Gangplank Build Guide by LeSocair
The Ultimate Masters Gangplank Guide and His Mythics [S11] (By LeSocair | Updated on January 26, 2021
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Runes: Grasp of the Undying
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Normal Path
Threats & Synergies
You can totally mess with him in lane, after all the changes he's got. He will heal a lot during it and move fast as hell though, avoid fights against his R if you're not ahead enough.
Akali, you can just out-trade her every time, keep her either at low health or at her base. If you don't do this then it'll be a pain after her 6, her damage is very high.
Take care of her E, she'll have it up more frequently than you'll expect it. Her Q can do tons of damage if you don't take care. Keep an eye on her Adaptive Shield's cooldown. If she misses her E you can trade, try not to use everything on her Shield of course.
Abuse him or he'll abuse you, be quick to do this since his 6 is very strong. Don't get knocked up, obviously. Your worst fear here is him building Hydra, it's actually so damn c*ncer.
Complicated matchup, careful of his E and remember to cleanse his W. He's got a blind spot on his Q, if you can't run away from it, get close to him and you'll dodge it. Careful with his passive, always, the last tick does double the damage. Buy Phage, not Sheen.
This champion is killable, but don't really try to kill him, it's better to farm up than to try to get him to stay at low health during lane (This is what you do in most matchups). He does tons of damage too, so try to not get hit by the cleavers, if he gets too close to you he will deal A TON of damage with his E active.
He gets very hard to kill/trade against once he hits 6. His late game is pretty good. Without items, Ekko is really weak, but be careful once he starts to build up, take advantage of his early weakness.
Take care of her passive, always watch at which side your Vital is gonna come up and try to cover it. Careful of her Attack Speed Slow. Try to cover one of your Vitals when she Ults and you'll negate a ton of damage and healing. Feinting a barrel can bait her W and make her vulnerable to trades.
This matchup is hard because Garen is resistant af and he does tons of damage, specially after 6. Remember buying Hexdrinker and avoid his Q and long trades. Keep your passive up against him so you can run away from him when she runs at you with Q, and try to Q him before he silences you. If you want to trade, use your abilities before his Q (Q and E) otherwise you'll get confused.
This one isn't that hard. With a good use of your Q and avoiding his Boomerang you'll win. Careful of his combo when he transforms. Take care of his jump as he can get behind you.
Medium matchup, watch over his turrets and avoid his stun. You can one shot turrets with sheen so that's just free gold for you.
Always try to dodge E and Q, your lane will complicate a lot if she lands E and she can even kill you if she has 6. Kleptomancy procs on your spirit, by the way. With how fast you get as a Gangplank (Specially with Celerity), dodging her skillshots should be easy enough.
Decently complicated matchup, it gets harder once she reaches 6, you'll need to create an early advantage against her and you'll win pretty easily, but do it before that, she scales pretty well really fast!
Rare pick. Don't let him knock you up, see where he lands the flag and walk to the side. You can sidestep the lance the same way you sidestep Yasuo's Q. You can easily get out alive from his trade even after he hits 6, just do these correctly. If you're ahead, don't worry, you'll kill him instead.
Very easy. Kegs are REALLY strong against Jax. He will be very reliant on his jungle to win against you. Don't be too precocious with your W, he can activate his E whenever he wants, wait until he does, otherwise it's a big F up. His W does crazy damage, take care. After his 6 he will be pretty strong, avoid fighting him to death if you didn't poke him down before.
Good Jayces are hard to play against, but they're not that common, just try not to get hit by the ball and remember to try and hit him with everything you've got when he jumps on you so that he doesn't just get a free trade. Remember he can push you away while trading. I'm putting him as Major just in case, because nobody knows how good the enemy Jayce is until you either stomp him or he stomps you, try to see which one it will be before deciding your play-style.
Q her, and again, and again, and again, and again. E her all the time and bait her R if you go for the kill. DON'T EXTEND THE GAME TOO MUCH!
Your Q out-trades his AA's early in the game, take advantage of it. Use your kegs properly.
