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Tryndamere can be a pretty difficult lane. Zone him out with your long range harass and stay out of his hitting range. Use barrels to kite and remove scurvy to survive when low.
Dr. Mundo
Dr. Mundo has absolutely no lane presence. You can probably kill him if you get 6 before him, but otherwise I wouldn't recommend trying as his damage output can be rather high and his cleavers are almost a permanent slow if he clips you with one.
Garen
Garen is an extremely obnoxious lane to deal with right now. You outrange him but he can just run up to you without caring either way. You technically outdamage him but his passive solves that problem too. If you want to kill him pre-6, you need to keep the damage constant. Do not let his passive regen come up because you will never beat him otherwise. Once he's 6 you're probably dead if you try to duel him unless you can get remove scurvy off as he ults to stay alive and mitigate it.
Gnar
Gnar is a really annoying lane, but you shouldn't have too much trouble if you dodge his boomerangs and avoid his ult.
Kennen
Kennen has almost no resistances, so he's going to be pretty easy to harass. Just wait until his energy is down to harass and watch out for his stuns. Do this and you should have no problems.
Darius
Darius has much more early game damage than you do, but you out-range him. This is something that most Darius players don't really realize until after they find themselves recalling at 50 health after you harassed them out of lane. He is still a terror if you let him get close though, so don't do that.
Rengar
Rengar is either going to be a really easy lane or a really hard one. Regardless of which it is for you, it's important to remember that you can stay on the opposite side of whatever bush he's sitting in and always be out of his range. Just remember to ward in case of ganks.
Gangplank
Gangplank is a pretty even skill matchup. Honestly, just farm up and poke him when he does the same. Whoever makes the better moves and gets their core first is going to win this lane.
Teemo
Teemo has no resistances and will just drop the moment you get your Sheen. Something else to note is that Parrrley goes through his Blinding Dart. So, why's this considered a medium lane? Simple: Teemo's kit is extremely annoying and you need to play smart to kill him or he will zone you to hell.
Azir
Azir is an extremely annoying lane that will zone you to hell. Make sure you use powder keg to farm here, as his massive poke damage from far range is going to really hurt otherwise.
Jayce
Provided you can easily dodge his skillshots, Jayce probably won't be much of a problem. If he is, an early armor item can do wonders.
Malphite
While Malphite can be a difficult lane, you should have no problems managing as long as you build your regular path. Just farm safely and don't panic, a Remove Scurvy will protect you from all his damage.
Nasus
This is just going to be a farm lane. Remove Scurvy lets you shrug off Wither and you can just kill him whenever your jungler ganks. If you manage to get a lead, freeze the lane and kill him whenever he tries to come in to farm.
Vladimir
Neither of you can really kill eachother early, but the moment Vladimir hits 6, you'd better make sure you have some magic resist. Otherwise, you're going to be in for a hell of a bad time.
Wukong
Wukong is one of the strongest top laners right now and the guys playing him know it. They'll play like little ***** for the entire game, and go out of their ways to be as annoying as possible. Use powder keg to harass and try to stay out of his range if you can. This is going to be a hard lane.
Irelia
Just hit her when Trial by Fire is up and she gets near. Use your barrels to zone her out of lane and proceed to farm up.
Jax
Jax is strong. There's no other way for me to put it, he deals hybrid damage and is a downright pain to itemize against. If you can kill him early because he made a stupid play or whatever, do so. Otherwise I'd recommend staying on your usual build path and farming it out. Something of a warning: He gets a lot of attack speed from his passive. He will take your turret the moment you leave him alone to do so.
Renekton
For the most part, you're going to want to just stay back and farm. If you can manage to zone out a Renekton, and even possibly kill him before he buys armor, do so. This will happen only very rarely though, so don't go into the game expecting it.
Singed
If he's proxy farming, you'll never see him and your turret will disappear before you even know what hit you. If he's in the lane, you'll have a difficult time because he can deal a lot of damage and has a strong displacement ability. Bottom line: Stay out of his poison and farm.
Cho'Gath
With a strong knockup/slow, a silence and huge true damage, you're going to want to play safely until the jungler ganks. Otherwise it's just a long range farm fest for you since you won't be killing him easily.
Fiora
Fiora's parry can block all your damage for 0.75 seconds. Just bait it out and proceed to zone her though. Just play safe enough to avoid her ult. cause she can still deal massive damage with that.
Pantheon
Pantheon used to be a real pain to deal with but now that you have barrels you can pretty easily handle yourself. His passive doesn't block damage from barrels so make sure you use those to harass him out of lane.
Riven
I love when Riven players pick her into me. Really, I do. Riven players think that because they're playing riven they are guaranteed to win lane. Well, that's not happening. Prove your dominance in lane by staying out of her range and harassing her from afar, you should be able to avoid her cc this way. If she manages to engage, wait for her to knockup and stun and use remove scurvy to shrug it all off. Then proceed to demolish her health bar with your barrels and parley. Rinse and repeat until she's dead.
