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New Pantheon is not as hard as the old one, but he still pressures you to death. Its more easily to deal damage back, but he can block your Barrel-damage now. Be aware of his still high kill pressure and his easy engage with his W on you
Camille
Camille has the better Matchup early. She deals much more Damage than you. After the Laning Phase is over, you become stronger. Dont get hit by her W, thats essential, and dont underrestimate her Passive. She has a long Gapcloser.
Darius
Darius is the Lanebully himself. Never fight him early, later you can duel him pretty easy if you do it well. A Tip: His E has a Range of 535, GP´s Q 625. You can Q him fast and run away, thats a bit risky, but you are able to do it.
Dr. Mundo
Executioners is essential. Dont get poked by his Q. Try to get away from him with your Barrels, if he walks towards you for an AA-Battle.
Fiora
Fiora has much ms, a spammable Gapcloser(Q) and high damage. u need to get Lvl 2 fast, or farm under your turret early. You need to place your barrels well to stop her, if she needs to use her W or gets slowed, its okay. U cant duel her.
Galio
You can def his push easy with your barrels. You can farm easy, if you dont get poked by his Q. Never underrestimate his Full-Engage, much Damage and CC, for Ganks, for example.
Garen
You are not able to Kill him, but he cant Kill you, too. If he wanna engage, just slow him with well placed Barrels. Farm and its gg.
Gnar
Gnar is a bit annoying, if he´s little. Stay away from him. Melee Gnar is no Problem for you, except you duel him for a longer time.
Heimerdinger
Heimerdinger dominates you, until you got Sheen. His turrets are just Food for your Sheen-Q. Dodge his Rockets and its easy.
Illaoi
You can stay away from her, farm from a safe distance. Pre6 you can duel her with your jungler. Dont underrestimate her Damage!
Irelia
Irelia has Damage, she is fast(Gapcloser), has natural toughness and can fight you easy. Not funny to play vs her.
Jarvan IV
Jarvan has much damage, a long Gapcloser and his R can catch you easy, if you dont have flash. You dont wanna play against him.
Jax
Jax E can block your AA-Passive and your Q, but a high-CD. Just your Barrels are safe to damage him, if his E is up. He can engage/disengage easy. Dont try to duel him, play safe.
Jayce
Jayce is Ranged, has high-Damage, can all-in you everytime and thats why you should stay safe, but you are able to outplay him.
Karthus
Ranged. Dont underrestimate his Q. He has no Hard-CC(+), but be aware of his passive, if you want to fight him. Then it should be easy for you.
Kled
Dont played much against him. He could be difficult, because he is able to play very aggressive. He should never get Skaarl back. Your missing Gapcloser is a big problem.
Lissandra
Ranged. her slows can be annoying, but you can deal with it. Dont use your Orange too early, her CC could kill you if she gets some ganks.
Malphite
Try to Q him as often as possible at lvl 1/2. Dont let his Passive reset. Sometimes, aa him with your passive. You cant kill Malphite, if he gets Lvl 3/4 with enough HP. LW is a Core-Item. He deals much Damage as a Tank, be aware of it.
Malzahar
Ranged. Early Mana problems, but his shield is annoying for you. You can barrel his Voidlings and W his R, but you get the Damage from his E/Q.
Maokai
Maokai can reset you poke with his Passive, has tons of cc, but early mana-problems. Its not difficult for you to get into the Game, but you cant kill him. Be aware of Ganks, His CC is enough for you.
Mordekaiser
Your barrels help much to slow him, if he wants to engage you. Don´t trade, he is much stronger as 1v1 Champ. Safe your Orange for his Ultimate if you arent away already. Dodge his E and you can farm pretty well while laning from distance.
Nasus
Nasus slow makes nothing, thanks to your Orange. You can play agressive vs him.
Nautilus
Nautilus has tons of CC, but also tons of Mana-cost. His shield is annoying. You can farm safe, you havent got much kill-pressure but that is okay. Be aware of Ganks.
Olaf
If you dodge his Q, you are able to stay and farm. You cant duel him. Its Olaf.
