early
- One of the hardest champs in the game
Team Composition (Synergies / Counters)
Gp goes well with teamcomps that have tanks, can either follow up his damage or one that can give him opportunities to land his barrels on multiple targets at once. Try not to play him in teams that have zero forms of cc or tanks, this will just make it harder to land barrels and you are squishy so you would have no peel. If the enemy also has too much cc it’s also an issue because sure you can W to cleanse CC, but if they all have cc your W will be rendered useless.
Runes
I usually take First strike now due to the fact that it gives gold and dmg, which helps get you the items you need faster. Depending on the matchup you could take Grasp as it still does good damage and can make you tanky. (I usually take it vs tany champs)

First strike is pretty good, weaker early when compared to grasp though. However its mid to late game worth is higher, this is because you can proc the rune from hitting barrels and by mid game u can do big dmg, so you can get more gold.

For both rune pages (grasp and first strike) you can take inspiration or sorcery, i just preffer the dmg and cdr, but change it into poke matchups.
Masteries (needs updates)
With first strike I usually take Magical Footwear,Future's Market and Cosmic Insight . I do this as it helps me get my powerspikes faster since i dont have to buy boots and if im short like 50 gold i can just buy an item i want. For my secondary runes I take Sorcery with Transcendence and Gathering Storm, I take these to help me scale better in the early and late game because transcendence gives me extra cd at lvl 10 and can help get max cd earlier in the game which I like. Gathering Storm is there to allow me to do more dmg late. For the Bonus I take:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
I swap out the Armor for Magic Resist depending on the matchup and take the dmg since its legit free dmg. The other option For the secondary runes I take the Inspiration tree with Cosmic Insight and Future's Market. The reason for Cosmic Insight is becuase there really isnt anything else worth taking and its not too bad as it gives lower cdr on summs. I take futures market so that once you have around 20cs you can back and purchase sheen to give you that mini power spike in the early game.
Summoner Spells
I take flash always and mostly ignite or TP for top and mid, however if you are vs a difficult matchup mid I recommend exhaust, as you can lower their dmg and increase the chances for you to land barrels on them.
Core Items (needs updates)
Gp’s core items imo are ER, navori and prowlers because you get to do insane dmg 1.2k+. I always Buy them in this order ER, navori, prowlers, mortal/ldr then collector. For mid you basically go the build provided, ER with prowlers etc. It gives stupid dmg and lets u carry games.

Situational Items
Mortal Reminder, Lord Dominik's Regards, Phantom Dancer, Youmuu's Ghostblade, serpents fang, steraks are the situational items I get. However, I usually get Mortal Reminder/Lord Dominik's Regards(I do this for both builds top and mid, LDR gives that extra guaranteed for crit while giving you dmg from the armor pen you get. I take Mortal Reminder most games because there is always healing on the enemy team and when they dont have healing I go mainly Collector but sometimes navori, steraks or serpents.
Abilities
Ability Explanation
Trial by Fire
Every few seconds, Gangplank's melee strike will set his opponent on fire.



Parrrley (Q)
Cost: 60/55/50/45/40 Mana
Range: 625

Shoots target, plundering Gold for each enemy unit killed.

Fires a bullet that deals 20/45/70/95/120 (+100% Attack Damage) physical damage (can crit and applies on-hit effects). If Parrrley kills the target, Gangplank plunders 3/4/5/6/7 bonus Gold and 4/5/6/7/8 Silver Serpents. (Trade Silver Serpents at the shop to upgrade Cannon Barrage).



Remove Scurvy (W)
Cost: 80/90/100/110/120 Mana
Range: 400

Eats citrus to cure crowd control effects and restore Health.

Gangplank consumes a large quantity of citrus fruit, curing all disabling effects and healing him for 50/75/100/125/150 (+90% Ability Power) + 15% of his missing Health.



Powder Keg (E)
Cost: No Cost
Range: 1000

Gangplank uncovers a powder keg at target location. If he attacks it, it explodes, spreading the attack's damage to enemies in the area, slowing them.

Places a powder keg that can be attacked by Gangplank or his enemies at a location for 25 seconds. If Gangplank destroys a keg, it explodes dealing the attack's damage as physical damage (ignores [object Object]% Armor) to enemies and slowing them by 40/50/60/70/80% for 2 seconds. Champions take 80/105/130/155/180 bonus physical damage from the explosion. When a keg explodes, other kegs with overlapping blast zones chain explode (damage does not stack). Kegs health decays every 0 seconds. (Decay rate increases at level 7 and 13) Keg explosions apply Parrrley's plunder effect.



Cannon Barrage (R)
Cost: 100 Mana
Range: 30000

Gangplank signals his ship to bombard an area, slowing and damaging enemies.

