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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Trial By Fire (PASSIVE)
Gangplank Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Introduction
AYEEE MATEY. Welcome to my Gangplank guide FOR SEASON 7!

HEY GUYSS! Citrus Jesus is back for season 7 gangplank awesomeness. I've been super inactive and I never even finished my season 6 guide, but I'm planning on making this guide simpler for beginner GP's and actually finishing it. If this guide gets enough responses, I may even consider making a more advanced GP guide. Just keep in mind, I'm currently redoing the guide, so a lot of stuff is outdated (such as champion machups).
PS: If you see the interchanging use of things like


P.PS: Why did I switch this guide from a top guide to a mid guide? GP top built this way is great, but then you lack some of the tank stats you'll need from a toplaner. Nonetheless, GP Top is still viable, and I will make a build on it. For now, focus on taking this build MID. I will need to edit some things I've said about champion matchups and ability usage, but I believe this is for the better,
Pros | Cons | |
---|---|---|
Insane when ahead | Has troubles catching up in the early game if he falls behind | |
Crazy burst damage, even to tanks | Lacks damage with a build based around tank stats | |
Can build very dynamically based on matchups/enemy team | Is forced to build aggressively if he wants to do damage | |
Lots of poke | No defined escape | |
Global presence with his ult | Super long ult CD and ult needs to be upgraded to be worth while | |
Oranges are great for escaping sticky situations and oranges are great for skirmishes | No hard CC |

Passive: Trial by Fire
A super strong passive; hits like a truck in trades. A simple strategy for beginners is to basically walk up and smack your opponent when this is off CD. Using




Q: Parrrley!
The bread and butter of GP's kit. Basically, this is your utensil for everything regarding poke and about 80% of barrel mechanics. A good combo is walking up with






Oranges.. AHEM I mean W: Remove scury
We ALL know what this one does. Remove cc, get a hefty heal, and you're good to go. No real mechanics with this. The only thing I can think of is being able to match cast time with the second you get hit by the cc. This can completely disregard your cast time and make things look like nothing ever happened.


E: Barrels (or correctly called) E: Powder Keg
THE HEART OF GP'S KIT! These are the little bastards that determine team fights. They have a huge variety of uses including clearing waves, bursting enemy TEAMS, and poking in lane.


R: Cannon Barrage
AHOHOHOHO. This is one of my favorite abilities in the game. First off, its got lots of uses based on what you upgrade first. You can take




Let's get to the point with this one. This is a beginner guide, so I'm not going too in depth.
But let's list some of the obvious:



When I made this guide the first time,





3rd

Conclusion: Take

WIP
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