Ryze
All of Ryze's abilities have similar range to yours, so poking him safely is out of the question. He also builds a Frozen Heart normally because he scales nicely off it, so don't expect to ever deal damage to him. Just get an Avarice Blade and farm from a distance where he can't hurt you.
Sion
Good luck. He's going to slow you forever while pushing the wave, also forever. Farm up and hope to get to late game without dying much.
Shen
Not a particularly hard enemy unless the jungler ganks, just farm up and use barrels to harass him. When he teleports either follow with yours or ult the lane he went to and shove turret like there's no tomorrow.
Illaoi
Illaoi is slow. There's no other way to put it. Stay out of the range of her abilities and keep minions between you and her so she can't easily land her pull. Harass her with parley and farm with barrels until you can deal enough damage to just blow her up after she misses her abilities.
Quinn
She can be really difficult because she can kill your barrels before you can while harassing you down with her autos and skill shots. Focus on farming where you can while staying out of her range. Try to be conservative with your barrels and you should be fine.
Volibear
He's annoying with his flip and you can't kill him easily early because of his passive. If the jungler ganks and you get a kill off, good. Otherwise farm up and whatever you do, don't feed him.
Akali
You only have one chance to beat akali, and that's before she hits 6. Make sure your jungler ganks multiple times because otherwise she will demolish you no matter how much magic resist you build. Kill her early as many times as you can in hopes of maybe weakening her just a little bit. DO NOT let her get kills off of other lanes.
Vengenator, for helping me rework this guide from the ground up by providing many hand done images, as well as this awesome guide layout! Seriously, this dude makes some of the prettiest layouts I've seen, and he runs an awesome Brand Guide to boot. Go check his stuff out, trust me it'll be well worth your time. There, you have your credit. Happy now?
MinnitMann, massive thanks for looking over my guide and giving all sorts of advice for how to improve it. This guy is the top Gangplank player on the NA server, and he has all kinds of useful tips on his AMA thread on reddit, found here, as well as his guide which is found here.
Luganchan, for information on junglers and assistance on theory for countering certain opponents.
Haksause, for teaching me how to play my favorite champion, all the way back in the beginning of season 1.
Overview So, why would you want to play gangplank, you might ask. Well, do you mean aside from him having the best laugh and the best taunt in the game? Not to mention the best skins? Oh that's right, you'll also get to be a freaking pirate! Not enough? Alright, well recently Gangplank got a rework, and he's pretty fun now. Follow this guide and I, link491, will show you the path of piracy success with Gangplank.
Firstly, the sheer power and DAMAGE than you can unleash is just silly at times. The combination of free true damage on basic attacks, huge critical strikes and overall a kit that lets you be extremely slippery, and your opponents are going to have a pretty hard time dealing with you as you melt their squishies and proceed to spam laugh, which you should obviously have bound to clicking your mouse scroll wheel.
On the downside, of course, pertains the danger of recklessly sailing the seven seas without a map. Being alone and stranded in the vast and dangerous jungle can quickly lead to your downfall should rival pirates and jealous corporate bosses come to hunt your glorious booty. Stay behind your ADC tank so they don't focus you!
So, I've been a Gangplank main since around halfway through Season 1. I remember the day when my friend came over, at the time I was saving up for some other less interesting champion (*cough* Mordekaiser*cough*), but my friend decided to go on my account and buy Gangplank. After around an hour of him teaching me what to build (at the time it was Heart of Gold into Atma's Impaler and Warmog's Armor, and how to play him, I had discovered my favorite champion. Flash forward to season 5, and Gangplank's still my favorite champion. Sure he's had changes, most recently for the better, but he's still every bit as badass as he was back then. Now then, I've had a bit of a ramble so it seems it's time to move onward to the guide!
Pros
Cons
The Deftest Skirmisher Parrrley has good range and procs Trinity Force passive, allowing you to deftly quickscope the enemy noob and run away before you have to face the wrath of semi-organized retaliation.
Legendary Banker Gangplank's natural build path and kit rakes in tons of money. Parrrley and Avarice Blade in conjunction helps fuel your expensive build path so you can deal tons of damage.
Oranges!
Here's a strong healthy pirate that ain't got scurvy! Disregard cc and debuff effects by simply using Remove Scurvy. This gets rid of almost every single debuff in the game, which proves to be incredibly useful and is basically a Quicksilver Sash on a shorter cooldown with heals.
Global Presence Cannon Barrage as a global ability is the perfect tool for you to help your teammates set up engages and win some tax money from it! The slow is quite useful and the damage is not to be undermined. If an enemy is under 200 health it may be possible to finish them off with a well aimed Cannon Barrage
Glass Sculpting
A full damage build path offers little in terms of survival and in addition Gangplank has no natural tank properties, so you'll have to bolt should rival pirates set their beady little eyes upon you.