Signals Gangplank's ship to fire 0 waves of cannonballs at an area over 8 seconds. Each wave deals 40/70/100 (+10% Ability Power) magic damage and slows enemies by 30% for 0.5 seconds. Collect Silver Serpents with Parrrley to upgrade in the shop.
Lane Phase / Early Game (needs updates)
In the early lane phase I start with corrupting pots every game and try to poke by autoing barrels slowing them with it and damaging them, then I Q them to proc fs/grasp then walk up and auto them. You can’t do this in every matchup especially the auto attack to proc passive, but generally I do this because I can get more dmg out while saving mana early. As Gp farm is very important so even though I play agro you still have to keep getting those minions for example although I keep poking and playing agro as gp I still usually get cs of around 7cs per minute while winning lane. With this playstyle though you must have an understanding of wave control and always be warding the river and tribush. I usually place a control ward in the tribush at top, even if I’m botside then I ward the river bush. Furthermore, always look at the map and listen for pings to that you can help the team out with your global ults, for example I usually use it for bot to help them win their 2v2 fight or 2v3 or to help them escape a gank.
Late Game / Mid Game / Team Fighting
With Gp you have to play in the backline unless you are super fed then u can go in like ham. But generally I stay at the back and try to get good ults to help with starting an engage and just try to hit the carries on the enemy team. I also start teamfights when I land a barrel on 3+ enemy players then I go in with my ult and another barrel combo allowing my team to follow up. If you want to split, make sure you have TP so that you can join your team for fights or objectives.
Combos
Here are some combos and tips that I thought that some of you might like, If you want to see some more combos with detailed explanations I recommend looking at tobiasfate or solarbacca. I just wanted to put some things that might not have been mentioned since some of the things I explain aren’t really explore.

This is a basic auto combo you can use early game, basically getting free dmg from passive. For this one you gotta have the barrel already placed and have had it tick down to 1 hp bar before the all in.

This one is the same as the last but without preparation, I’m just showing you have to get 2 passives off fast after placing a new barrel.

This next one is for when you hit lvl 7, you can still auto the barrel but the enemy might focus it so u can get a free auto in and if they mess the timing up you can hit the barrel with a q and get a passive off again.

This last passive combo is for lvl 13, I didn’t auto with a passive at the end since I was still low on attack speed but you should try to always get an auto there especially if you were stronger, If you were weaker run away like what I did after hitting the barrel slow.

Now that we are past the passive, we will move onto the barrel combos. I won’t go too in-depth into the super basics like barrel placement spacing, spacing Is learnt through experience so just practice.


The clip above is just about q timing at lvl 13 this might be a little overboard but whatever. So basically, if you put the barrel down right next to you then instantly q it you wont pop it. To get the timing right you have to place the barrels at almost max range. In the video you see me putting the barrels at max range then hitting q, while running to the barrel I’m spamming q. This method gives decent timing on popping the barrel, but against a good player they can hit it 1st. To get timing that’s very hard to counter you have to leave a small space between the max range of the E and the actual barrel, just like what I did for the last two barrels. This will take practice to get used to as well but I thought I should mention it for those interested.

The video above is just an example of the barrel placement for a normal ghost barrel. To pull this off easily you gotta q on the barrel while being outside q range so that you run towards the barrel, once you see the animation of your Q place down an E quickly. You HAVE to do this quickly, practice in practice tool.

This is a ghost barrel for when you are chasing someone, this is something I use every game without fail and is very important to master. To do the max range ghost barrel all you have to do is put your E at max range, click Q on the barrel, then place the next barrel in the circle of the 1st barrel placed (Watch the vid to understand). By doing it this way you can guarantee a max range when chasing someone down.

This ghost barrel is used vs people that dash. Let’s say you are against a Irellia and you put a barrel on her, but then she decides to dash on you, this combo is used to make sure that you can still damage her even after she escapes the barrel and goes for you.

Ghost barrels have a lot of versatility so I cant cover everything, just practice actually hitting them then start to experiment in-game, because practice tool is not good enough to start pulling these off all the time in actual games.

Now let’s talk about the triple barrel combo, this combo is usually used to initiate fights or get picks in my opinion. It can be used in lane, however its situational since it is kind of a waste of barrels in lane. Executing the triple barrel combo is way easier than a ghost barrel because you are given a lot more time to place the 3rd barrel after clicking your Q. To do this combo you have to first place to barrels then the 1st barrel and instantly place a 3rd one.

This is an ingame exaple of me using A tripple barrel combo.


I could have put more deatails and different situations for combos but I felt like many of these things are already talked about, I just wanted to gives some extra tips on things that I felt werent really covered by some of the known GP players.
Conclusion
This is the end of my guide, I hope you enjoyed it and learned a lot about Gangplank, about doing barrel combos and ghost barrels etc. I recommend going to YouTube as that’s what I did. Thank you for reading my guide. if you have any feedback or questions feel free to comment. Upvotes are heavily appreciated.
GL HF with Gangplank and don’t feed ;)
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