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Gangplank Build Guide by E.K.

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League of Legends Build Guide Author E.K.

Time to be on the right side of the gun

E.K. Last updated on February 27, 2012
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Top Lane
Ranked #7 in
Top Lane
Win 52%
Get More Stats

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: 0

Strength of Spirit

Utility: 9

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(Still in progress)

23/02, Release of the Build.
28/02, Add of "Skills sequence"

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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II-Pros and Cons


Has in late game a very high burst with Parrrley and criticals strikes.
Has very goods engage abilities with Raise Morale and Cannon Barrage.
Can be very helpfull everywhere in the map with his no-range Cannon Barrage.
Has his own cleanse with Remove Scurvy.
Tanky, but dealing damage in late game.
Can get many assists with Cannon Barrage
He is a pirate!!!


Squishy in early game before you get Warmog's Armor.
Deals no damage early/mid game before you get Atma's Impaler.
Can be too self-confident about CC and can be ganked while Remove Scurvy is on CD.
Has not great harass in early game
Permanent ban
Cost 3150 IP

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Mana Cost:40/45/50/55/60/65
Range 625
Gangplank shoots an enemy with his pistol, dealing 20 / 45 / 70 / 95 / 120 (+1.0 per attack damage) physical damage. Gangplank gains 4 / 5 / 6 / 7 / 8 extra gold if Parrrley deals a killing blow. This ability can critically strike and applies on-hit effects, including his passive.

Early/mid game

In early game, Parrrley deals really less damage than in late game. Use it only for farm. The main problem with farming with Parrrley is the mana: thats why you need an item which gives some mana regen, like Philosopher's Stone or Chalice of Harmony(if you are laning against an AP).
For harass, cast Raise Morale and then Parrrley: you will have a bonus damage to deal and a speed bonus to prevent the response from your opponent.

Late game

Gangplank has a huge late game thanks to his abilities. Parrrley can deal some huge damage with a critical strike, so the Infinity Edge will be very efficient. You can also take some cooldown's reduce items and runes, like Shurelya's Reverie and Greater Glyph of Scaling Cooldown Reduction. For more Cooldowns reduce, ask to your support taking a Soul Shroud. And because of Gangplank can spam Parrrley which has short cooldown and applies on-hit effects, the Trinity Force, and especially the Sheen is very efficient and add more damage to deal.

Remove Scurvy

Mana Cost:65
Gangplank consumes a large quantity of citrus fruit which removes any crowd control effects on him and heals him for 80 / 150 / 220 / 290 / 360 (
+100% of ability power).


Remove Scurvy isn't a heal. Some players use it as a heal and forgive the real power of this ability. Some others players use it in order to heal themselves after an harass and are ganked right after that, when Remove Scurvy is on cooldown. The difference between a good and a bad Gangplank player is the choice made by the player about the moment for using timely Remove Scurvy as a heal.

When can I use Remove Scurvy as a heal?
  • When the enemy jungler and your laning opponent doesn't have Crowd Control who can be break by Remove Scurvy.
    Exemple:I am laning against Singed, which his CC are Mega Adhesive and Fling. Remove Scurvy cant break any of those abilities. So If the enemy Jungler is Trundle, I will not break his Pillar of Filth with my Remove Scurvy. So the cleanse of my Remove Scurvy is useless and I can use it for the heal
  • When you have made sure the enemy jungler was far away.
    Exemple:If the enemy jungler is ganking a other lane, spotted by cv, died or afk.
  • when your health is dangerously low.
    I dont know why I'm explaining this, but dont count really on it to save you.

Warning : a technic to gank a Gangplank is to ask the enemy top harass him and force him to use his Remove Scurvy to heal himself, and then ganking whe he hasn't his cleanse. So don't waste your Remove Scurvy.

Raise Morale

Mana Cost:50/55/60/65/70
Range 1400
Passive: Permanently increases Gangplank's attack damage by 8 / 10 / 12 / 14 / 16 and his movement speed by 3 / 4 / 5 / 6 / 7 %.

