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Spells:
Ignite
Flash
Ability Order
Trial By Fire (PASSIVE)
Gangplank Passive Ability
Introduction



While he is also a competent jungler, I will only be talking about

Pros
+ Has a low cooldown, ranged harass that applies his passive + Has a global ultimate which allows him to help his team anywhere on the map + Very good chasing abilities - combination of a stacking slow on his passive and a movespeed buff makes it close to impossible to escape from ![]() + Has an easy time last hitting under a turret, having a low cooldown 'nuke' and a AD steroid + Has a free cleanse that even heals + Has a sword AND a gun.. can't get more badass than that |
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Cons
- Rather high mana costs for his early game, needs to hold on to some mana to be able to cast his ultimate - Doesn't particularly clear waves quickly, unless he uses his ultimate on them - Rather squishy so he needs some tank items in his build to be effective - While his ultimate can be cast from anywhere he wants, it's easy to avoid and has a long cooldown |
Main Summoner Spells Choices
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![]() Ignite Adds to your damage overall and greatly increases your killing potential. You want this if you want to net kills in the laning phase. |
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![]() Flash Probably still the best summoner spell in the game. Can be used for both offensive and defensive purposes. |
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![]() Heal A good pick-up for a more dominant laning phase. Allows for proper ![]() ![]() ![]() |
![]() Exhaust Viable if no one else on your team is picking it up or if you're planning to take this in combination with ![]() |
spaaaaaaace |
![]() Teleport Wanna go AFK farm mode and have a good global presence all game? ![]() |
Summoner Spell Combinations


Standard choice that gives you good killing potential in lane while having the safety of



For maximum strength and killing potential in lane. Use this if you want to absolutely wreck your lane and snowball the game.


Same as above, though slightly less aimed at total lane dominance in favor of a more useful spell later in the game


AFK farm/split push mode. Get this if you're aiming for end game or in a split push team comp.
Runes




spaceMarks:
- greater mark of desolation: Probably the most common choice on
Gangplank. As you'll often find people building armor against you in lane, these runes make the most sense.
Greater Mark of Attack Damage: Good for snowballing the lane against more squishy top laners. (these scale better than armor penetration into lategame after you buy a
Last Whisper)
Greater Mark of Armor: Against lane dominant bruisers such as
Riven,
Renekton,
Garen
Greater Mark of Magic Resist: Good for laning against AP carries who also often go top. Not needed in most cases but definitely useful.
spaceSeals:
Greater Seal of Armor: The only seals you'll ever want for top lane nowadays. 99 games out of 100 you'll need the armor.
spaceGlyphs:
Greater Glyph of Magic Resist: Good for laning against AP champions.
Greater Glyph of Scaling Magic Resist: Good against double AP lineups or if you just want more MR lategame for whatever reason.
Greater Glyph of Armor: Highly situational but viable if you really don't want to die in lane.
spaceQuintessences:
- greater quintessence of desolation: If you're expecting your opponent to build tons of armor against you, these will help a lot.
Greater Quintessence of Attack Damage: Likewise, if you're not expecting too much early armor to be built against you, get these for a stronger laning phase.
Greater Quintessence of Magic Resist: Good for laning against AP champions, though not always needed.
Greater Quintessence of Armor: Against lane dominant bruisers such as
Riven,
Renekton,
Garen
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Tier 1 - 3 points in
![]() ![]() ![]() Tier 2 - 4 points in ![]() Tier 3 - ![]() ![]() ![]() ![]() Tier 4 - ![]() ![]() Tier 5 - 3 points in ![]() Tier 6 - ![]() |
A few notes: An alternative setup you can use against weaker laners (where you don't really need the sustain and armor pen, take all the points out of




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Tier 1 - Depending on who you're laning against, 3 points in
![]() ![]() ![]() Tier 2 - ![]() Tier 3 - ![]() |

Great passive. Makes

- The first tick of damage is added to your initial melee hit, making last hitting on
Gangplank very easy.
- The damage over time gives you tower agro, take note of this when harassing under tower

Cooldown 5 seconds
Cost 40/45/50/55/60 mana
Range 625

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Cooldown 22/21/20/19/18 seconds
Cost 65 mana
Amazing escape tool. This is almost like a low cooldown


Active: Gangplank fires his pistol into the air, disabling his passive boost but increasing his Attack Damage by 12 / 19 / 26 / 33 / 40 and Movement Speed by 8 / 11 / 14 / 17 / 20% and nearby allied champions' Attack Damage and Movement Speed by half that amount for 7 seconds.
Cooldown 25 seconds
Cost 50/55/60/65/70 mana
Radius of AoE: 1400 (estimate)
Amazing ability. Mini


Cost: 100 mana
Range: Global
Radius of Target AoE: 575
Radius of Cannonball AoE: 275
Sight Radius: 600 (estimate)
Global ultimate that makes

