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Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Trial By Fire (PASSIVE)
Gangplank Passive Ability
About the Author
In-game however I'm a Top/Jungle main and GP is my most played Champion; I have ~120k mastery with him and hold a 60% winrate in ranked. I picked him up after reading guides on this site and have loved him ever since. I hope to bring my own perspective on the champion to this guide.
I hope you enjoy it and find it beneficial. Please vote if you feel inclined, just please include why you didn't like it if you are down voting! Thank you.
This guide is not made to be copy and pasted. In fact it would be detrimental to just blindly copy this build without understanding the reasons for certain build paths and Runes/Masteries; so I will do my best to explain the build fully so you understand the theory behind it.
I won't be including a matchup section on each enemy champion as when I started I relied on these to much. Gangplank has great versatility in lane so it's hard to grade matchups as there are so many variables. It's all about how well you adapt to the Champion and Players you face.
I will however have a laning section where I'll explain everything I can about his laning phase and his playstyles so you can fully understand
Gangplank and are in the best position to understand how to lane effectively and make your own mind up about matchups.
Spoiler: Click to view
I won't be including a matchup section on each enemy champion as when I started I relied on these to much. Gangplank has great versatility in lane so it's hard to grade matchups as there are so many variables. It's all about how well you adapt to the Champion and Players you face.
I will however have a laning section where I'll explain everything I can about his laning phase and his playstyles so you can fully understand


So why play
Gangplank? Something I often read on forums as to why GP isn't worth learning, is "He can't carry." or "He needs a good team to do well." This is pretty misguided. While it's true he won't carry in some of the traditional ways, he has excellent carry potential.
He's a champion you can pick into any team comp and do well with and his strengths cover the most common problems you encounter in solo queue. Inability to siege, lacking engage, wave clear, damage. So while he alone may not 1v5 and won't normally get more than 1-2 kills in a team fight (Nothing to turn your nose up at) the chances of a team succeeding are far greater with
Gangplank on the team than without. I'll go into more detail on this later.

He's a champion you can pick into any team comp and do well with and his strengths cover the most common problems you encounter in solo queue. Inability to siege, lacking engage, wave clear, damage. So while he alone may not 1v5 and won't normally get more than 1-2 kills in a team fight (Nothing to turn your nose up at) the chances of a team succeeding are far greater with

Pros
|
+ Global Presence + Strong Sustain in Lane + High Damage + Covers Team Weaknesses |
Gangplank is a scaling champion who's endgame is feared. His global presence in lane gives your team a safety net and allows you to 'Roam' while staying in your lane and not losing any farm. His range with barrels is excellent, allowing for safe poke and siege. This is why I feel he covers your team's weaknesses. In Solo Queue you may have an awkward, bad comp, but Gangplank hides the weaknesses with his ability to set up engages, poke, waveclear, siege and even splitpush. |
Cons
|
+ Squishy + Vulnerable to Ganks + Game can be over before you can contribute + Suffers badly from losing Tower early |
If you've noticed a theme here with his early game, you're not wrong... While ![]() ![]() |
Besides a few key mastery choices, your masteries are pretty flexible.
Essential Masteries:
Thunderlord's Decree
For the burst and trading potential as well as securing kills with
Cannon Barrage.
Bandit
for the gold.
Meditation
for the Regen.
Intelligence
For max possible CDR.
Sorcery and
Oppressor
are both optimal choices for your damage kit.
Besides these, you can change your Masteries around depending on matchups, getting more sustain or more damage as you prefer. It's not huge flexibility but there are still 4 Masteries open to personal preferance.
Grasp of the Undying used to be the go to mastery for
Gangplank and you still see it a lot. People take it for sustain but you lose out on a lot of damage and the 'Sustain'
Grasp of the Undying gives you is now very poor for someone who doesn't build HP.
Essential Masteries:







Besides these, you can change your Masteries around depending on matchups, getting more sustain or more damage as you prefer. It's not huge flexibility but there are still 4 Masteries open to personal preferance.