Ornn
You can and need to poke Ornn easy early. He gets oom fast, and he cant kill you. You can farm safe vs him, but after his 1.Back/2.Back, you cant kill him anymore. Be aware of ganks, and everything is fine. Dont get hit by his W.
Poppy
Poppy is too tough to kill her. Dont get poked by her Passive+Q, then its ok. You can farm, not more.
Quinn
Ranged. Damage and aggressive, but not tanky. Your Jungler can help you to win your lane, if you get a Barrel slow on her. Early Ganks are essential for you.
Renekton
Renekton is a Beast, early. Dont fight him, but poke him. He can heal much with his Q, and has 2 Gapcloser! No Chance to Kill him for you, but he can Kill you. Ninja-tabis are a nice Choice!
Rengar
Rengar dominates you the whole Game if you dont get help. Your Jungler needs to camp you early, or you´ll lose. Never last-hit with aa´s, just with Q and E, he can jump on you and kill you then.
Riven
A good Riven destroys you. You destroy a medium or bad Riven. Thats the Trade. Everytime, take exhaust. U have the best Chances to Kill her Pre-6. Try to make it to get ahead, maybe call your Jungler.
Rumble
A difficult Matchup. His Q is very annoying as Melee, early, you have to stay on Distance. Farming is possible with Q+E, but it costs everytime much Mana. His R is very strong against you, except you have flash. Dont get slowed by his E, the Combo-Damage with the slow will harass you fast. You will need to use GP´s W often, which costs much Mana.
Ryze
Ranged. Can be annoying, but you are able to stay safe vs him. Early Mana problems are nice for you, if he spams.
Shen
You cant Kill him, he blocks your AA´s, his Passive-Shield also blocks Damage. His Taunt is dangerous, but you have and Orange. You can farm safe.
Singed
You cant get away, he is too fast. Dont chase him, he is too fast. Farming with Q+E should work. Let him push.
Sion
Dont get engaged by his R, this could be your Death if his the Jungler is there. The Lane should be pretty easy, as long as you farm enough. He can tank the most of your Damage during Laning Phase and deals more to you as you to him.
Swain
Ranged. He ist annoying with his pressure against melee. His R gives him nice regeneration. A difficult Matchup.
Tahm Kench
Tahm Kench is tough, but his W makes nothing against you, you still have your Orange. Anyway, dont underrestimate his Damage.
Talon
As Assassin, Talon can kill you easy. You Jungler can gank early to help you, but he has always the better cards(Early-Game). Dodge his Rake (W) and you should be pretty safe.
Teemo
Ranged. teemo is just too annoying for you. Later you can fight him with your Barrel-Damage, but early, no chance. A Tip: Your Q has 45 more Range than his Q. Take Grasp.
Trundle
His E can kill you. Your Early-poke is good, he cant heal up with his Passive. Dont duel him later.
Tryndamere
He has no CC, but high Damage and can heal against your poke. His R is totally annoying for you. Dont duel him, your barrels can keep him on a safe distance.
Urgot
Urgot can play very aggressive against you, dont get near to him. If you should get R´d, u can stop it with your W.
Vladimir
Ranged. He can heal your poke easy away and poke you with his Q/Aa´s. You can slow him with Barrels if he wants to engage you. Farming is the best Way to get through the Laning Phase.
Volibear
Same as Garen. You are not able to Kill him, but he cant Kill you. Slow him down with well-placed Barrels if he wanna engage you.
Wukong
High-Damage, Short Trades, the Decoy can be annoying if you try to trade back. You should have no Chance if you dont play Tankplank.
Yasuo
I never play vs Yasuo, he is often banned. A good Yasuo is very annoying, a medium or bad Yasuo could be your Food.
Yorick
I never see Yorick, but he can push against you early. If you get Sheen/Trinity, you should be able to defend easy with your Barrels(Except his Ghouls, they have an AoE-Damage-reduction. His W can be deadly for you(No Gapcloser). Dont fight him, he is one of the 1vs1 Gods.
Zed
Zed can Kill you easy as Assassin. Also, you cant flash away, because he can use his W as a Gapcloser to you.
Hecarim
Jgl. He is fast, he knocks you back to the enemy Laner, flash is difficult to use. a nice Heca-gank can end with your Death.