- Be aware of its mana cost when in lane. Always keep enough mana to use this for both offensive and defensive purposes
- When using this to escape, use it in the path you're about to cross, causing everyone following you to be slowed for its entire range
- Always keep an eye open on the map in case your team needs help. A good placed
Cannon Barrage can turn fights around
- Can also be used to clear creepwaves when defending a tower you might not reach in time
Ability Sequence
This is generally the skill sequence you should follow. A few notes on this.
- If you're having a hard time in lane, put more points into
Remove Scurvy early on or even max it first
- When you put your first point into
Remove Scurvy is highly situational. Whenever there's a realistic jungle threat and you think you need to get out of crowd control, put a point into
Remove Scurvy. This can be at level 2, 4, maybe even level 7 or 1.
- In case of a level 1 fight, put your first point into
Raise Morale.
Starting Items
![]() Boots of Speed Neutral starting item that makes for safe laning, good chasing for more killing potential at low levels and allows for 4 ![]() ![]() Regrowth Pendant Good starting item if you plan to go AFK farm mode. Allows for a quick philosopher's stone which in turn allows for more ![]() |
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![]() Cloth Armor The item you should pick up against most strong bruisers. Allows you to buy 5 ![]() |
Offensive Items
![]() Trinity Force Great item that gives ![]() ![]() Atma's Impaler A good early buy against most bruisers. Becomes cost effective at around 1800 health considering ![]() ![]() ![]() |
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![]() Infinity Edge This item will significantly increase your damage. When damage is what you want to deal, this is the item to get. ![]() Last Whisper Great item to counter high armor targets. Becomes a good buy once at least 3 enemy champions have over 100 armor. |
![]() The Bloodthirster Cheap way of getting a lot of damage if you don't think you're going to die often. ![]() Doran's Blade If you're getting one, might as well get a second. Two of these should be enough to make you a beast early game. |
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![]() Doran's Blade Good buy to snowball your lane and increase your early game strength in general. Also goes well with an early ![]() ![]() Wriggle's Lantern Great for early game sustain and making sure your lane is always warded. You'll need this against most bruisers for a better laning phase. |
Defensive Items
![]() Warmog's Armor I'd almost call this a must-have on ![]() ![]() Force of Nature Great item against heavy magic damage. Combined with a ![]() |
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![]() Randuin's Omen Very useful against an AD heavy team. Makes you a lot more durable and gives you a great passive and on-use effect to screw over the glass canons. ![]() Spirit Visage I often find myself getting this against double AP lineups. Not only does it increase your sustain in lane, the rest of the stats are also good on ![]() |
![]() Banshee's Veil Good to get against very bursty long cooldown AP champions, such as ![]() ![]() ![]() ![]() Guardian Angel Good pickup if you're being heavily focused. Goes well with ![]() |
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![]() Aegis of the Legion A cheap way of giving you some nice defensive stats and making you more useful to your team. Make sure to only get this if your support or jungler isn't planning on getting it. ![]() Thornmail Screw over dem auto attackers all day err day, np. |
Boots
![]() Mercury's Treads Usual boots of choice. Useful for both the MR and the CC reduction. Having ![]() ![]() Ionian Boots of Lucidity Good pickup against low CC teams that don't have too many auto attackers. Cooldown reduction is a good stat for ![]() |
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![]() Ninja Tabi Against auto attack heavy comps. Good against a lot of bruisers in lane, especially the likes of ![]() ![]() |
When you're starting



In case of a level 1 fight, buy whatever you need for your lane (but don't wait for a 4th pot in case you're starting boots), put a point in


There's two different ways to play


Don't use your



If you're running






This summoner spell setup relies heavily on dominating your lane and getting early kills so you can snowball it, so never be afraid to be agressive. Make sure your lane is always warded up and buy your

When using this stategy, skip the





Your priority in teamfights should look something like this:
- Kill enemy AD carry
- Kill enemy AP carry
- Kill highest kill streak
- Defend your carry
- Defend your highest kill streak
This is probably your hardest match-up, especially if




Recommended early game item sequence:



Recommended skill to max first:

Can be quite tricky. To be honest I haven't actually laned against him as







Recommended early game item sequence:





Recommended skill to max first:

Another tough match-up as








Recommended early game item sequence:






Recommended skill to max first:

Another champion who gets harder to deal with the longer the lane goes. Much like in the Irelia matchup, the most effective way to deal with


Recommended early game item sequence:






Recommended skill to max first:

This match-up is so commonly brought up when it comes to








Recommended early game item build:





Recommended early game skill sequence:











Lastly, some game scores to prove this build actually works. If you've followed this guide and got a good score of your own, feel free to post it in the comments and I will feature it here.
And of course, credits to jhoijhoi for her guide to making a guide for all the awesome templates which I used for most of this guide.
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