A Captain Never Runs! Gangplank has no real escape mechanisms, and this can really hurt him when playing against champions that have large amounts of mobility ( Riven, Renekton, Wukong, etc.)
Too Heavy Gangplank is NOT a solo carry no matter how to look at it. Despite the fact that he can deal excellent damage he can't trade very well and does not have sustained damage. His greatest strengths are poking and team fighting, where he shines as a high damage almost support-style champion.
Relies on a Good Crew
While Gangplank can deal a lot of damage in a short amount of time, he is very team reliant as he can only really blow up one, maybe two champions easily. Skirmishes and team fights are where Gangplank is going to be the most useful.
Trial by Fire
Overall a pretty good passive. The strategy with this is simple: Farm up while it's down, and when it's up go and smack your opponent. Killing a Powder Keg will reignite this, so you can use those to deal really nice harass damage over a short period.
Ability Details
Basic Information
Additional Information
Every 15 seconds, Gangplank's next melee attack ignites the target, dealing 20 + (10 x level) (+ 100% bonus AD) bonus true damage over 2.5 seconds and granting 30% Movement Speed for 2 seconds.
Destroying a Powder Keg refreshes Trial by Fire and grants him the Movement Speed. Parrrley does not activate Trial by Fire.
Trial By Fire is a passive ability that grants Gangplank an on-hit effect. It is not applied by Parrrley.
Parrrley is your first damage source and is certainly one of my favorite skills. It provides good ranged harass, and procs anything that your basic attacks can. It also gives you bonus gold whenever you kill a minion, as well as the currency that you're going to need later on to upgrade your Cannon Barrage. In lane, you're going to want to try to use this skill to farm as much as possible, the only time you should be using it otherwise is to kill a Powder Keg or to harass the enemy if they act stupid and get too close. We max this first so that we can maximize our gold potential as well as earn as much as we can so we can upgrade Cannon Barrage as early as possible.
ACTIVE: Gangplank fires his pistol at his target, dealing damage and applying on-hit effects. If Parrrley kills a unit, the shot plunders bonus gold. For each Gold plundered, Gangplank gains a Silver Serpent that he can use at the shop to upgrade Cannon Barrage.
Remove Scurvy
We don't like to be bogged down by scurvy, so we always take our daily vitamin c! Remove Scurvy is the ability that Gangplank is probably best known for, and it provides massive sustain to boot. The power to nullify any cc makes it incredibility difficult for the enemy team to lock you down. The mana costs of this ability can get pretty hefty at later levels, so we only grab a point or two in this early, as that will provide more than enough sustain until late game.
Remove Scurvy does not remove Ignite, the damage reduction from Exhaust (it removes the slow though), any 'airborne' crowd control effects (pulls, knock-backs and knock-ups) or Malefic Visions.
Remove Scurvy is one of the few abilities that can remove suppression.
Remove Scurvy can cleanse Yasuo's final breath because the damage works almost like a suppress.
The suppression from Hyper-Kinetic Position Reverser will be removed, but if the channel completes both champions will still be moved.
The suppression from Nether Grasp, Impale, and Infinite Duress will be removed, however Malzahar's ultimate will continue dealing damage unless you move out of the tether range or the channel is disrupted.
ACTIVE: Gangplank consumes a large quantity of citrus fruit, curing all disabling effects and healing him based on his missing health.
Powder Keg
This is your second form of damage, as well as your main method of wave clear. Essentially you're going to want to drop one of these down on the back line of minions and then hit it with a Parrrley to clear out the wave with sheen. The timer on these things is pretty slow until level 7 though, so aside from an early point in them at level 2, we're not going to be upgrading these much until after we've maxed Parrrley.
Powder Keg damage doesn't stack (so avoid mindlessly dumping them on top of eachother).
If you detonate a Powder Keg with Q and the explosion kills multiple minions you'll get the Parrrley bonus for each minion killed. Use this mechanic to help farm Silver Serpents for your ultimate.
If you chain barrels, the on-hit effects ( Statikk Shiv, Ravenous Hydra, etc.) will only proc on the barrel you hit.
These work great as a method of kiting, especially when combined with items such as Trinity Force or Iceborn Gauntlet, as the barrels will proc the items' full passives. Because of this, you're always going to want to try to keep around 2 up.
Remember to drop your Powder Kegs first in duels to get them ticking during the fight.
Drop a Keg close to GP inside the enemy melee creeps and wait for it to tick down. During the fight you can kill off the barrels to reignite your passive and deal more damage.
You can drop a Powder Keg in front of you, and when you get in melee attack range, hit it to ignite your passive and get a movement speed buff on your way out of fountain.
ACTIVE:Place a Powder Keg that can be attacked by Gangplank or his enemies at target location for 60 seconds.
If Gangplank destroys a keg, it explodes dealing the attack's damage as phyiscal damage (ignores 40% armor) and slowing them for 2 seconds. Champions take 60/90/120/150/180 bonus physical damage from the explosion.