Dodge the lasso! Take care of his 6, don't push too much after killing him or making him back, you'll get caught by surprise. Try to run away when he jumps on you and go back in with kegs and/or Q afterwards. Keep away when his Violent Tendencies is up.
Go MR rune stat. Q him all the time, that way he will not grow the shield, he's a pretty easy matchup at the moment, even killable if he's not exceptional at the champion.
Just abuse the Klepto on him and do the same as with Malphite. If you W his stun correctly, you'll get easy trades off of him.
Keep your distance and dodge his Q and E, it's not hard. Don't fight early, just poke, he has too much sustained damage. Don't get fooled by your W's ability to yeet his R, he can win without it.
Abuse Q on him and do not trade if you W is not up. Always W his W unless he doesn't go in, he will try to bait your W by using his W and not doing anything afterwards. His W has a lot lower CD than yours.
Dodge his axes at all costs. This pick isn't common, but when it's a good pick, he's very good. I'm just keeping it as Extreme Threat because whenever Olaf is picked it's because he's rly good.
He's pretty weak against Gangplank now without the shield. His passive is pretty strong though, avoid full trades unless he's low HP.
He's an even matchup, but a Major Threat if he runs PTA, if he does, try not to screw up. His Q does like no damage if it passes through minions first. Poke him, obviously, and don't let him land Q's on you too often, and by all means dodge Empowered Q's.
She's annoying, but you can manage naturally. Just take her of her damage, it's unexpectedly high, the rest comes naturally to you, no big brain needed to fight her.
Try to farm. Don't trade with her, she'll jump on you, hit you, Q you, hit you, and you're out, and she will catch you with her MS. TRY TO CALL FOR MIAS ALL THE TIME, SHE LIKES TO GANK MID AFTER 6, if you don't you'll get flamed and you'll easily tilt.
You will not out-trade him, ever, just try to get away from him asap with your passive when he jumps on you, remember W'ing his stun, otherwise you're either dead or near. Try to poke with Q to keep him low enough that he won't want to commit to a fight.
She's usually really strong against you. Avoid trades, specially after 6, wait for your items and play accordingly.
Dodge harpoons and build early MR, it gets really hard if you don't. His fire will mess you up every time, just try not to get too low on hp. He'll shield your Q almost all the time so don't rly bother.
This is an easy and natural matchup, but take care of his Q as it will do more damage than you'll expect. W the E and remember he can avoid AA with his W. Warn your teammates once he gets 6, just in case.
Don't chase him. Poke him with Q and deal enough damage without chasing him. If he throws the "Sticky Thing" stay on it or move in an angle he can't throw you on it, otherwise he'll stun you. You can win trades with barrels, AA's and Q at early levels, don't be too afraid, he's not that hard of a matchup.
Avoid his Q and his E, take down his Shield asap with Q and/or AA's. He stays still when channeling Q, use this to your advantage. Be careful after R, all his CC are knockups, you can't W them.
Always dodge his E, it's his only way to win against anyone. Avoid fighting his R, specially without Grievous Wounds. Q him all the time and stay behind the creeps that have the most HP.
Your Q out-trades him. Use your Kegs properly and avoid Shrooms. You can cleanse his Q.
Avoid long trades and always have a Keg on you, he likes to chase and hit you. This is the same as Olaf, he's picked only when he's good, and when he's good, he's GOOD.
Avoid him filling up his passive rage. Crits are mad, avoid fighting him with his rage up. You can win before 6 fairly easy if you play right, after that it'll be very hard to kill him unless he's tilted. He's a Major Threat with Ignite, if not, you can trade more safely, remember not to extend the trades though, unless you have already poked him down with Q/E.
Just don't get hit by Q. Now that the shield was moved to E you can just poke him all the time for free with Q and E. You can cleanse his R while you're chained.
Get away from him when his Passive is full or near full, trade with him when he CS with his Q. If you're aiming for a full trade, stay on him when he uses W, don't run away unless he's close to filling up the passive. He's only a Major Threat with ignite.