Kayn
Jgl. He can walk through Walls, that makes it difficult to ward. If you have a Cc-Laner, its hard to escape, you just have flash every 5 Min.
Lee Sin
Jgl. He is fast(2 Gapcloser+Flash), he deals Damage, has a Slow and likes to tilt enemy Laners Life. Good Lee Sins can make your Laning Phase getting the Hell on Earth.
Kha'Zix
Jgl. He gets dangerous with Lvl6 for you. His R is key to your Death, flash doesnt matter, he has his E.
Evelynn
Jgl. She gets very dangerous with Lvl6 for you, thanks to her passive.
Rammus
Jgl. Too fast to get away. Can tank, if they want to dive. Just a well-used Orange can maybe safe you.
Sejuani
Jgl. Has too much CC for 1 Orange, thats difficult.
Aatrox
He heals easy against your poke, but otherwise he isnt able to full-engage you very well. Stay cool and farm.
Cho'Gath
You have your Orange against his CC. He will be able to sustain some with his Passive, but otherwise Cho is no threat for you.
Draven
Get a Botlane with High Kill pressure and your Ultimates will help them killing their enemies while you get the Assists!
Sejuani
A Junger with much Cc is heavy. You can set-up you barrels easy, especially helpful early, so you wont miss some damage to catch&kill your enemy Laner.
Synergies
IdealStrongOkLowNone
Draven
Get a Botlane with High Kill pressure and your Ultimates will help them killing their enemies while you get the Assists!
Sejuani
A Junger with much Cc is heavy. You can set-up you barrels easy, especially helpful early, so you wont miss some damage to catch&kill your enemy Laner.
Runes:
Resolve
Grasp of the Undying
Demolish
Bone Plating
Overgrowth
Sorcery
Transcendence
Manaflow Band
Bonus:
+8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)
The Lane-matchups are easier as Tankplank, you survive better, but aren't able to deal the Damage like a Critplank, which makes you better as Splitpusher, but a bit worse as Teamfight-Damage-Dealer, you are a Frontline then. Tank-matchups are pretty boring, nothing changes great between Damage- and Tank-Plank.
Synergies
IdealStrongOkLowNone
Runes:
Sorcery
Arcane Comet
Manaflow Band
Transcendence
Gathering Storm
Inspiration
Future's Market
Cosmic Insight
Bonus:
+8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)
Hi Guys,
my name is Atlascrower. Im from Germany and a Gangplank-Main. I play League since Bard got released in Season 5. I got Platin 5 (Winrate: 54/55%) with GP(Winrate 64%) in Season 7 and was satisfied. Today, i want to tell you some about my thoughts around Gangplank, the Saltwater Scourge.
Pros / Cons
Pros / Cons
So first, i want to talk with you about Gangplanks Pro´s and Con´s:
Pro´s
+Insane Damage
+Strong Slows
+Global Ultimate
+Free QSS with Remove Scurvy
+Strong Lategame
+Great Teamfight
+Nice Waveclear/AoE with Powder Keg
+Gets a lot of Money
Con´s
+No Gapcloser
+No Hard-CC
+Pretty Squishy
+Weak Early
+High Cooldowns: Remove Scurvy and Cannon Barrage
+Hard-to-Master
As you can see, Gangplank may have the potential to get insane, carry Teamfights and the Game, but you need to play well for that. You will need some time to master GP and every Game again you need to get stronger by farming and surviving.
Summoner Spells
Summoner Spells
Flash is the best Summoner Spell in the Game, also it fits perfectly into Gangplank´s Kit, because he needs the Gapcloser.
You choose TP to have the Ability to splitpush later and minimize your lost farm after you recalled. The 8.14 TP-Nerf hurts, 6 Minutes Cooldown are hard.
Exhaust is the Way to Go vs very aggressive Lanes, like Wukong or Riven.
Runes
Runes
Main Path:
Kleptomancy: Its all about the Money. Kleptomancy gives 5 Gold, if GP uses an Autoattack after an Ability. Parrrley triggers Kleptomancy instant as an AA-Ability, perfect for GP. It also gives a lot of Items, which make Gangplanks Laning Phase more comfortable(Also Gold). The preseason-9-patch added the chance to trigger it twice after you used an ability! Sometimes its worth it.
