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Gangplank Build Guide by xXkillercrackXx

platinum

[9.21] šŸ¦€CRITPLANK IS BACKšŸ¦€Top/mid Gangplank guide

By xXkillercrackXx | Updated on October 28, 2019
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Runes:

Resolve
Grasp of the Undying
Demolish
Bone Plating
Revitalize

Sorcery
Manaflow Band
Transcendence
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+10 Adaptive (6 AD or 10 AP)
+5 Armor

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

LeagueSpy Logo
Top Lane
Ranked #31 in
Top Lane
Win 49%
Get More Stats

Threats & Synergies

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



Hello everyone and welcome to my Gangplank guide for patch 9.21. I'm (formerly) Gangplank 1 on EUW and, as you can tell by my name, Gangplank is one of my favourite champions. I've played hundreds of games with him and I know him like the back of my hand.

GP is most commonly played as a top laner, but can also be played as a midlaner. In this guide I will be focusing on Gangplank as a top laner, but a lot of what I write about can be applied to mid lane as well. But before delving deeper, I'll talk a bit about why you should play Gangplank.





There are many things that make GP a good champion. For one, he has extremely high DPS, especially when ahead in the game. His Powder Keg + Parrrley can absolutely blow up squishy targets during mid game. Your barrels also make it easy for you to zone your opponent, who will have to play around them in order to not get engaged on. Another pro is his Remove Scurvy which is a free cleanse and heal. GP's ultimate Cannon Barrage is global, allowing you to assist your team even from the other side of the map, if needed. And of course, he's a pirate.

As for his negatives, I would say GP takes quite a lot of practice before he can be played properly. Some of his combos can be hard to grasp for newer players or beginner GPs and even seasoned players such as myself can mess up sometimes. There's also the fact that his early game is pretty weak and he has a lot of tough match-ups, meaning it's easy to fall behind early on.





Grasp is great on GP as it allows you to sustain in tough match ups (aka every lane)and lets you become rather tanky with few tank items. You can proc grasp easily with Q and because Parrrley applied on hit effects, you still gain the full benefit from the proc (gain 5 hp instead of 3).

As Bone Plating has been moved to a different tier, you should take demolish here. Demolish isn't all that good for you, but it's the best rune in this row that you can take. You can use it to get a plate or two if you manage to kill or force the enemy out of lane.

Bone plating allows you to become more tanky in short trades during laning phase where you are weakest. It blocks a ton of damage early on, so you should come out ahead in any trades you get with bone plating active.

All off the choices in this tree are not overly strong. Revitalize can have some strong synergy with GP allowing you to heal for a lot more than normal which can be the difference maker in fights at all points of the game. This rune is definitely your best bet here.


You may notice that GP is rather mana hungry early on. Mana Flow Band can help to shore up your mana pool when you're running on empty. Once fully stacked, it also gives additional mana regen which can be very useful for spamming out oranges.

Upon hitting level 10, you are granted 10% CDR. This is pretty strong for GP as, like I've mentioned before, CDR is incredibly strong with GP. You can swap this out with the likes of Absolute Focus if you think you can get strong use from it.


I like +9 Adaptive force for both Offensive and Flex. You should change your Defensive option depending on the match up. CDR in the Offensive section can also be strong in tandem with Transcendence allowing you to reach 40% CDR easily.





A large majority of the time you will take Flash, and Teleport or Exhaust. Flash isn't optional and it's pretty self-explanatory - you use it to chase or escape.

Your main secondary summoner will usually be Teleport. You will mostly be using this to get back to lane faster. Many toplaners, and even some midlaners, use Teleport to help other lanes get ahead. However Gangplank needs time to set up for a fight, so this isn't the best way to use teleport on GP. Keep in mind that Gangplank can make up for the lack of teleport plays by influencing fights with his ultimate.