Active: Gangplank fires into the air, disabling his passive boost but inspiring himself to gain an additional 12 / 19 / 26 / 33 / 40 attack damage and 8 / 11 / 14 / 17 / 20 % movement speed, with nearby allied champions receiving half that amount for 7 seconds.


The passive of Raise Morale wont change your way of play, but it's a significant up of Gangplank: he has a passive speed bonus, but it's not enough to do without boots. If I take this ability at level 1, its because of the active of Raise Morale


Probably one of the best team fight engaging abilities. A damage buff for the whole team during 7 sec and guarantees Gangplank many assists, so it gives to Gangplank a very good advantage in team fight at level 1. But he keeps in late game this engage ability in team fight with his Cannon Barrage, especially if he has a Shurelya's Reverie.

Cannon Barrage

Mana Cost:100
Range 20000
Gangplank signals his ship to fire 25 cannonballs upon target area for 7 seconds. Each cannonball deals 75 / 120 / 165 (+20% of ability power) magic damage to all enemies hit. Enemies caught in the area of this ability are slowed by 25% for 1.25 seconds, with the duration refreshing if one stays in the area.

Mid game

The Cannon Barrage in mid game(when you are still staying in your lane), will work as a "assist machine", and will ensure to you A better late game. Keep watch on your map, and if you see a gank, use Cannon Barrage for ensure the kill and get assist.

Late game

Because Cannon Barrage has AP ratio, that you don't have, the damages of your ultimate will decrease. But you will use it as a big AoE slow, which is very good to engage a fight, used with Raise Morale and Shurelya's Reveries.

Where should I place my Cannon Barrage while starting a fight?
  • If it's your opponents who are engaging, place the Canon Barrage just on the fight.
  • If it's your team which engages, place the Cannon Barrage just behind your enemies in order to cut them off from retreat.
  • Note that Cannon Barrage is very effective if the team fight is in a small area, like in jungle.

Grog Soaked Blade

Gangplank's basic attacks apply a poison debuff for 3 seconds that can stack up to 3 times. Each stack deals 3 + (1 x level) magic damage per second and slows the target by 7%.


Grog Soaked Blade is the only "non-op" ability of Gangplank. Deals ridiculous damages from the early to the late game.

Slow and debuff

Slowing the enemy by more than 20% will be great, but you'll need to hit your target three times. So if you jungle, don't count on it so much, or only if you have red buff, or any Phage or Frozen Mallet.

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My masteries are 21/0/9, taking standard physical damage masteries in offense, and 9 other points in utility, but you don't need a special masterie in the utility or defensive tree.

The masteries which are very important :

The main mastery with a late-game Gangplank. It allows you to deal massive damage with a single critical Parrrley.

It's not only the 21st mastery in the offensive tree. Very effficient with a Gangplank which using Cannon Barrage in order to kill an enemmi with 50hp but defended by his tower.


Those masteries work well too.


It's up to you to choose!

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Let see what are the most effectives marks with Gangplank. He deals principally physicals damages with his critical Parrrley. So ones of the best mark with GP are:
Greater Mark of Desolation gives to you an extra armor penetration: with Greater Quintessence of Desolation, Sunder and Weapon Expertise , you will have 31|10% armor penetration and will deal nearly true damage to a squishy carry.
Greater Mark of Critical Damage. Hey Hey! Up your critical damage with the Greater Quintessence of Critical Damage, Infinity Edge and Lethality and you will have a 293% critical strike damage, which is insane with Parrrley.
Greater Mark of Scaling Attack Damage. A way to have more damage, which his very important in mid game before you get Atma's Impaler and deal really damage.

Others Marks:

Greater Mark of Critical Chance. A very good choice for a better early, but not effective at all in late game, because of your critical chance will increase from 58% to 66%, that isn't a real change. The Greater Quintessence of Critical Chance is almost useless too.


The seal's choice is very easier, because of there is not so many option:

Greater Seal of Armor. This seal is never a bad choice. And it works well against and with everyone.