Perfect Timing: Use this, if you play vs high-damage Champions like Riven or Wukong or Assassins like Talon or Zed. It is also a nice item in some other Matchups and has Outplay-Potential if their Jungler ganks you.
Magical Footwear: The Option, if you dont need to use Stopwatch/GA or dont want to buy Boots early. Choose it if your lane is comfortable.
Biscuit Delivery: Cookies if you want to get more Sustain for the Laning phase, the Health and especially the Mana-restore are very nice, and you get extra Mana with every cookie you ate (+the Clepto-Loot-Cookies).
Future's Market: To buy some Stuff when you lack of Gold? Yes, definetely nice. You get the Sheen-Powerspike very fast.
Overgrowth: You farm with GP anyway some time, so Overgrowth will scale well and increases your hp.
Second Path:
Manaflow Band: Your Q gives +25 Mana every 15 Seconds, it is much better to sustain early with Manaflow Band. It is easy to stack, you would poke with your Q anyway. The Regeneration is also nice for some Extra-Q´s/W´s.
Gathering Storm: Some scaling AD with a scaling Champion is pretty nice.
Scorch: If you want more Poke-Damage with your Q against some Enemies(Dont take this against Maokai, for example).
Skill Sequence
Skill Sequence
->
->
->
->
Trial By Fire: Trial by Fire is a nice passive. It has a lot of True-Damage, refreshed by GP´s E. This Aa´s can hurt a lot, also on Turrets.
Cannon Barrage: Skill your Ultimate whenever you are able to.
Parrrley: You max your Q first to get the better Gold/Serpents-Generation, also your poke gets better.
Powder Keg: The Damage and Slow increases just insane with Skill points, thats why we max it second. We also need the lower Cooldown, to get more Barrels in less time. The Decay Rate of the Barrels is reduced at Level 7 and 13. Until you reached Lvl13, you can do very much with you Barrels in such a short Time!
Remove Scurvy: It is a nice Tool, but costs too much Mana. Also the Cooldown at Max-rank is very high with 14 seconds, thats why we max it last.
Items
Items
Start:
Sapphire Crystal: Sapphire Crystal increases your Lane-Comfort, you can use your Q much more, your W (expensive with 80 Mana-Cost) is more viable and Sheen costs just 700g.
Control Ward: Control Wards are nice, GP has no Gap-Closer. Vision can prevent you from the Death, if you recognize enemy Ganker/Roamer early.
Core-Items:
Trinity Force: Trinity is GP´s Core Item No1 and a great powerspike. It gives GP everything he needs and you can oneshot Caster-minions with 1 Q-Barrel, nice for your Gold/Serpents-Generation. The Extra-Duel power is very nice.
Caulfield's Warhammer: Warhammer gives extra 10%-CDR, nice to get 45% with Transcendence.
Boots:
Boots of Swiftness: Swiftness to get faster and the nice Slow-resistance. Important for Gangplank, because of his Gapcloser-Problem.
Youmuu's Ghostblade: Youmuus gives some damage with 55 AD and a bit Lethality, you can upgrade your Warhammer into this Item. Also, you get nice MS, important, because you have no Gapcloser.
Infinity Edge: IE gives insane AD and 25% Crit-Chance, you can Oneshot Melee-Minions with Barrel-Crits and deal insane Damage to your Enemies.
Zeal: Increase your Critical Strike Chance with this.
Essence Reaver: The Essence Reaver gives some AD, the CDR will be AD, too, due to Transcendence, and 25% Crit to increase your Ultimate Barrel-Crit-Damage! The Mana-restoring passive is a nice bonus, but not! essential.
Duskblade of Draktharr: Duskblade if you dont want to build Crit, for a better midgame-Powerspike and the Lethality-Plank.
Last Items:
Statikk Shiv: Statikk gives Waveclear and more Damage to oneshot Squishys. Dont forget, the passive can crit.
Rapid Firecannon: The 2. Zeal-Item, if you want the better Crit-Chance, while you also buy Steraks/Malmortius. The Range-buff is also very nice.