Try to play carefully anyways at level 1 and 2, poke him down and remember to not let him get away with free trades. Remember he can ult twice.
You can W knockups so he doesn't ult. Remember to play around his wall CD. Keep his Passive Shield down with Q. Fight away from creeps. Kegs are strong against him. You can sidestep the Q if you do it at the right time.
Dodge his slow and avoid getting caught. It's all up to you not making any mistakes, if you don't, it'll be natural. The best way to dodge his prison is to feint your escape route, or simply just walk back into him, he'll always put it just in front of you.
New champion. He heals a lot! Not much information since he's primarily a MidLaner, but still, he gets pretty strong, his Q slows a lot, his W deals tons of damage and heals him up a lot if he's low health and his E is up almost all the time, it gives him a shield so he's also quite resistant while trading. Think of him as an AP riven.
Really, really hard matchup. I guess all you can do here is stay away from bushes and get xp/try to Q farm and not let him kill you. The only advantage is that Rengar isn't picked a lot in the TopLane. He isn't popular enough for you to waste a ban on him.
He's pretty easy, his E range is very little and he can't catch you with his Q ms boost. Poke him down with Q and E and avoid his W by walking to the side. Don't use your W on his E, use it on his R, and do it quick, the dmg will still apply if you're too slow and do it near the landing spot.
Both your ults combine pretty well on teamfights and his ganks work fine.
Her slows and CC allow you to easily land combos while also dealing tons of damage on her own.
Amazing ult to help you prepare an annihilating combo on your foes!
Really good ultimate to help you chase down enemies and easily hit them with kegs.
Really good combination of ultimates.
What's better for a GP than tons of CC?
One Q from her on a dis-positioned enemy and that's it.
Good combination of ultimates.
One R from Sejuani is a guaranteed kill for you or an ally almost all the time. Her ganks are really good.
His prison is perfect for your Keg AoE.
Nunu & Willump
Amazing synergy overall, natural and obvious.
Just good R interactions.
Again, good R interactions.
Good CC, good peel, what better.
Can give you Kill Gold with his R across the map if you assist with R.
Champion Build Guide
ALSO CALLED SOCCER BY SOME.
Masters(Peak) Gangplank Main. I used to stream on Twitch; switched to Youtube on Nov. 19, 2020. Be sure to check my channel out, it helps a lot and it's tons of fun when people join the chat!
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- Strong level 1
- Amazing power spikes at levels 7 and 13
- Super good team-fighting
- Out-scales many champions
- Tons of extra gold
- AoE damage and crits
- Global pressure
- He's a lot of fun!
- Monster wave clear
- Melts towers down
- Hard to gank if you're good
- Cleanses everything with Blood Oranges (Except knockups)
- Many cool skins!
- You can show off your superior GP skills to other players
- You: "Hey, you know, I'm a Gangplank Main"
Her: "Do you have a Million Mastery Points on him?"
Her: [Wets Panties]
(My GF approves).
- Needs items
- Relatively hard to master
- Lots of hard matchups
- No dashes SMH (Unless you get one of the Mythics with dashes... beta).
- One of the hardest champs to be good at consistently in the game
- Very easy to gank if you suck
- You have to play League to play Gangplank FeelsBad
- Your botlane feeds SMH again
- Super underpowered as of Pre-Season 2021, we'll have to wait for buffs
|You will want to abuse this ability as much as you can, as it will allow you to move insanely fast and it also deals tons of damage. During trades, always try to hit the enemy with Trial By Fire before destroying the next Powder Keg.|
This ability (As of the latest nerf to Gangplank's Q) costs a lot of mana in the early game, because of this, you will want to have a Corrupting Potion on your inventory, this way you will be able to spam it more carelessly.
Abuse Grasp of the Undying, try to use Q on the enemy champion only when you can proc the Rune, otherwise it's kind of a waste of mana.
Remember to prioritize CS'ing in case you're having a hard time in lane, use it to kill minions instead of poking.
