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Gangplank Build Guide by Ryan5302009

Top S16 gp build guide top and mid (with matchups)

Top S16 gp build guide top and mid (with matchups)

Updated on February 19, 2026
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League of Legends Build Guide Author Ryan5302009 Build Guide By Ryan5302009 16 1 51,439 Views 1 Comments
16 1 51,439 Views 1 Comments League of Legends Build Guide Author Ryan5302009 Gangplank Build Guide By Ryan5302009 Updated on February 19, 2026
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Runes: Comet aggro ignite

1 2 3 4 5 6 7 8 9 10 11 12
Sorcery
Arcane Comet
Nimbus Cloak
Transcendence
Scorch

Inspiration
Triple Tonic
Cosmic Insight
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

1 2
aggressive
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

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

Champion Build Guide

S16 gp build guide top and mid (with matchups)

By Ryan5302009
Work in progress
Season just started so mostly copied from Solar until I try more thinks out
why you should play gp
[nextcol]

Why play gp
Ranged, Melee, Bruiser, Assassin, Mage

GP is a really strong and unique champ that can be played both top and mid and has a really high skill ceiling which makes the champ not go boring. It is really satisfying to see him one shot squishes late game when ahead. He can do pretty much everything: He can split push really well, carry teamfights and he is basically a melee and ranged champ in one depending on the situation.
Pro and cons
PROS

+ Big damage
+ Big range
+ strong in all stages of the game when not behind
+ able to impact the map with ult

You are able to thrive when you know how to play gp and are able to have cc and frontline. You are really strong at all stages of the game if you are not behind. You are really oppressive to lane against especially top since most top laners can't do much about your q poke
CONS

- Really hard champ
- easy to punish if you misplay
- vulnerable to dive
- No cc
- useless when behind
- if top you are often without front line if there is no tank support

Really easy to just ran down if you misplay and even when ahead you can't just smash your keyboard and win. You need cc and frontline to thrive but that can be hard since the toplaner is most of the time expected to be front line, but you are able to deal with it if you play well.
Top or mid?
Since gp can work both top and mid there are some up and downsides to both:

Upsides top:
-able to bully melee's
-has a lot of really good matchups
-better split push potential

Downsides top:
-Easy to get ran down if misplay
-Also some really bad matchups
-Often lacks frontline since top gives frontline most of the time

Upsides mid:
-Not easy to get punished since the shorter lane
-More impact on the map
-Easier overall to play IMO
-More neutral matchups

Downsides mid:
-Often leads to not enough ap in the team
-Bad in early skirmisches like drake fights
-Can get barrel contested if your placement is bad
-Not able to bully as much early

So in conclusion both are really good. If your spacing is better and like to bully enemies early you should go top and if you want to have a lot of impact early and have good barrel timings you should play mid.
General rules of runes
The general rule for choosing the right runes are:

Can proc FS easy = first strike
Safe and need survivability = fleet
Agressive but often not in melee range = comet
Free matchup/farming matchup = first strike
A lot of trading/Can Melee auto = grasp

Those are just the general rules of choosing the right runes. If you are really not sure comet is the best option since it is fine against anything.
Combo's
There are 3 combo's on gp that are usefull:

The triple passive(the most important one)
Triple barrel
And the One part barrel combo
This is a tutorial on the combo's: https://www.youtube.com/shorts/319YcsfXCys
early game
Top:
against non ranged matchups keep barrel at your feet always to not get ran down.
Use your q to farm and poke when you have comet/grasp/first strike/fleet.
Try to get a good balance of csing and poking. Run the enemy down when they are poked down enough.

First strike: Your main Job is to scale and farm first strike procs barrel or q the enemy when you have FS but don't if you don't have it up since you won't be running mana runes

Comet: You mostly want to play aggressive poke. You want to poke as much when comet manaflow up and you want to stack mana flow as soon as possible after that you can spam anything you want.

Grasp: Don't just spam q

Mid:
Do alot of q trades when you have comet you win those against most champs.
If they are melee keep barrel at your feet so they dont jump on you.
Avoid early skermisches by trading a lot since you are quite bad at early skermisches.
Mid/Late game
In the mid/late game gp is both a great team fight and split pusher but you should group more often then not since gp is really easy to dive. You are backline most of the time so your job is just landing barrels and staying safe. If there are people diving you there is a high chance you can just 1 shot them with a triple passive combo, but you should still watch out for them.
How to further learn this champ
Unsure how to learn this champ? Just keep playing him you will get good eventually at him.
I also recommend watching good gp players like solarbacca to learn this champ
https://www.youtube.com/@solarbacca1
Download the Porofessor App for Windows
League of Legends Build Guide Author Ryan5302009
Ryan5302009 Gangplank Guide
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S16 gp build guide top and mid (with matchups)

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