Exhaust is the other summoner spell of choice. Exhaust is usually taken when you are in a super tough matchup and will NEED it to ensure survival. Champions such as Pantheon and Jayce destroy GP in lane, but GP can capitalize on their mistakes if he has exhaust. One bad fight for the enemy and you can get yourself ahead.






Every several seconds, Gangplank's next melee attack ignites the target, dealing 55 (+10 per level) (+1.0 per bonus attack damage) bonus true damage over 2.5 seconds and granting 30% movement speed for 2 seconds. Destroying a Powder Keg instantly refreshes Trial by Fire.

Trial by fire adds a bit more oomf to your auto attacks. There are some cool combos you can do with Trial by fire. For example using your empowered auto attack, then shooting a barrel with your Q, which instantly resets Trial by fire, and then empowered auto attacking the enemy once again, for a HUGE burst of damage within seconds.



Gangplank shoots an enemy with his pistol, dealing 20 / 45 / 70 / 95 / 120 (+1.0 per attack damage) physical damage. Gangplank gains 3 / 4 / 5 / 6 / 7 extra gold and Silver Serpents (which can be spent to upgrade his ultimate) if Parrrley deals a killing blow. This ability can critically strike and applies on-hit effects, but doesn't apply Trial By Fire.

This is Gangplank's main poke and farming tool. This is also how we will proc Grasp of the Undying since this ability counts as a basic attack.



Gangplank consumes a large quantity of citrus fruit which removes any crowd control effects on him and heals him for 50 / 75 / 100 / 125 / 150 (+90% of ability power) (+15% of missing Health).

Remove scurvy is a great sustain tool, and it can cleanse any cc that is used on you. Get stunned by a Leona ult? Eat an orange and its K. It can also be used for simply sustaining in lane as it heals for a flat amount, plus 15% of your missing health instantly.



Passive: Gangplank stores a charge of Powder Keg every few seconds, up to a maximum of 3 stored at once. Active: Gangplank places a powder keg that can be attacked by himself or his enemies. If Gangplank destroys a keg, it explodes in an AoE blast that slows enemies by 40 / 50 / 60 / 70 / 80 % for 2 seconds and spreads the damage of the attack to all nearby enemies. Other casks within the zone will chain explode. Explosions ignore 40% of their targets' armor, and enemy champions take 60 / 90 / 120 / 150 / 180 bonus physical damage.

This is Gangplank's main teamfighting tool. you'll usually want to proc your barrels with your Q, but you can also proc them with your auto attack. hitting the barrel with a Q will make the barrel do more damage as it gives an AOE sheen proc, which is HUGE! an extra 200 or so damage in an aoe is nothing to scoff at.

The normal combo you will be using in a teamfight is to place 2 barrels, Q the first barrel, and then place a third and final barrel just before the second one blows up. This will catch out a lot of players and you can literally one shot some champions if you are strong enough.

The "tick down" rate of the barrels gets lowered at levels 7 and 13. These are very key levels to reach for gangplank as hitting these levels will instantly make you stronger, and your barrels harder to react to.



Active: Gangplank signals his ship to fire 12 waves of cannonballs upon the target area over 8 seconds in clusters of 3 every 2 seconds, revealing it for the duration. Each wave deals 35 / 60 / 85 (+10% of ability power) magic damage and slows enemies hit by 30% for 0.5 seconds.

A pretty straight forward ability. You'll usually want to use this ult to help out other lanes who are fighting as it can turn the tides of the fight rather quickly. Its an AOE slowing field, which may stop the enemy from retreating to safety and could end up getting them killed. It is rather low damage before getting Death's Daughter or Fire At Will, but its still great :)

Getting the Raise Morale upgrade will give any ally leaving the AOE of cannon barrage a 30% movement speed increase for 2 seconds. This is a mini Ghost effect and can help your team greatly in chasing down low health targets.






You start with a Sapphire Crystal as it build into your first core item, Sheen. This means you will only need 700 gold more until you can finish off building it.