Eat the oranges and you'll be OK. Don't be too precocious, time it right, use it to avoid death, heal up in lane if you can and if it's not a waste of mana.
I would suggest not to use it when you get CC'd unless it's life threatening, since the long cooldown gives the opponent quite a big window. You can totally use it to cleanse a stun during lane phase though, specially in trades, this tip I just gave you applies mostly to ganks, or against champions with really low cooldowns on their CC, like, say, Riven, in which case you will want to save your W to avoid death, not to cleanse her CC.
Also, in fights that you think will be long, it's better to use it only in THE LAST CC that the enemy applies to you, save the CD until that, otherwise you'll be caught with it on cooldown and with no way to escape.
The kegs, the most important part of Gangplank's kit. The health of the Powder Kegs will decay every 2 seconds from level 1 to 6, once you reach level 7, the decay rate drops to 1 second and at level 13, it will decay every 0.5 seconds. This means Gangplank reaches a strong power spike at these levels. Learn how to use the barrels at each level.
Levels 1 to 6
At these levels you should put barrels on you and stay around them to zone the enemy and prevent dangerous trades, every time you place a barrel, hit it once so it decays faster. Placing barrels on bushes can be a good strategy too, depending on the situation.
Levels 7 to 12
These are the good levels, you can pretty much trade safely here unless you're behind. You will not need to hit the barrels once you place them to make them tick faster. At this point you should memorize how fast they tick and how to time your AA's or your Parrrley to destroy them.
This is the ultimate power spike, by now you should have decent items and damage. You should DEFINITELY know how to time your Q's and AA's at this point, I will explain how to get started with Ghost Barrel combos later in another section of this Guide.
Gangplank's Ultimate, during lane, you should always look at the map to see if Ulting somewhere can make a difference. It does tons of damage, and sometimes you can even use it to clear huge waves.
The order of the Upgrades can be found in the "Items" section.
Super basic and intuitive. After 4 seconds upon entering and continuing combat, your next basic attack becomes empowered and will deal more damage, heal you and grant you permanent bonus health. Your Q Parrrley applies this, this is why this rune works so well with Gangplank. Mostly, you take this rune because of how squishy Gangplank is —he's got one of the lowest, if not the lowest HP scaling of any fighter—, and because some times the enemy TopLaner is just too scary to run anything else. However, some matchups do not require for you to have the sustain and the damage this rune offers, so there'll be more viable options below.
This rune has super good synergy with Divine Sunderer.
Although Grasp of the Undying is almost always a good idea, some times you don't need the sustain or the late-game bonus health it provides. Some times the enemy team has such a squishy composition, or you have such high kill pressure by composition that you will love running this rune.
This rune works specially well with AP Gangplank, specially with Night Harvester.
Fervor of Battle
. You stack Adaptive Force as long as you keep fighting, up to a cap of 12 stacks, in which you start healing by 9%. Some people don't like this rune because everyone thinks GP is just about blowing up Powder Kegs (spoiler: they're wrong). But once you learn how to do more than just that, you realize it is actually pretty ok. If you're not looking for burst damage and instead you want to go for a DPS build or you're playing against a tankier enemy, in which case you'll probably have to fight for longer periods of time, this works well! Some times I even run it on Crit. Builds because idk, I just feel like it.
Specially good with Trinity Force, since it now works similar to the rune by stacking up to 30% more base AD; and Bruiser Builds.