When a keg explodes, other kegs with overlapping blast zones chain explode (damage does not stack)
Kegs health decays every 2.0 seconds. (Decay rate increases at 7 and 13)
Keg explosions apply Parrley's plunder effect.
Cannon Barrage
Probably the most under-rated ultimate in the game. It provides a global slow in a large area, as well as tons of utility. You can go three ways with this skill, either you're going to provide a large burst of damage by purchasing Death's Daughter, more damage over time from Fire at Will or big utility in teamfights with Raise Morale.
Ability Details
Basic Information
Additional Information
RANGE: Global
COST: 100 MANA
SLOW: 30%
COOLDOWN: 160 / 150 / 140
MAGIC DAMAGE PER SECOND: 50 / 70 / 90 (+0.10 AP)
MAX MAGIC DAMAGE BEFORE UPGRADE: 600 / 840 / 1080 (+ 120% AP)
MAX MAGIC DAMAGE WITH Fire At Will: 900 / 1260 / 1620 (+ 180% AP)
Cannon Barrage is a global ground targeted area of effect ability.
Applies spell effects as an area of effect ability. Hextech Revolver's spell vamp is reduced to one-third effectiveness. Rylai's Crystal Scepter will apply a 15% slow.
Magic damage will be mitigated by magic shields. Banshee's Veil will block the damage of one cannonball. Cannon Barrage grants vision of the targeted area to Gangplank's team for the duration.
Slows will linger for 0.25 seconds after leaving the marked area. Cannon Barrage will activate the damage from Thunderlord's Decree during the first wave if the mastery isn't on cooldown. This is a great way to execute people as the burst damage is rather high.
ACTIVE: Gangplank signals his ship to fire a cannonball barrage upon a target 600-radius area for 7 seconds, dealing damage every second; granting vision of the area; and slowing enemies inside it by 25%.
Attack damage helps Gangplank in a multitude of ways, and most other marks won't give you the raw power that these will. Firstly, Trial By Fire scales with 100% of the damage provided from these. Secondly, Parrrley and Powder Keg both scale off of 100% of the damage that these will give as they both scale off 100% of your AD. They also help you last hit, which is always nice. If you find you don't have trouble last hitting and would like to have more damage around the mid game when you hit your power spike, you could go for a full set of Greater Mark of Scaling Attack Damage, which will be far better in mid game at the cost of some early help.
Flat Armor
Flat Magic Resist
Before Gangplank recieved his glorious rework, you could argue that Greater Seal of Armor was equally as effective as Greater Seal of Scaling Health, well not so much now. You really need the early game armor bonus to combat the more oppressive top lanes like Darius and Garen that are floating around right now.
The two Greater Quintessence of Attack Damage should be pretty self explanatory. Most of Gangplank's abilities scale with damage, as does his passive. More damage means we can farm and kill easier, what's not to like? If you don't want to be running full damage, and would prefer to have a bit more protection or utility you could swap one of these out for an armor or magic resist quint, or you could run scaling damage instead if you feel you can get away with it, but generally I would recommend just sticking with flat AD quints.
For offensive masteries, we basically take everything that we can use. Sorcery pumps our damage from Powder Keg and Cannon Barrage while Double Edged Sword and Oppressor increase our overall damage. Now you could go with Bounty Hunter instead of Oppressor as they're both equally good, so it really depends on if you want more early game damage or late game damage.
The cunning tree is going to give us a lot of utility and stats that Gangplank will benefit from. Savagery makes farming easier while Secret Stash will give sustain and protection if somebody is betting on ignite to kill you early. Meditation will help your mana sustain even more, but Merciless is a fine alternative. Bandit rewards you for harassing the enemy with Parrrley, which will give you the full 10 gold, and Precision gives you that sweet, sweet armor and magic penetration. Finally pick either Thunderlord's Decree to increase your burst or Stormraider's Surge to gain more movement speed when you burst somebody down.
Flash is essentially the best summoner spell in existence just because of how overpowered it is. An instant gapcloser than can be used in a multitude of ways is a must have. ヽ༼ຈل͜ຈ༽ノ
Teleport provides you with lots of utility, it will let you set up ganks, split push, and make all sorts of other interesting plays. Teleport stays relevant through the entire game, and I would say that its power is at the very least on par with flash.
Exhaust will provide you with a good slow and damage reduction, perfect for killing the enemy or disengaging if you have to. ヽ༼ຈل͜ຈ༽ノ
Ignite is that spell we all use to finish off the opponent. Grab this if you plan to go for an early kill. ヽ༼ຈل͜ຈ༽ノ ヽ༼ຈل͜ຈ༽ノ
The only times I would really recommend grabbing barrier are when you're facing somebody with an execute ability, like Riven or Cho'Gath.