Phantom Dancer: Phantom Dancer for extra-Duel-Power vs Dangerous-Enemies, if you dont want Steraks/Malmortius. The other Option for the 2. Zeal-Item.
Sterak's Gage: Steraks for a bunch of extra-Defense and more AD. Never build it with Maw or PD. It is still a nice Item, after the 8.12 Patch changed the Base-AD-Bonus to Bonus-AD.
Maw of Malmortius: Maw is better vs some AP-Assassins/Executes(Veigar-R, for example). It gives a Bunch of AD, too, and some CDR for Transcendence -> AD.
Death's Dance: Take this for a bunch of AD, combined with some toughness and Regeneration(Strong with Barrels, but just 33% efficient). Take it if you dont want to buy Youmuus. You are able to heal much more because the damage of your passive and your Ultimate(Extremely strong in TF´s) are also sources of damage, since the last buff.
Spirit Visage: It gives much health, increases your heal and you get tough vs AP-Champions.
Consumables:
Elixir of Wrath: The best Potion for Gangplank. Gives some AD and you can heal with physical Damage.
Control Ward: Everytime, buy Control Wards if possible, Vision is too important.
Tankplank-Specials:
Titanic Hydra: Has a nice Waveclear, gives some Damage (More if you got more Hp) and 400 Health, a nice choice.
Spear of Shojin: It gives more Offensive Stats as defensive ones, but should work on "Tankplank" still pretty nice.
Dead Man's Plate: It gives nice Armor and HP, raises your Splitpower because the movementspeed increases your roampotential and has a nice Damage-passive.
Randuin's Omen: It gives nice Armor and HP, reduces the Enemy-AS while you duel him(Nice against Adc´s or Yasuo) and reduces Critical-Strike-Damage.
Barrel Combos
Barrel Combos
Double-Barrel:
Place both Barrels, then Q the first one.
Fast Double-Barrel:
Q the first barrel, then place the second. You need to Q on max range, otherwise it wont work.
Triple-Barrel:
Place two Barrels, Q the first, then place the third.
Flash-Triple-Barrel:
The hardest Barrel-Combo. If you need more range, place 2 Barrels far away, Q the first, flash directly after Q'ing and place the third one.
Pentagram:
Just for Fun :)
Early-Game / Laning-Phase
Early-Game / Laning-Phase
You priority should be set on farming, poking the enemy is just incidental. You just use your Q to poke the enemy to trigger Kleptomancy or Grasp of the Undying. It is only worth using Parrrley to kill minions, if you have skilled it with at least 3 points (just if you use Kleptomancy) or have to safe a minion last-hit. Your Barrels can keep Enemies on distance, sometimes you are able to last-hit a bunch of minions with your Q-Barrel.
After you got Sheen, your Lane will automatically become more comfortable, you are able to poke better and last hit better with your Q-E.
The Trinity Force gives a great Powerspike, you are able to duel Enemies pretty good and you can oneshot Caster-Minions with one Q-Barrel.
Mid-/Lategame
Mid-/Lategame
Gangplank has nice waveclear with his Powder Keg, thats why you can splitpush easy with him. While you split, you can support your Team with your Ultimate. If you want vision, you cant use your Barrels as wards anymore. Ask your Supp for wards towards you.
If you have a Frontline, GP can perform very well in Teamfights. Cannon Barrage is also a nice engage tool for TF´s. It can slow and zone Enemies hard, that makes it easier to engage the Enemy-Team to Ace them. Your Barrels make much AoE-Damage and can oneshot Squishys, thats very nice to carry the Teamfight as One-Man-Army. If you should get CC´d and/or All-In´d, just use Remove Scurvy. It would really help to have a frontline, a real Tank.
In my opinion, Gangplank is a better Teamfight-Champion as a Splitpush-Champion, but you can play both Styles. Especially if you reached Lvl 13, you won't miss in fights, your Barrels will be insanely useful due to the low charge timer.
~Fin~
~Fin~
So, this is the end, my fellow friend, i hope you enjoyed to read my Guide about Gangplank. It is my first Guide, so i appreciate your feedback.
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