|I have yet to try this. I'll add a description if I find it viable after a bit of testing.|
|Only good option here, also, it feels really nice to use it.|
|You'll be more resilient after a small amount of time, it's nice.|
|An option to Conditioning. You will need this to survive some matchups.|
|As another option, you can pick this instead if you feel like you're gonna get poked hard, but I've almost never used it on GP so I'm not entirely sure of it's effectiveness.|
|Revitalize isn't going to make your W heal insane, in fact, the difference is not even noticeable, so, pick this instead, there's a big difference between having it and not having it, and you can easily notice the bonus health by min 20.|
|A bit of tenacity, if you want you can take this for clutch escapes.|
|Increases damage to champions with immobilizing effects.|
|Stacking AD per takedown.|
|Noticeably decreases your Ultimate's cooldown.|
|Another option instead of Ultimate Hunter. More sustain for harder lanes.|
|Same as before, an option instead of Cheap Shot. Offers you more sustain for harder lanes.|
|Nothing to say here. 20+ Gold on kills and health regen to survive. Pair it with your Parrrley's Plunder (+7) and The Collector (+25) and we're getting 57+ gold per kill!|
|We got robbed from all the viable Attack Speed options. This will help us quite a bit!|
|The standard of the three.|
|As an option to Coup de Grace if you're facing a tankier enemy.|
|Don't care about Attack Speed? Get this instead.|
|Increases your mana regeneration on hit and restores mana on takedown. Pair it with Tear of the Goddess and Manaflow Band for maximum effect.|
|More mana sustain in lane and increased mana regen later on. Pairing it with Tear of the Goddess for even more increased mana!|
|5+ Haste at LV5 and 5+ Haste at LV8 (10 Total). In addition, takedowns will reduce the remaining cooldowns of your basic abilities by 20%.|
|If you fight a burst-heavy AP user.|
|Just a nice early-trading option.|
|Adaptive Force for late game.|
|Free Cookies! Actually pretty strong early.|
|With almost all the Movement Speed items gone, this is a good choice.|
|Instant restorations for clutch saves.|
|Just for the 10+ Haste on abilities and spells.|
CRITICAL STRIKE ITEMS
- Never use triple Powder Keg combos, it is not worth it, since the cooldowns aren't exactly short, you're basically giving your enemy a wide window in which you can't zone them out or escape with barrels if need be.
- Always keep a Powder Keg up in the wave to zone the enemy, again, to do this you will need barrels up, and triple combos will leave you out of barrels.
- Always stay close to your Powder Keg to avoid all ins in the case of fighting heavy traders like Renekton, Trundle, Riven, Talon, etc...
- Be careful with your mana and use your Corrupting Potion properly.
- Always have a Control Ward and/or a Stealth Ward watching the river/s! And try to deep ward into the river or enemy jungle to track the Jungler and/or the Scuttler.
- Csing is very important at this point of the game, if you can't kill, don't try to force it!
- Watch lanes once you get Cannon Barrage!
- Prioritize safety over kills.
- Use your bushes.
- Abuse your Grasp of the Undying as much as possible, taking advantage of the abundance of melee matchups.
- At Level 1, when you reach the lane, instead of wasting your Trial By Fire on the first Creep, try to trade with the enemy with it, you can out-trade almost anyone at this point.
This would be the order of events:
Trial By Fire - Parrrley - go away to CS the first 3 Minions, already created an advantage (Works against most melees, specially a Riven without Valor and Irelia)
- During the early stages of the Laning Phase, there's this very powerful thing you can do where you build up your wave, and when you have tons of minions, you crash the wave into the enemy tower and harass the enemy under it, timing the turret shots to Q them without getting hit and creating an insane hp advantage, as well as making them lose creeps and also creating an opportunity to dive, in order to do this, you need to be very aware of the enemy Jungler's position!
- Safety above anything else.
- Use Kegs as bait and blow them up on them but don't go in just after, this is not the same as the Toplane, they're not melee.
- Don't try to abuse your Grasp of the Undying on them, but do try and test them, who knows, they might actually suck at their champion.
- The midlane has the most ganking options, be mindful of this.
- The enemy will try to roam often, taking advantage of your early uselessness in this matter, call for mias all the time.
- Do not delay your Core Items if you're having a hard time, it will only give you an even harder time, just try to get Essence Reaver and Eclipse as quick as possible.
- Look at the Items tab above for options!
- Shove/Farm side lanes then group
- Steal enemy camps if ahead
- Secure objectives with your team
- Group up if you have a hard initiator
- Keep splitting and shoving side lanes then grouping
These depend on the situation you find yourself in.