Early, Mid, and Lategameヽ༼ຈل͜ຈ༽ノ ヽ༼ຈل͜ຈ༽ノ Early Game
You're going to want to spend your laning phase doing a few things. Firstly you should prioritize last-hitting everything you can with Parrrley. This will let you rack up a sizable gold advantage, as well as the Silver Serpents that you'll need to upgrade Cannon Barrage later on. While you're last hitting, do yourself a favor and drop a few Powder Keg down when it suits you. The best places to place them are generally in places that the enemy is going to need to go or in places where you can use them to clear large groups of minions. If you Parrrley a barrel and it kills something, it will give you the bonus gold, so you should use this to your advantage to rack up even more gold.
Try to stay out of the enemy's range at all times, farming and harassing with Powder Keg where needed until the enemy either dies or has to recall. If they recall before you, push out the lane and recall yourself. One thing that I can not stress enough is to make sure that you are always moving. This makes dodging skill shots and avoiding ganks much easier. It also can be quite off-putting for the enemy, as it forces them to really focus on aiming their abilities, and creates a higher possibility of them missing a skill or click.
Once you hit 6, you've come to the point in the game that you become a massive asset to the other lanes. Start watching the other lanes, and see if they are able to engage for a kill. If they can, ping and drop an ult on the enemy to slow them, hopefully netting your allies a kill and you an assist. This works the best when you work with the jungler to set up mega ganks that are pretty much impossible to escape from. ヽ༼ຈل͜ຈ༽ノ ヽ༼ຈل͜ຈ༽ノ Mid-Late Game
Once you hit mid game you should begin roaming. Help out any lanes that may be having trouble, and make sure you participate in skirmishes. When you're in a fight, drop a Powder Keg in the center of it, and use Parrrley to detonate it, dealing damage to all your enemies and slowing them. Harass the squishies with Parrrley and use your passive to hit anybody that gets near you and get out of their range as fast as you can. Remove Scurvy will sustain you if you get low.
Moving into late game, you can pretty much just do what you want cause a pirate is free! You can just run around the map, pushing turrets quickly and melting anything that comes near you with less than 150 armor. In team fights you should be hitting whoever's near you, while using Parrrley to establish dominance over their ADC and using your Powder Kegs to slow the enemy while dealing significant amounts of splash damage. What you're going to want to do when placing the barrels is drop one in a safe position near you, and then drop the second one near whoever you're trying to deal damage to, then you can smack the barrel that's close to you in order to deal more damage from a safe distance. Once fights are ending, you can use Cannon Barrage or Powder Keg to pick off any stragglers or to help your team escape if things didn't go your way.
Barrel Mechanicsヽ༼ຈل͜ຈ༽ノ ヽ༼ຈل͜ຈ༽ノ Farming
Drop a Powder Keg near you first so that you can protect it while it ticks down, since the ticking rate at early levels is pretty slow. Once it's at one hit point, you can drop a second one connecting to it and hit it with a parley to detonate both barrels. This will deal the AOE damage from Parrrley, as well as the bonus damage from the barrels themselves providing really nice wave clear if you use it when the minions are at around half health or less. This will let you rack up Silver Serpents rather quickly, since the gold you get from parley is applied when you hit a barrel with it. ヽ༼ຈل͜ຈ༽ノ ヽ༼ຈل͜ຈ༽ノ Harassing
Harassing is going to change based on your enemy. Most of the time you're going to be playing against a melee, so you can do the same thing you did when farming to get more or less instant damage. Drop the first barrel where it's safe, then detonate the second when you want to. You should try to harass when the enemy goes to farm if you plan to use this method, so you can double the barrel value by dealing damage to the enemy as well as using it to kill a few minions at the same time. Keep in mind that it's not a good idea to spam barrels too much though, since you want to always have one available to you to get out of stick situations. Note that Powder Keg will not proc Bandit , so I would recommend prioritizing harassing the enemy with Parrrley if you can. This way you will get to abuse Bandit from a far range effectively netting you free gold.
Now then, ranged opponent, or one with a lot of mobility ( Riven, etc.) is where things are going to get complicated. Firstly, you should freeze the lane. This will let you place the first barrel with no fear of them being able to get to it. When you go to harass or clear a wave now you're going to have to be very fast. Drop the barrel on the enemy, and right as it lands Parrrley the first one. If done correctly, you should be able to deal the harass damage even if the enemy uses a dash to escape. ヽ༼ຈل͜ຈ༽ノ ヽ༼ຈل͜ຈ༽ノ Kiting
Kiting is relatively different from harassing and farming. For one thing, you're only going to need one barrel, and you can only really do it easily once you're level 7 or higher, since that's when the barrel tick down timer gets reduced. When being chased, drop a barrel in front of you at max range, then wait for the enemy to come near. When they get in range for the barrel to deal damage, Parrrley it for big damage, a slow and a movement speed boost. This should give you ample opportunity to escape anybody that's chasing you. ヽ༼ຈل͜ຈ༽ノ ヽ༼ຈل͜ຈ༽ノ Pushing
When pushing, you can use Powder Keg to deal massive damage to the turret in a short amount of time. Drop a barrel whenever Trial By Fire is down and hit that barrel to bring it back up. When you hit the turret it will expend your passive and deal true damage. Rinse and repeat to take turrets quickly.