Others Seals:

Greater Seal of Vitality gives to you 175 hp at level 18, and will work with the Atma's Impaler in order to give 3.5 extra damage. It's not much, but you know: a little plus a little...
Greater Seal of Endurancegives to you 155hp at the end of this build(level 18) so its a little bit less efficient than the Greater Seal of Vitality in the late game, but will be more efficient after you get your Warmog's Armor. You cant also have 21/9/0 masteries, taking Durability and Veteran's Scar, but the result will be the same: there is a so little difference between Greater Seal of Vitality and Greater Seal of Endurance.


The choice of the glyphs with Gangplank is not so important. If you don't have enough IP to purchase runes, buy first quintessences, marks and seals.

Greater Glyph of Scaling Cooldown Reduction. Spamming Parrrley with many Cooldowns Reduce is much more than funny. I use the Cooldowns/level and not flat Cooldowns glyphs because Parrrley in early game is used only for farm and does not require Cooldowns Reduce.
Greater Glyph of Scaling Magic Resist. On late game, Gangplank can become a real danger and become focused by enemy team. Even if you have Remove Scurvy for cleanse CC effect and Atma's Impaler and Warmog's Armor, you should have more magic resist in order to being tankier.


It's the same as marks. So you can take Greater Quintessence of Desolation, Greater Quintessence of Critical Damage or Greater Quintessence of Scaling Attack Damage according to your marks.

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VI-Summoner spells

I take as summoner spell flash and exhaust:

Goods Ideas

A really cool spell, one of the best. Exhaust a Carry and enjoy : reducing the damage he deals and his armor by 10(with your runes, it almost true damage you deal against a squishy char).

The most played spell. I don't like it, but reconize that it's very effective. If you don't like this spell, I advise you to take it if the enemy jungler has ganking options which can be broken by a Flash, like Trundle( Pillar of Filth) or Nocturne( Unspeakable Horror).

Yeah, if you play Gangplank as jungler(not the most effective), you will need it.

Teleport is never a bad choice with a solotop bruizer like Gangplank. But he can also help in fight without Teleport, just with casting Cannon Barrage.

"Yes but no" Ideas

Hmmm... You have already a cleanse with your Remove Scurvy, don't take a second.

Same as Cleanse, Shurelya's Reverie and Raise Morale will give to you all the speed buffs you need.

If you usually use it to ensure a kill, the dot and slow from the Grog Soaked Blade will be enough. But you can even take it in order to lane against a "very heal" champ( Nidalee, Warwick, AD Sion or Volibear).

Ideas to not to have

You will have a good sustain with Philosopher's Stone, Warmog's Armor and Remove Scurvy. So if you playing a little bit good, you won't need it.

You won't spamm your skills so much you need Clarity.

I have never seen a GP support.

Because you aren't a troll.

Because you aren't a troll.

Because you aren't a real troll.

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VII-Ability sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

I take Raise Morale at level 1 in case of level 1 jungle fight, you and your team can also rush enemy blue in order to first blood with the Raise Morale's buff, except if there is an enemy Blitzcrank. After that, I take Parrrley at level 2 for farm and harass, and Remove Scurvy at level 3 for its cleanse in case of early gank.
After those skills, I have in priority to max:
>> >

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VIII-Using Skills

For the way of using skill, I will show some exemple against three randomly choosen top, Rumble, Wukong and Irelia.


or without Raise Morale
Ganplank has not the best harass in the game. Cast Raise Morale before Parrrley: you will deal a litlle bit more damage but most important, you will get a speed buff which will be usefull to dodge or prevent the enemy response. Cast Parrrley without Raise Morale if you cant dodge his harass, .
After I cast my Parrrley, Rumble will try to response with cathching me with his Electro-Harpoon and keeping me in range of his Flamespitter. So have the speed buff of the Raise Morale can be helpfull to dodge Electro-Harpoon and flee Flamespitter.
A combo and is much better against a only Parrrley with some extra damage. But Raise Morale can allow you to run out of Nimbus Strike's range and prevent his deathly combo.
Irelia cans too execute a which deals a lot of damage, even if you can cleanse the Equilibrium Strike with your Remove Scurvy. So using the Raise Morale's buff to stay out of Bladesurge's range.

Note: If your opponent is out of mana, don't cast Raise Morale because shooting you won't be punished by your opponent.