These are an odd set of runes that I held off on buying for a long time because I didn't think it was worth it. Simply put I was wrong. 15% CDR (with


The problem with this is your limited mana pool and high cost of



You do lose out on MR. Generally speaking though, you won't have to much trouble with the AP top lane champions you'll normally encounter and you can afford to forgo the MR runes and pick up a



This is, in my opinion, the most optimal way to play



Excellent for trading. Destroying a Barrel refreshes the CD of this ability. The true damage applies to towers, so if you have barrels available you can drop a


Treated as an AA, though your AA animation is not synced with this ability so weave them. Applies on-hit effects, applies



Applies




Any unit you kill with




An amazing ability but one that you need to understand the limits of and know when to hold onto it. Removes CC, not damage over time effects. It restores more HP the lower hp you are, so in trades, it's tempting to use early, but with it's long CD early, you're only going to get one chance to use it in a fight and therefore, better to use after the trade (while laughing and flashing your mastery badge).
Try and plan out what you're going to use it on in lane. Against Riven for example; It's tempting to use it as soon as she uses her knockup on



A very well timed

Rule of thumb: Play safe while it's on CD and don't push to heavily without it unless you know the Jungle is no where near and you aren't in immediate danger.
Getting comfortable with using Barrels quickly and accurately is the first thing you should work on if you don't already have it down. I've seen some players use Normal Cast on Barrels. Personally I recommend getting used to using Quick Cast as you save essential time on combos and can achieve almost the same accuracy as normal cast. if you set the ability to Quick Cast and have Normal Cast on Alt+E for example, you'd have the best of both worlds.
Whatever you destroy your


As you probably know, Destroying



Using AA's on barrels are an effective way to catch people out in lane. People get used to your







Fully global ultimate with a multitude of uses.
First, 'securing' kills across the map. Simply by playing


Keeping track of your jungler helps a lot. Especially bot lane to soften up/zone the enemy bot lane from running down to their turret.
Don't be afraid to use this when defending a turret by proxy. Lets say midlane got pushed out and has a big wave of minions about to crash on their turret. Situations like this are perfect uses for your ult. You gain a nice chunk of gold, often as much as an Assist or more, you save a turret if the enemy laner is attacking it and you often screw with when they wanted to back.
Sometimes you are in danger of getting dived, the jungle might have arrived and even the midlane lurking nearby. Use your ult preemptively.

This means the divers have no minion cover and gives your team mates time to rotate and help. It might seem like a waste but it's really not. You deny gold from the other team, you waste their time from coming up top, and you relieve pressure from the other lanes.
If they do dive you anyway, you can normally net a kill from it and go 1 for 1 if not more. At worst, you die, but you have probably saved your turret which as

Finally, using it to kill your laner. Pretty self-explanatory!
Cannon Upgrades
Death's Daughter Standard first upgrade. It makes your global snipes much more potent and is very useful in team fights for targeting a carry you can't reach. The damage from this skill alone is substantial and has to be respected, requiring them to re-position so as not to take more damage from the rest of
Cannon Barrage.
Fire At Will You will normally be picking this up second but
Raise Morale is a viable second buy. It's best if your team is in longer drawn out fights.
Raise Morale can be bought second as stated. It's best if your team is chasing a lot as it will slow them as they run and speed you up as you move through.
There are a few different builds on
Gangplank that are viable.
Penplank:
If you watch the LCS you will probably see Penplank. This build has no crit, and normally builds
Trinity Force
Youmuu's Ghostblade into
Maw of Malmortius with a
Last Whisper. This build provides the earliest power spikes and had the best midgame power. And due to the style of the LCS matches (Normally shorter games where the game is normally decided much earlier) This build does fall off late game when compared to 80% crit chance.
Critplank:
This is normally a 100% crit build. You go from
Trinity Force into
Ionian Boots of Lucidity for 45% CDR, then you start building critical items, often
Infinity Edge first. I don't play this build much as I find it an awkward build path and lacks consistency. It will often have
Essence Reaver which is a good item, it just overcaps CDR. However it's personal preference. I haven't experimented with it enough so I'll let you make your own minds up.
Spoiler: Click to view
Sadly this build doesn't have a cool name (At least that I could think up). The Hybrid
Gangplank build normally ends at 80% crit chance, has decent AD and deals the most damage at 6 items.
The power spikes midgame like the armor pen build midgame but then falls off on your 4th item,
Statikk Shiv or
Phantom Dancer, as you only sit at 30% crit chance which isn't reliable and only gain some attack speed. (Normally why
Statikk Shiv is the better first buy of the two for the extra damage)
This guide focuses on the Hybrid build and it's the one I recommend. As stated it's the highest damage late and spikes at the right times, remaining relevant throughout.
Spoiler: Click to view