Itemizationヽ༼ຈل͜ຈ༽ノ
Core Items
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Our core items are as simple as they come. Trinity Force massively increases our overall damage output and will let your Powder Keg one-shot back line minions if you choose to return to lane after getting this. Ionian Boots of Lucidity give you more cooldown reduction on your abilities and summoner spells, and Caulfield's Warhammer will let you max out your cooldown reduction while building into either Youmuu's Ghostblade or Death's Dance.
Final Items (Pick Three)
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Your last three items are completely situational. This versatility is what makes Gangplank such an interesting champion. He can literally benefit from anything you want to buy. Need another tank? Grab some resistances and still blow up squishies. Need to deal with some tanks? Grab some armor penetration and proceed to blow them up with the squishies. Is your adc feeding? Great! You can go full damage and become the new carry! Overall this versatility will let you fill many different roles, which makes Gangplank a champion that will fit into any team comp regardless of who's in it.
If you're looking for a good default for last items, I would recommend grabbing a Youmuu's Ghostblade, a Lord Dominik's Regards and an Infinity Edge so that you can run around the map screaming into all chat "YOU WILL ALWAYS REMEMBER THIS AS THE DAY THAT YOU ALMOST CAUGHT CAPTAIN GANGPLANK!"
Cannon Barrage Upgrades
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Right then, now that we have a good idea of what all of our abilities do and what we should be building, it's time we talked about Cannon Barrage.
First let's talk about Fire At Will. Fire At Will is in my opinion the best of the three upgrades that are available to us. It adds 6 additional waves to the ult, which will massively increase our damage and since cannons slow on an individual basis now, once you have this you're pretty much guaranteed to deal at least 250 damage, most of the time far more than that. The only real downside to this upgrade is that it doesn't maximize your damage potential if you get it first, and so it probably better to grab second or third (if the game goes that long).
Now, Death's Daughter is your mid game bread and butter. A bunch of true damage that can hit multiple people? Yes please! The burst that this provides can be such a game changing amount that it would be ludicrous to not buy this as soon as you possibly can. Once you have it you will be able to turn the tide of a team fight with just this ability simply from landing the true damage portion of your ult. One thing to keep in mind is that the radius of the large cannon ball is about half that of the entire ult field, and is positioned in the center, so you're going to need to predict the enemy's movement a little bit so that you can land it.
Finally we come to Raise Morale. Now this is the utility upgrade, but it's nowhere near as powerful as the other two, so you're not going to get it until you've got the other two first. Essentially grabbing this will make escape impossible for the enemy without burning flash or some escape ability, and even then it's going to be difficult. Raise Morale is great for chasing and disengaging, but honestly it's not good enough to grab above the other upgrades most of the time. You'd be better off grabbing Death's Daughter above this unless your team is the most immobile team ever.
ヽ༼ຈل͜ຈ༽ノ ヽ༼ຈل͜ຈ༽ノ Thanks
Alright to start with, thanks so much to all of you for looking at my guide and up-voting it. I owe the guide's success to you.
Feedback
I always like to hear from readers about their thoughts on my guide, ways I could improve, etc. So please, don't hesitate to leave comments about anything relevant! Questions can be dropped in the comments as well, or if you want to you can send me a PM with your questions. If you do notice any typos or mistakes, please don't hesitate to let me know, I do give +reps. ヽ༼ຈل͜ຈ༽ノ
Changelog
August 3, 2016: Added Duskblade of Draktharr to the last items so you guys stop asking me about it :D
July 24, 2016: Fixed a couple of lane matchups.
July 13, 2016: Update for 6.14.
July 5, 2016: Slightly changed masteries descriptions, fixed some incorrect items in build.
July 2, 2016: Updated guide for patch 6.13. Updated all runes to better explain choices as well as provide alternatives. Updated Items a bit to better gear users towards what they should be building.
June 5, 2016: Updated guide for Patch 6.11
May 26, 2016: Updated some matchups to reflect changes to champions.
May 19, 2016: Patch 6.10 Update.
May 4, 2016: Patch 6.9 update. Updated item sets to coincide with changes. Lane opponents changes will come over time as I have the chance to play against them all.
April 21, 2016: Updated all runes, masteries and items.
January 2, 2016: Bugger off 2015! Added upgrades for Cannon Barrage to items, since they've finally been implemented.
December 27, 2015: Fixed a mistake in the items.
December 24, 2015: Small update to masteries description to clarify my thoughts.
December 22, 2015: Updated runes and masteries to better reflect the sheer stupid that is Thunderlord's Decree .
December 3, 2015: Updated tags for new patch. Expect a bigger update in a few weeks if/when the nerfs that are sitting on the PBE go live.