When your jungler come to in your lane to gank

and maybe
Harass the enemy with Parrrley, and wait the response of the enemy, while your jungler is coming to you. then cast Raise Morale for the speed buff to you and to your jungler. Try to auto-attack the enemy to stack 3 times Grog Soaked Blade to slow him by 21% when you and your jungler have a speed bonus by 8/11/14/17/20%. You can use Cannon Barrage to secure the kill, but it's more efficient if you use it to help a gank bot or top.
I cast Parrrley, so Rumble will go to me while casting Electro-Harpoon and Flamespitter. At best, Rumble will be overheated with Junkyard Titan before he cast Scrap Shield to escape the gank. And if its not, he will overheated after his Scrap Shield and won't cast it next time if he need it. The Electro-Harpoon will be on cooldowns, so he won't slow your jungler.
If Wukong respond to your harass with a combo, he has dashed on you and got away from his turret, so the gank has much more chance to be successfull, even if he has his Decoy. If Wukong has harassed you with his Decoy, then you have many chances to kill him.
Same as Wukong, Irelia has a combo including a dash, so a gank after her combo will be successfull, and there is more and more chance if Irelia has used her Equilibrium Strike against you, then she has no more escape abilities. Note that Irelia's Ionian Fervor will reduce the Grog Soaked Blade'slow duration.

In team fight

Shurelya's Reverie

Gangplank has very strong teamfights engage. Cast Raise Morale ever before Shurelya's Reverie, because if at last time you don't feel it's ok, all you'll have wasted will be a 25 second ability, instead of a ultimate, or a item's ability. When you activated Shurelya's Reverie, there is two options:
►If they don't engage, trying to retreat before the fight, cast Cannon Barrage just behind their positions, to forbid their to flee.
►If they engage too, Cast Cannon Barrage right on the fight location.

Now you are in fight, so find the enemy carry and calm him down with a Parrrley(hope it's a crit!). Auto-attack him between CDs and, if you get CC, eat some oranges!

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Starters Items :

My starter I prefer. It gives to you sustain and wont force you to use Remove Scurvy. Then change it to a Philosopher's Stone, it will be great to have healt+mana regen and gold income. In late game, you can have a Shurelya's Reverie for some CD reduction.

Agressive Gangplank! This item is a randomly item, so use your Parrrley EVERY TIME on the laning opponent, because you don't want to waste an early critical Parrrley on a minion. It can be used with Greater Mark of Critical Chance in order to grant to you the control of your lane, but you will be lower in late game. With your Brawler's Gloves, you have a great number of choice to change it to :

Not a joke, I tried and I had completly denie the opponent, because you have 40% time grevious on him, and perma-dot inflicting true damage, on top of critical chance and life steal, but remember you have to be very aggressive with that item.

A more ordinary choice. If you keep it 5 minutes it pays itself off(A Brawler's Gloves cost 50gold per critical chance, so the income part of Avarice Blade cost 150gold.). The Youmuu's Ghostblade is very effective on Gangplank, so get the The Brutalizer early.

Attack speed isn't a very good choice with Gangplank, but the Zeal can be converted on two great items: Phantom Dancer and Trinity Force, and both are cool with our pirate. The Phantom Dancer give a good critical chance, but Trinity Force is better because of the Sheen's effect is perfect with Parrrley(you cast Parrrley= Sheen on / one half-second late Parrrley hit=applies Sheen's effect).

Not a joke, it gives to you mana regen, HP and some AP, so your heal by Remove Scurvy will better(remember that Remove Scurvy isn't a heal). I buy a Doran's Ring when It seems to me that my lane will be hard, and when the enemy jungler and my opponent haven't Crowd Control who can be break by Remove Scurvy(explained in the description of abilities).

It's never a bad choice. I buy it when I know I'm laning against a champion which have some dodgeable skills (like Morgana, Gragas or Nidalee).

"Must have" Items :

Using Parrrley load and unleash the Sheen's effect. So Parrley deals 100% or 150% of your base attack damage. And Sheen can be converted into a Lich Bane with a GP AP which is very strong(just joke!)

