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Gangplank Build Guide by LoLxD

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

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League of Legends Build Guide Author LoLxD

Gangplank - Yarr! Suck me cannon balls!

LoLxD Last updated on July 18, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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Hey, This is my guide on how I believe Gangplank should be played.

1. I don't claim to be a pro or the best player by any means.

2. This build is not set in stone it should be changed based on the opposing team and how successful it is for you.

I do not play ranked games but these are the best combinations I have found from experience.

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Gangplank was born the son of the dread pirate captain Vincent the Shadow - one of the most wealthy and feared pirates in all of Blue Flame Island. One might think this would have spoiled the boy with a cushioned life of privilege, but the truth is quite the opposite. Growing up in the city of Bilgewater isn't easy; pirates are not known for their compassion, and that most certainly extends to their families. Vincent wanted his son to grow up tough and strong, so he was extremely hard on the young Gangplank. Even as a child, Gangplank was as mean as a snake and is said to have slept with his eyes open. As he grew, the young man rapidly became the most ruthless and feared pirate in all of Bilgewater, and his daddy was never more proud than on the day of his son's eighteenth birthday - when Gangplank stabbed his old man in the back and claimed the famed pirate ship, the Dead Pool, for his own.

The continent of Valoran, however, is a dangerous place for pirates; Gangplank could read the writing on the wall. The den of pirates known as Bilgewater would soon be pulled down by the undertow of Valoranian politics and the Institute of War. It was time for Bilgewater to have their own champion to represent them in the League of Legends, and who better than the fiercest pirate of them all? It is said that Gangplank has enough power and favor to claim the title of the Pirate King back home, but that he is simply biding his time and building his reputation as a champion before he returns to a life of piracy.

Yo ho, blow the man down. Or at least shoot him when his back is turned and steal all his booty.

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Pros / Cons


+ Good poke
+ Own heal
+ Passive ability
+ Good farmer
+ Global ulti


- No escape
- Low base HP
- Can run out of mana quickly

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The items are pretty much common sense really if a team pick 5 AD champions or 4 AD champions and the one AP champion is feeding replace the Maw of Malmortius with Thornmail and so on; if the other team has a roaming Twitch or Evellyn buy Vision Wards instead of Sight Wards and probably get a Oracle's Elixir as well.

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Runes, masteries and summoners


Greater Quintessence of Desolation and Greater Mark of Desolation are both used more for late game, they stop you from needing to buy an The Black Cleaver or Last Whisper so you can focus on more effective attack damage items.

Greater Seal of Armor as a solo top the chances are you are going to face another AD champion, these runes will counter the early game squishiness of Gangplank.

Greater Glyph of Scaling Magic Resist late game the AP mids are going to start chunking like no tomorrow this is the first step to countering that.


The mastery choices are typical of any AD champion, focusing on the left side of the offensive mastery tree and then taking the other 9 mastery points in defense.

Summoner Spells

Flash SHOULD be used, it is Gangplanks only escape.
Ignite is simply helpful in fights (even if it is only to take someone to the grave with you).
Heal is a great baiting tool and an emergency heal is good when you don't have time for a potion to be fully used.

As the only one gaining experience and farm top you want to be there as much as possible.
Chasing people down isn't always key but it can be nice.
Gankplank's Q should be enough but if you feel you need another slow then that's fine.
Gangplanks Remove scurvy removes crowd control effects so this is covered already.

Please don't do it
You are not a support.
If you need mana that badly politely ask your jungler for blue buff.
Isn't greatly useful in general.
This isn't a jungle Gangplank guide but do use it if jungling.
Lets hope you don't die enough for this to be of any use.
Why is this even in the game, whoever finds a use for it deserves a medal.

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> > >

This is the ability that makes Gangplank playable, it is his poke, his main damage output (other than basic attacks) and his main slow. Gangplank also gains extra gold if this finishes off minions. To top that all off it also can critical hit and apply on hit effects. However if used too much it can run Gangplank out of mana making him useless in a fight.

Remove scurvy removes any crowd control effects on Gangplank and heals him a little. I get a point in this ability at level 2 but only max it by level 18.

Raise morale increases Gangplanks attack damage and movement speed permanently and doubles the effect on use. On use nearby allied also receive a buff that last for 7 seconds.

Cannon barrage is Gangplanks global ult which fires 25 times into a target area. Any targets hit along with taking damage are also slowed.

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How to play Gangplank

Early game levels 1-6

At the start of the game you should have Boots of Speed and Health Potions x3 although you get extra gold from last hitting with Parrrley I avoid doing that and last hit like normal, only using Parrrley to poke at the opposing champion. When I hit level 2 I take a point in Remove Scurvy but I only use it in emergencies. When level 3 is reached take a point in thhe third ability Raise Morale now you can start properly dueling and zoning the other opposing champion. Hopefully you can force the other champion to recall. Do NOT however recall yourself until level 6, by only using Parrrley to poke and duel you should still have plentiful mana to stay on lane until level 6. When you have forced a champion off lane then you can start last hitting with Parrrley. It is important not to push the lane at all as you still haven't been back for wards.

Mid game levels 7-14

Now when you go back you should have at least Ninja Tabi, Vamperic Scepter, Sight Wards x3, Health Potions x3 and something ready to build into the Infinity Edge soon, hpefully that was a B. F. Sword depending how well you did early game. Now when you duel, once your victim has been chosen wait for half way through the fight, then you should drop your ulti (drop your ulti too early it will scare them off and you will loose a kill, use it too late and you get a kill but take needless damage by making the fight last too long). If the game is going will at this point you may wish to keep the enemy turret and carry on the laning stage however if things are going against you this is when you should be making sure the river is warded so you can push the turret and then decide your own destiny, whether that be ganking other lanes or pushing them.

Late game levels 15-18

Now you should really have finished building an Infinity Edge and a Phantom Dancer. Depending how long the game lasts you may have got the Maw of Malmortius and Guardian's Angel or not. Now you should be stood at the back of the team waiting for somebody to initiate before droping your ulti and buffing the team with Raise Morale and then charging on in there with Parrrley. Then push for win.

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This video is a highlight reel of a single game where I was solo top against a Darius, Darius' bleed gets me a couple of times after I have killed him but other than that, if you can guess when he is going to pull you in with his E and just avoid it and you're going to have a good time.