November 12, 2015: Updated mastery images so they look prettier.
November 11, 2015: Patch 5.22 released! Items and masteries reworked to reflect this! Enjoy guys :)
November 7, 2015: Updated title since the rework isn't that new anymore, now it says the patch value instead. Began prepping for 5.22
October 26, 2015: Updated guide for 5.21 (lets hope this is the last batch of nerfs)
October 2, 2015: Updated items and descriptions to better reflect what I currently build. Also added another Jack Sparrow reference, since you can never have enough of those :P
August 23, 2015: Added a section on upgrading Cannon Barrage! It can be found at the end of the Items Section. Cleaned up a bit of dirty formatting, updated guide for the latest patch.
August 18, 2015: Updated Fiora's match information.
August 16, 2015: Added Dead Man's Plate to items, now that it's finally been added to the Mobafire Database. Removed Last Whisper, added Banshee's Veil. Guide is now more or less ready for 5.16
August 10, 2015: Added Sion Matchup
August 7, 2015: Updated the champion matchups that I have data to update. Now that section should better reflect GP's strengths and weaknesses.
August 5, 2015: Updated the introduction section images, nothing special just cosmetic. Added section for Barrel Mechanics! Enjoy :)
August 1, 2015: Made front page! Also they killed the captain. I'm betting on him returning before Jon Snow does. Also added Ravenous Hydra to the later game items.
July 23, 2015: Small design tweaks, as well as fixes for typos and items. Coming soon: Barrel Mechanics!
July 22, 2015: Gangplank rework is live!!! Made some small updates to items and all of that stuff. Expect more updates when mobafire updates their database!
July 21, 2015: Made changes to the luxury items and example build to suit further testing. Improved skill order, as well as fixed a few small visual bugs.
July 20, 2015: Small updates to information regarding Powder Keg. Changed Greed icons to Remove Scurvy. Decided to release the guide early as I'll be on vacation soon, have fun guys :)
July 15, 2015: Completed guide overhaul.
July 9, 2015: Unarchived guide as the reworking of it is coming along quickly. Expect it to be published on release day of the GP Rework
July 7, 2015: Archived guide and began process of reworking it to be ready for the Gangplank rework that is coming soon.
July 4, 2015: Updated tags, slowly writing on the changes that came with runeglaive, Updated Wukong section. Slightly reworked the information in the item build path section, as I would recommend getting Infinity Edge earlier. Team role changed to other.
June 21, 2015: Added Black Cleaver to the alternative items list. More updates will come when exams end.
May 21, 2015: Small update to laning phase. Might be rewriting the entire section over the weekend. Haven't decided yet.
May 19, 2015: Mastery changes coming next patch! Be ready for an update! Fixed a few typos and errors in the guide. Nothing major but there should be no more fragments, so that's a thing.
May 14, 2015: Updated tag for patch 5.9, made a few small changes to the guide content. Currently testing Black Cleaver as an alternative health item. Expect my thoughts on that to come soon.
May 13, 2015: Small updates.
May 1, 2015: Small rewriting of some text to enhance clarity.
April 16, 2015: Small update to fix a few typos. Expect a bigger update over the weekend when I have time.
March 26, 2015: Slight change to runes and masteries so they're the same as what I currently play with. Keep in mind, that these are always going to be tentative because of the way Gangplank as a champion operates.
March 21, 2015: Completely overhauled spells section. Removed Heal and Ghost, as they're redundant, updated information on the 4 remaining. The design is now prettier to look at and overall works better with the overall look of the guide. Also changed the order of things slightly, since I felt it was off a bit. Finally, started updating overall font size consistency of the guide.
March 20, 2015: Updated pros and cons
March 16, 2015: Small update to runes and masteries on the cheat sheet.
March 14, 2015: March break's here! All my friends are gone for the week and since I'm stuck at home I decided to update the masteries section. It is now more appealing to look at as well as no longer telling you how exactly to set up a page, since lets be honest; Gangplank can pretty much use any type of masteries and they'll work.
February 25, 2015: Renamed Laning section to Gameplay section, since it contains information for all points of the game. Also explains teamfighting in far greater depth now.
February 20, 2015: Fixed a few typos
February 19, 2015: Completely overhauled the runes section. Now rather than recommending my one personal preference, I go over many different options and provide the benefits of each.
February 17, 2015: Completely Overhauled matchup sections. They now take up far less space and in my humble opinion look much nicer. Reworked some aspects of the laning section.
February 14, 2015: Updated Items section.
February 8, 2015: Fixed rune section
January 30, 2015: Removed Warmog's Armor from situational items.
December 23, 2014: Added Muramana to situational items. Try it out, it can be bonkers.
December 9, 2014: Completely re-wrote and re-coded the items section. Things should be more appealing and less wall-like now. Revamped build at the top of the guide, hopefully for good this time. It now provides some alternatives to my default build. Situational items can no longer be seen at the top of the page, as they took up too much space, now you will just see them in the appropriately named "Situational Items" section :P
December 8, 2014: Small update to runes, currently going through tests of the new items that came with the 4.20 patch. Expect a larger update over the Christmas holidays.