Penplank:
If you watch the LCS you will probably see Penplank. This build has no crit, and normally builds




Critplank:
This is normally a 100% crit build. You go from





Sadly this build doesn't have a cool name (At least that I could think up). The Hybrid

The power spikes midgame like the armor pen build midgame but then falls off on your 4th item,



This guide focuses on the Hybrid build and it's the one I recommend. As stated it's the highest damage late and spikes at the right times, remaining relevant throughout.

Items
Item Sequence

Trinity Force
3333

Youmuu's Ghostblade
2800

Boots
300

Statikk Shiv
2700

Phantom Dancer
2650

Infinity Edge
3450
![]() |
The best starting item available for ![]() ![]() |
![]() |
It's a strong item, worth picking up in certain matchups that you will be taking a lot of poke. ![]() ![]() ![]() ![]() ![]() |
![]() |
Not an optimal starting item, but if you are very confident you can beat your laner early and even first blood, this item gives you the extra AD and allows you to pick up 3 ![]() |
![]() |
This was THE starting item on ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
Not a starting item. This item is a good pickup after your first back if you have ~1500 gold ![]() ![]() ![]() |
![]() |
Your first buy 95% of the time and you will have this in your full full build 100% of the time. So long as this item is the only item with 200% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
Boots are very flexible. ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
After ![]() ![]() ![]() |
![]() |
Very similar in raw stats to ![]() |
![]() |
Some ![]() ![]() ![]() ![]() |
![]() |
Very good item. against certain matchups this is worth building components of instead of ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
I used to buy this instead of ![]() ![]() ![]() |
![]() |
Another item you can build instead of ![]() ![]() |
![]() |
I'm a fan of this item, it's similar to the lifeline from ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
While the passive revival is good on this item, it's often not super useful when you revive in the middle of a waiting lynch mob. Normally by this point in the game (5th or 6th item) you know how fights are playing out and if it's worth buying. What this item is best for, beyond the revival, is just how it makes the other team play. When they see the ![]() ![]() |
![]() |
Very niche item. I've only bought this item once or twice. The stats aren't bad but you only buy this for the active, and ![]() ![]() ![]() ![]() ![]() |
![]() |
Normally part of the armor pen build. I don't really build this item myself, but it isn't something you should forget about as it's been rising in popularity on a lot of champs and is a good choice in the right situation, I've just not gotten around to testing it out yet. Your ![]() ![]() |
![]() |
Sadly this item just doesn't synergize with ![]() ![]() |
I've played
Gangplank top almost exclusively and I wrote the guide with top in mind. However, as of 6.17 and the nerfs that hit, I have been looking into mid lane a lot more.
The Pros: Mid lane is a much shorter, safer lane. Often squishy target without the sustain that top lane champions have, so you only need a couple of barrels to hit to put them in trouble. You can't be shut down as easily by the Jungler. You allow more room in your team composition for a tank top lane and
Teleport flanks (Which
Gangplank can't do very well). Finally, the matchups you face often rely on a stun,
Remove Scurvy clears the stun and nullifies a big part of their kit, where as top laners may have a stun, but they often have a lot of slows which are worse for a
Gangplank as they can often be reapplied after you cleanse.
The Cons; if you fall behind against something with strong burst, you can struggle. Mid lane often receives more attention than the other lanes, if your team is losing lanes then mid lane often becomes a focus after top or bot turret has fallen and at low level,
Gangplank just needs to scale, and having people clutter up your lane just delays that. Your team may also lack AP if you go mid with an AD.
In my opinion, top lane was perfect for
Gangplank, as you could sit up there, out the way and just farm your heart out while
Cannon Barrageing around the map and applying as much, if not more pressure, than a top laner who teleports to bot lane. After 6.17 though, the nerfs that hit his sustain, his cooldown on
Cannon Barrage and the damage (by a large chunk), your global presence is diminished, and you are even more vulnerable to ganks top.
There are advantages and disadvantages to both lanes, but personally I believe mid lane is now the better position for
Gangplank if your team composition allows. You will have to make your own minds up though, as I've not played enough mid on him to say for sure and really, there isn't a wrong lane for him as of now.