This item will cause the "WTF? Bugged skill!!" reaction due to a crit Parrrley. No question about that. It's THE item of Gangplank.

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X-Picks and Counter-Picks

Enemy team

The solotops who counter a solotop Gangplank

Malphite can hold his lane easily, and thanks to Granite Shield, will denie low harass like your Parrrley. He's also played with a lot of armor, that will decrease your efficiency if you fight him, or steal your movement speed with Raise Morale with his Seismic Shard and escape if your jungler come to gank him.

Nasus. In term of pure AD, he will ever ahead of our pirate, because of his Siphoning Strike. It will deal more damage with it than your Parrrley before you get your Atma's Impaler, before your Infinity Edge and in very late-game. And massive harass won't work because of Soul Eater and the low harass of Gangplank.

Pantheon can block your Parrrley's harass with his Aegis Protection. A solution will be auto-attack him and then cast Parrrley, but you'll be in range of his Heartseeker Strike, and even if youn cleanse his Aegis of Zeonia's stun, he will throw you a Spear Shot and you'll be low life, maybe activating his Heartseeker Strike's passive. If it's the case, Flash away, and run. But the better way is to not have to face him. So if you see a Pantheon pick, go jungle.

Any other champions with a gap closer, a burst combo, and a shield or a high sustain, like Udyr. Those champs are just waiting for him to shoot something, then harass during the Parrrley cooldown. But don't be sad about early game, your late game will be much better than their.

The junglers who counter a solotop Gangplank

Blitzcrank. His Rocket Grab cant be break with a Remove Scurvy and he can after Power Fist while your enemy top is attacking you. And after his deathly combo, if there is a pirate here, he is far away from your turret and extremely low-life. So the Blitzcrank cast Overdrive and chase you to ensure the kill. He can also use Rocket Grab in level 1 jungle teamfight and will win even you have your Raise Morale

The AD carries who counter a solotop/jungler Gangplank

Vayne and Kog'Maw deals magic or true damages based on target's max-life, which is very efficient against a Warmog's Armor, and which ignore armor given by Atma's Impaler. They are also the two best AD-carries in late-game, which will be very annoying for our pirate.

The AP carries who counter a solotop Gangplank

Ryze. Not a joke. His Rune Prison has a really faster cooldown with Arcane Mastery than Remove Scurvy. And when you get caught, he can spam Overload and Spell Flux, which deals a lot of damages, out of your Parrrley's range. But its only in early game, in mid/late game you aren't the first target. Maybe max first Remove Scurvy will be great.

The solotops who are countered by a solotop Gangplank

Talon has a good burst/harass with his Cutthroat combo in mid game, but after your Warmog's Armor and the Chain Vest of your Atmas's Impaler, it will be more than ok. Don't forgive casting Remove Scurvy after his Rake to avoid that he deals more damage due to Mercy.

Rumble's Flamespitter deals massives damages against a melee champion, but Gangplank's Parrrley allows him to last hit with a decent range, and minions in front of Rumble can block the Electro-Harpoon. It sacrifice a part of your low harass at beginning and it can be hard to last hit the ranged minions, but dont forgive you have some sustain with Regrowth Pendant.

The junglers who are countered by a solotop Gangplank

All of the junglers who has only one hard CC like Fiddlestick, Lee Sin, Nasus, Nocturne, Olaf, Rammus, Shaco, Tryndamere, Udyr and Warwick, because it will be break by a Remove Scurvy. But care at your enemy's solotop, be cause he may have some ganking options. And don't forget that a pick as Nasus, Tryndamere, Udyr or Warwick will probably be on top because of it's a good pick against a pirate( Nasus deals more damage in late game, and Tryndamere, Udyr and Warwick have a great sustain which will denie your low early harass.)

Allied team

The junglers who work well with a solotop Gangplank

All jungler with an AOE ultimate, because you can combinate them anywhere on the map. I scored a triple kill once with a Amumu who was counter-ganking on bot lane. But it works well with Fiddlesticks, Nunu or Rammus too. And even if you don't get the kill (random location of cannonballs), you'll get the assists.

The solotops who work well with a jungler Gangplank