November 19, 2014: Small update to skill order to maximize your uses in team fights.
October 17, 2014: Updated information on Cannon Barrage, as i forgot to when i made the last update.
October 16, 2014: Removed Mercurial Scimitar, Maw of Malmortius and Essence Reaver, as they are all so situational, and when they would be needed, they are outclassed by Banshee's Veil or other situational items. Added Ionian Boots of Lucidity to situational items. Updated Malphite matchup. Updated alternate masteries. Tweaked all champion ratings so that the graph thing syncs up with the more detailed matchup section.
October 1, 2014: Added all lane matchups to the Strong/Weak against sections that mobafire has so nicely added to their system (the matchups sections are still there for more detailed information, but I may be removing them at a later date). Added Azir to matchups section. Tweaked some champion difficulties and content.
September 30, 2014: Added Teemo to matchups, changed Nasus' rating, added small note on the skill order.
September 15, 2014: Tweaked skill order, added Gnar to matchup section.
September 1, 2014: Updated magic resist runes, again. Swapped Banshee's Veil for Spirit Visage, as it has more beneficial stats, updated more info on the two items.
August 29, 2014: FANEXPO WEEKEND UPDATE! Updated information on Malphite, in the process of collecting information for Maokai, sit tight guys.
August 13, 2014: Added guide to playing against Pantheon, which can be found in the spoiler with his matchup information. Also debating doing this for every champion in this section, over time.
July 30, 2014: Updates are coming less frequently now, since I found a job, so here's a slightly larger update... Sort of. Added Rengar matchup, added Essence Reaver to items at top, added Maw of Malmortius and Mercurial Scimitar to item section at top, information will come later, but lets just say they're silly.
July 11, 2014: Added Pantheon to the matchup section.
June 25, 2014: Added alternate mastery page, for those of you that prefer a more aggressive early game.
June 18, 2014: Nidalee nerfs ahoy! Added Essence Reaver to Situational Items section, although the formatting won't be coming in till mobafire updates the database. Updated runes section and Overhauled Masteries Section formatting and contents.
June 9, 2014: Added information on Ryze to the matchup section, fixed a few typos from the new information.
June 8, 2014: Finally found a fiora player to practice with and updated the matchup section on her.
May 25, 2014: Fixed (what I hope is) the last typo, updated lane matchup ratings.
May 24, 2014: Updated Items section with information on grabbing an early Avarice Blade.
May 23, 2014: Updated rune section to better comply with recent tests, updated formatting in rune section.
May 20, 2014: Updated build order and item information, to better coincide with what I tend to gravitate towards, as well as to increase efficiency. Fixed some small typos
May 11, 2014: Fixed a small error with Jax's and Vladimir's skills not showing up correctly in the Matchup section, added Jarvan IV to matchups, updated data on Riven (finally), added Banshee's Veil to situational items.
April 27, 2014: Updated items section again, to make it easier to read. Put changelog into a spoiler because of its massive length.
April 26, 2014: Updated summoner spells chapter formatting, added more options, tweaked some information.
April 23, 2014: Updated Main build, split situational items and main items into two separate chapters, fixed some formatting and typos.
April 21, 2014: Celebrated the end of Easter by updating the items section to look nicer.
April 17, 2014: Moved Changelog to the bottom of the page (Because it was getting long), Began lengthy task of updating the guide formatting, skills section complete.
April 03, 2014: Updated skilling order to max Remove Scurvy before Raise Morale, rather than the other way around. Added small blurb on playing Gangplank mid.
March 21, 2014: Added Warmog's Armor to Items section, and updated information on Guardian Angel, based on more testing.
March 10, 2014: Added Yasuo to the Lane Matchups section.
January 30, 2014: Added ability icons for Matchups section, added Randuin's Omen and Spirit Visage to Defensive Items section. Fixed a few sentences that didn't sound right
January 6, 2014: Removed remnants of Ancient Coin, fixed typos, added a bit more to the Laning section.
January 2, 2014: Changed starting items based on some more tests and an interesting comment from pepsiM4A1 (+rep'd)
January 1, 2014: Happy New Years! (Added a small blurb on Ancient Coin found in the items section, to prevent confusion)
December 29, 2013: Fixed ability sequence... again (hopefully for good this time), updated masteries so that they make more sense, tweaked information on Aatrox, fixed Feast ... again
December 28, 2013: Fixed ability sequence, so there's no longer 6 points in Raise Morale
December 24, 2013: Fixed some small typos and made Feast appear as it should ( Feast )
December 16, 2013: Finished reworked guide and released it to the public (finally)
December 8, 2013: Re-wrote guide from scratch, to suit the pre-season 4 patch
Some time in mid 2013: Started re-working guide to suit pre-season 4 patch.
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