The Pros: Mid lane is a much shorter, safer lane. Often squishy target without the sustain that top lane champions have, so you only need a couple of barrels to hit to put them in trouble. You can't be shut down as easily by the Jungler. You allow more room in your team composition for a tank top lane and




The Cons; if you fall behind against something with strong burst, you can struggle. Mid lane often receives more attention than the other lanes, if your team is losing lanes then mid lane often becomes a focus after top or bot turret has fallen and at low level,

In my opinion, top lane was perfect for



There are advantages and disadvantages to both lanes, but personally I believe mid lane is now the better position for




There are three different methods of farming on

- The bully lane. Ideally, you will be CS'ing mostly with AA's. You might think this is sub-optimal because your
Parrrley gives bonus gold on anything you kill. At low level however, you only get 2-3 gold early per kill so unless you can kill most of wave with
Parrrley
Powder Keg (bringing it them low with AA's) you actually get more gold just from
Parrrleying your laner twice per wave for 20g. That's pretty big and with the mana sustain and CDR from your build, you can spam this skill.
You miss out a little on Silver serpents but if your laner allows you to play like this and just bully them out, you'll have so much more freedom in lane it will be worth it and you come out ahead in gold anyway.
You keep yourPowder Keg's for zoning. Don't let yourself reach three
Powder Keg's or you just waste free harass. Drop a Keg in the middle of the minion battle, and just sit on in. As soon as they try and go for CS or attack you, you
Parrrley them, AA them (If you have
Trial By Fire) then smack the
Powder Keg. The damage this does is big, you get movement speed to run back or chase, you proc
Thunderlord's Decree and can simply rinse and repeat.
If they don't counter this style of play early, you should win lane pretty easily.
- The Even Lane. While the Bully Lane is best for harass and gold earned, most laners won't allow you to be so bold.
Gangplank is squishy and not a good fighter for a longer duel. He's great for short bursts with
Parrrley,
Trial By Fire and
Thunderlord's Decree , but that burst falls off fast.
With the Even Lane, normally you'll be against champions that can hold their own against you, but often can't match you ranged burst or harass. This method is relatively similar to the Bully Lane, the difference is you aren't sitting in the middle of the wave and often you will have to useParrrley to shoot casters that would force you to over extend if you went for an AA.
You still keep aPowder Keg for safety near you, and try to combo them with a second periodically. This is the method you'll be forced to use for the early game bully champions like
Riven or
Renekton. normally you play a little safer the first few levels then turn up the pressure. With a few well placed barrels onto them and Parrrley they often start to be much more wary of you, allowing you more freedom to CS.
- The Losing Lane. This is a painful situation to be in, you might have been killed early by a bully champ or just a miss play, maybe your jungle tried a bad gank and got you both killed and now your laner is way stronger than you are. If they are smart, they freeze the lane near their turret, forcing you to extend into dangerous territory.
The hardest thing about this lane, if that you can CS from far back withPowder Keg chains. This might seem like the best option at the time but it has a detrimental effect on your lane. The AOE damage that
Powder Keg does to the whole wave of minions means your wave of minions is naturally pushing to them, forcing you to remain in this state of limbo, over extended with no turret protection, and no sign of anything changing.