Pick this up for some lane sustain, especially when against enemy laners who you know will poke you a lot. You can also opt into getting 3 Health Potions instead if you think you will need them.

You may want to get a Corrupting Potion if you feel like you won't be recalling short the 1050 gold for Sheen.


Great synergy with GP as your Q Parrrley procs sheen. Also if you Q a Powder Keg it will make sheen proc in an AOE.

If you happen to recall with 1050 gold, pick up a longsword alongside your sheen for some extra damage. It will build into your Phage which you will be picking up after Sheen usually.

You'll have your yellow trinket as well, but Control Wards are great for vision control as you can ensure that a certain area is unwarded, allowing for a gank.


Trinity force is the best item for gangplank as it give him everything he needs (apart from crit. RIP zeal triforce). But the biggest reason to get Triforce is because of the Spellblade passive. It procs on your Q, which also applies to barrels, allowing for absurd amounts of damage once Trinity is completed.

Stattik Shiv Shiv adds a nice chunk of damage to your Q as well as helping your barrels crit. Can be replaced with Phantom Dancer if you're struggling to survive.


Infinity edge is back to it's old self, which is amazing for critplank! This is your core mid/late game item to help your damage scale into the 1v5 territory.

Adds some more crit to your build as well as a ton of damage. Works well in tandem with transcendence as the additional CDR will provide you with more AD. Basically pick this up if you want to pack more of a punch and don't need any situational items.


If you need... _______________ get...

Armour
Magic Resist
Health
Damage






Laning phase is the hardest part of playing gangplank. He is a very very weak champion in lane. Your biggest problem is that many of Gangplank's hardest matchups are rather popular in the current meta. Orianna and Jayce are a few that i run into quite often and they give Gangplank a hard time in lane. Gangplank needs to be in control of a fight for it to be favourable for him. Many champions like this simply do not allow you to be in control ever.

You ideally want to pick Gangplank into a champion who cannot outright 1v1 you. Malzahar or Zoe for example as you deny a huge part of their kits with Remove Scurvy. This allows you time and flexibility to set up barrels for good trades, or just simply allow you to farm and poke without dying.

You need time to scale as gangplank. Unless you can free farm, and maybe pick up a few kills or assists, you'll not really be relevant until around 2 or 3 items. Luckily, the extra gold and strong farming capability with Powder Keg can allow you to reach this item point before anyone else in the game.


Coming into mid game, you shouldn't worry too much about if your tower falls, or if you get the opponents tower, as you are never really in control of this. You need to focus on scaling and farming.

Once you have 2 or 3 items on Gangplank, you start to become relevant. Ideally you want to be level 13 around this time to have the fast tick-down on your barrels. This is where you can start to take control of the game. You can start pressuring opponents, and taking skirmishes with your team at this point, as you will likely be equal to, or ahead of the opposing Laner.


Your main role in a teamfight is to try and do massive damage to the enemy backline. Teamfights can be hectic. This can be used to our advantage. In the heat of the moment, people will forget about, or not see you setting up your barrels to destroy them. This is where GP shines. You can wipe an entire team with your barrels, auto's, and ultimate before they even know what hit them.

Generally you'll look to engage the fight by landing a nice barrel combo onto a priority target, OR try to flank as the fight breaks our. You are generally much more valuable than anyone else on your team beside the ADC, so you need to make sure that you dont just die for free.





And that concludes my guide! Hope it helps and if you liked it leave an upvote or a comment. If you have any questions feel free to PM me or leave a comment and I'll answer as soon as I can.

Special thanks to my friend @ Jovy for doing the coding and banners!



30/11/18 Updated for Season 9

27/2/18 Changed Second Wind to Bone Plating and Perfect Timing to Magical Footwear

7/2/18 Changed T3 rune in inspiration due to the 8.3 changes.

3/2/18 Changed the Secondary rune tree to resolve

3/2/18 Changed item build
League of Legends Build Guide Author xXkillercrackXx
xXkillercrackXx Gangplank Guide
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