It is very important to try reaching level 13 at this point
Remember to decide which lane to push according to your Teleport status, if it's up, push the lane contrary to the objective you're aiming for, if it's down, push the lane closer to it.
This does not apply if you run Ignite/ Exhaust, in this case just push the lane closer to the objective.
A single Powder Keg combo does the trick at this point, works better when you decide to go full aram with your teammates and siege the base.
A single ghost barrel on the enemy marksman/mage while sieging is cooler though.
The same works while defending, you are a pretty good anti-siege champion, the only way they could siege effectively against you is with Baron Nashor .
-Warding Totems are YELLOW
Overall these are good Warding Spots.
Note: Always put the control ward as deep as possible into the river, in the corner of the bush, to maximize vision.
Always put an "Anti-Invade Ward" at the start of the game before you go to lane to help out your Jungler.
Note: The reason to put the Control Wards in that place is to keep it hidden more efficiently while also providing good strategic vision.
Note: Just an inverted version of the Blue Side.
First off, enable the QuickCast option in the Hotkeys menu.
Note that you usually do not want to have EVERY single key on Quickcast, to only enable the desired keys into Quickcast, use this arrow below the specific key.
The easiest way to get started is, obviously at the Practice Tool, this is the way to learn and doing it:
- Place a Powder Keg far from you, how far? Further than Q range, between Q range and E max range.
- Use Parrrley on it from outside of Q range. This way Gangplank will walk into range to activate the ability.
- As soon as the Parrrley animation starts, you put the next Powder Keg and that's it!
- Repeat until learned.
EXAMPLE WITHOUT QUICKCAST
EXAMPLE WITH QUICKCAST
WAYS TO USE THE GHOST BARREL
TO THE SIDE, THE COMMON ONE
This is effective when used in the early levels in the Toplane, just put the first in a lane bush and wait for the enemy to go for a CS. Although I just rather go the normal way and put a barrel on me and blow it up with an AA when the enemy comes near.
TO EXTEND THE RANGE, THE HARD ONE
The enemy AD is escaping? He is close but just NOT QUITE close enough for you to do a normal combo? Do this.
WHEN YOU HAVE A BARREL CLOSE AND YOU NEED ONE ON YOU ASAP
When Riven-Stuff happens and you need a barrel on you ASAP but you put the barrel away from you thinking that the enemy would not just engage (Or maybe just to surprise).
MELTING TOWERS WITH TRIPLE PASSIVE COMBO
You are an amazing tower-melter, use your Trial By Fire as much as possible when hitting a tower.
To do this, you try resetting the CD by blowing up Kegs, ideally you want to combine this trick by clearing up the upcoming enemy wave.
You want to combine these things with Sheen/ Trinity Force so you take as much advantage of your resources as possible.
This is how to do the tripple passive combo:
- Use your first Trial By Fire if it's already up, if it's not up, place a Powder Keg and hit the turret with Sheen.
- If no minion wave is coming, you can reset your passive and hit the turret with it, if a minion wave IS coming, place a second Powder Keg.
- Blow the Powder Keg and hit the turret IN BETWEEN the explosions, your Trial By Fire will reset just after you hit the turret and you will now have it up again.
- Hit again with Trial By Fire.
Only use your Remove Scurvy to activate Sheen if you're safe from ganks or the enemy laner.
EXAMPLE WITH WAVE
YOU CAN APPLY THIS TO FIGHTS AS WELL, AS SEEN IN THE FOLLOWING CLIP OF ME DESTROYING A MORDEKAISER WITH A DOUBLE-PASSIVE COMBO/color]
ESCAPING KNOCKUPS AND OTHER W THINGS
You cannot use Remove Scurvy to remove knockups, but you can use it in the air and Flash afterwards before you land to get away!
You can use Remove Scurvy to activate Sheen in a fight while taking advantage of the cleanse.
Remove Scurvy's heal has a small delay, learn this cast-time to know how to perfectly time the cleanse or to not die before you use it SMH.
(MORE TO COME)