AsGangplank you can't be in a worse situation, so what should you do? Do not CS from miles away with
Powder Keg's. Keep one or two
Powder Keg's down in your lane for safety as you extend out, just stay in range of XP and the wave will eventually start coming back your way. Now with the wave pushing to you, you're in a much safer position to CS. Do you best to 'Freeze the wave' at your turret, outside of turret range, sometimes this means you soak up some minion hits but that's okay, just wait until your minions arrive and don't let the tower shoot all the enemy minions as the wave will probably push again.
Spoiler: Click to view
With good wave management the Losing Lane quickly turns back into an Even Lane just be patient and play it safe. You'reGangplank, you're going to outscale them later, no need to play desperate.
Thankfully, the majority of laners won't freeze lane if they are winning. If it's aYasuo player for example, he'll often just hard push you under tower every wave, and you have the waveclear to match. Little does he know this is perfect for you and you can safely farm up for the next ten minutes.
General Laning Tips:
- Just afk
Powder Keg farming can get you very overextended and in danger of jungle ganks. Even if you are winning lane, it's still better to freeze the lane near you, as now you set up your jungler for ganks on a weak laner, you can easily zone them away from some CS with
Powder Keg's.
- If you've not played
Gangplank before, when you realize the enemy can destroy your
Powder Keg's, you get a little miffed. It's not serious and can easily be played around, even if they are ranged, you just have to keep
Powder Keg's further back and lead with a second Keg (Or even the famed triple barrel). You can bait people in pretty easily if they are hell bent on CS'ing every one of your kegs, just be aware they do get 10 gold for every
Powder Keg they destroy.
- Be aware of your item spikes. In lane don't underestimate the damage of
Sheen after your first back. Even in a lane where you might have been getting out-traded, with
Sheen the chunking power of
Parrrley becomes formidable. Always check what the other lane has returned with. Even if you just killed him, if you didn't back and he's returned to lane, he is probably stronger than you with his new items. Unless of course you just dumpstered him three times.
- Do your best to always be looking around the map, checking where your jungle is, if he's ganking. Even if they have it under control, it's worth
Cannon Barrageing the fight. It gives you gold and secures the fight. Use it whenever you see a situation, all that CDR is wasted if you aren't using it regularly.
However when I say use it often, try and use it selfishly. This sounds bad and maybe it is, but if you think it's 50/50 whether it's worth it or not, it's probably not. If your botlane is getting stomped over and over, and you see them getting chased again down lane, it's probably not worth burning such a big CD on something that probably won't change the outcome.Cannon Barrage 60/40 plays and above!
- You need to place a lot of importance on your tower. If you lose it before you have
Trinity Force, you will probably struggle for a while.
Spoiler: Click to view
ThankfullyGangplank has a lot of tools to defend turrets.
Powder Keg
Teleport
Cannon Barrage are all perfect for defending and you shouldn't be afraid of using these tools liberally. You can even call your Jungler if they're nearby to care for the turret while you Back; normally they don't mind as this is free xp and gold.
- Your goal is level 13 (you should have 45% CDR and will have fully upgraded
Powder Kegs. Get to level 13 with as much farm as possible. After that, Midgame takes over.
Now you start to shine. Here you want to be team fighting, or splitpushing. Ideally team fighting. Always have an objective in mind. As long as
Gangplank got to farm okay in lane, he has fantastic objective control.

- Sadly in Solo Queue people won't follow the 'right' play. Often a won team fight just leads to 30 seconds of chasing and maybe netting one more kill, than burning an objective or two down.
In these situations, don't be afraid to "abandon your team." (Their words) in the chase. I'm not saying all chases are bad but a tower is worth as much as a kill, and it's permanent. If nothing is available, then sure go for the kill.
- In the Pro's section I said he covers team weaknesses, especially Solo Queue weaknesses. This becomes apparent at this point in the game. Your team might have no tank, lack damage, lack engage, lack poke, lack waveclear. Any of these things that are so common in team comps. All you have to do is plug in
Gangplank; His damage is crazy, you can waveclear all day long, your siege is superb when attacking or defending and you can even engage with
Powder Keg and
Cannon Barrage simply by catching 2-3 in a
Powder Keg and following up with
Cannon Barrage.
- Sadly even with everything
Gangplank brings to the table, you and your team will still make bad decisions, fight without you, you'll splitpush at the wrong time or roam in the jungle without vision, go in on a bad team fight. It happens, and while you might be the 21st century Sun Tzu, and know the perfect decision and play at every moment, your team won't always follow. People have egos, they like to think they know everything and react with hostility at the mere suggestion that you might know better in this particular situation.
No amount of reasoning on how this play is better than that one, or how they shouldn't have been roaming for the 4th time in the enemy jungle with no vision, is going to change that persons mind. Maybe they will see it later if left alone, but right now, their pride is wounded and they have this stranger talking at them about how "He was right and they were wrong." You probably weren't saying that, but that's how they see it.
- You need to be able to swallow your own pride here too. Especially on a champion like
Gangplank. The team is far better off with you with them, than without. Even if there is a better play available, if the team is doing 'this objective' then you should be with them for that objective or fight, unless it's 95% suicide. Sometimes it was the better play after all.
You've arrived!
Now your barrel damage is obscene, 1200
Powder Keg crits, 900
Parrrley crits, 500 AA damage. Mmmmmmmmmmmmm........
Now your barrel damage is obscene, 1200


- Staying alive is your goal. While you can very effectively splitpush, you are just so much of an asset to the team that you can't afford to die or get caught out. Stay with your team when possible and before team fights, do your best not to waste all your
Powder Kegs laying down poke. If a team fight is about to break out, and you don't have access to two
Powder Kegs you can often lose out on a lot of potential damage and range.
- Don't be afraid to just hold off a second before letting rip with your combos. Before a fight everyone is hyper aware of
Gangplank's
Powder Keg and the damage they've already felt from them and your barrels will normally get shot before you can detonate them. When a fight breaks out however, the ADC isn't peeling their eyes for stray
Powder Keg's they can hit, so this is when you want to be opening up your barrel combos. It's very hard to see them in the middle of a team fight before it's to late.
- Late game doesn't differ to much from mid game, it's just higher stakes, and if you've played well, you will be a high priority target. This is why a defensive item is normally picked up.
Gangplank's late game is so strong that anyone who plays him or mains him will say you should never surrender on
Gangplank. Even if a game is looking bad, if you can just reach that late game with the remnants of a tower to defend, you can often turn the tides, as it were. >.>
I want to thank you for reading my Guide on
Gangplank. I love the champion and will be continuing to work on this guide as it's by no means finished!
Feedback is welcomed, if it's negative that's fine just please put a comment as to what your reasons are and how it could be improved!
Special thanks to jhoijhoi for her Making a Guide Guide and anyone who's donated these awesome graphics! It made the process much easier and I doubt I'd have tried to make one without this resource.
I'd also like to thank link491 for his Captain Gangplank's Revenge Guide! which was what got me started on my favorite champion in the first place! I encourage anyone serious about learning Gangplank to check it out as it's a fun, informative read!

Feedback is welcomed, if it's negative that's fine just please put a comment as to what your reasons are and how it could be improved!
Special thanks to jhoijhoi for her Making a Guide Guide and anyone who's donated these awesome graphics! It made the process much easier and I doubt I'd have tried to make one without this resource.
I'd also like to thank link491 for his Captain Gangplank's Revenge Guide! which was what got me started on my favorite champion in the first place! I encourage anyone serious about learning Gangplank to check it out as it's a fun, informative read!
Brand new guide but I'll be posting updates about the champion here.
6.17:
31/08/2016 Edited item descriptions on I.E and Duskblade. They are now more flexible than previously stated.
31/08/2016 Added a Disclaimer to the 'Introduction to the Guide' section.
6.18:
31/08/2016 Added a 'Top or Mid?' section.
6.17:
31/08/2016 Edited item descriptions on I.E and Duskblade. They are now more flexible than previously stated.
31/08/2016 Added a Disclaimer to the 'Introduction to the Guide' section.
6.18:
31/08/2016 Added a 'Top or Mid?' section.
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