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Recommended Items
Runes: Main Runes
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Ability Order Standard Ability Max
Trial By Fire (PASSIVE)
Gangplank Passive Ability
Threats & Synergies
Gwen
her W makes it incredibly hard to land barrel chains, and her E lets her dash out of the way if she doesn't have W up. In extended trades and fights you get beat out and she can match your true damage with her own. She's my perma ban for top lane.
Yuumi
Yuumi works with any champion as long as they have any potential to carry. Gangplank is no different because a good gangplank player can completely change the game as long as they're allowed to scale.
Yuumi
Yuumi works with any champion as long as they have any potential to carry. Gangplank is no different because a good gangplank player can completely change the game as long as they're allowed to scale.
Champion Build Guide
-Built in Escape: Duskblade passive makes it so you can get a kill in a teamfight and then use that time when you're invisible to reposition or get out before you get blown up.
-Bad Early Mana: This is less specifically the build, and more so just GP in general. Regardless of what he builds he will always have mana issues pre level 6.
-No Mobility: Aside from Mana issues, Gangplanks other big problem is his lack of mobility. There are technically ways to resolve this like Galeforce or Prowlers Claw, but Galeforce doesn't really fit on Gangplank and while Prowlers Claw is great for his damage, the mobility feels janky ever since they got rid of its ability to click to minions. Just use Duskblade passive and reposition in fights when possible.
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Innate: Gangplank periodically empowers his next auto with a burn effect, dealing true damage to the next enemy hit over 2.5 seconds. It scales with bonus AD and has a 15 second cooldown. For each successful hit with Trial By Fire, Gangplank gains bonus movement speed for 2 seconds. Trial By Fire's cooldown is reset every time Gangplank blows up aPowder Keg.
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Active: Gangplank shoots an enemy with his gun, dealing physical damage, and applying both on-hit and on-attack effects at 100% effectiveness as it counts as a ranged attack. Parrrley can crit and is effected by Infinity Edge's crit modifier. If an enemy is killed by Parrrley, Gangplank gets bonus gold, and gains Silver Serpents, which can be used to upgradeCannon Barrage. If an enemy is killed by a barrel that was set off by Parrrley, Gangplank also gains bonus gold and Silver Serpents.
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Active: Gangplank consumes **** tons of oranges, cleansing himself of all crowd control effects and healing himself. -
Active: Gangplank starts with 3 maximum barrels, increasing to 4 at rank 3 and 5 at max rank. Gangplank will also stock up on barrels up to the current maximum. Each barrel has 3 hp and over time the barrels will lose hp until they are down to 1. The time it takes for the barrels to decrease to 1 hp will decrease at level 7, and then further at level 13. Once a barrel hits 1 hp it is now able to be set off by Gangplank or defused by an enemy. Gangplank's Barrels can overlap as long as their radius' are touching. If there are barrels connected, destroying one barrel will trigger the others on a slight delay. Barrels can be activated by auto attacks orParrrley. Enemies hit by the explosions are slowed for 2 seconds, and have 40% of their armor ignored. If the auto or
Parrrley that triggers the barrel is a crit, the barrel explosion will deal 25% more damage on top of the crit damage. Each enemy can only be damaged once per barrel chain.
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Active: Gangplank calls upon his ship to fire a total of 12 waves of cannonballs, in clusters of 3, every 2 seconds for 8 seconds total. Each wave deals magic damage and slows enemies by 30% for .5 seconds. Gangplank can also purchase upgrades for this ability once he reaches 500 Silver Serpents. This ability is global, meaning it can be launched at any spot in the map.
A large cannonball strikes the middle of the ultimate after the first cluster, dealing true damage to enemies hit in the center of the ultimate, and slowing them by 60% for 1.5 seconds.
An additional 6 waves(2 clusters) are fired over the duration of the ultimate for a total of 18 waves in clusters of 3 every 1.33 seconds.
Cannon Barrage grants Gangplank and his team 2 seconds of 30% bonus movement speed whenever they enter the ultimate's radius.
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First Strike is an especially effective keystone on Gangplank as he counts as a melee character, gaining full usage from First Strike, but he can still hit his enemies from a distance with Q and barrels. -
Perfect Timing is just a free stopwatch. There's nothing else to say about it. -
Minion Dematerializer will mostly be used so you can blow up waves with barrels sooner and more effectively to get the most of your silver serpents. Which in turn will allow you to get the upgrades sooner. -
Cosmic Insight will get your flash up sooner since you have no mobility as Gangplank. -
Since our barrels slow enemies, this will increase damage after so if the barrels dont kill them, the next attack will. -
money.
Secondary Runes -
Dark Harvest is a lesser used keystone on Gangplank, but is still good for those who want something other than Grasp or Conqueror. It's incredibly easy to get stacks as Gangplank as your Q is point and click, your R is a massive global circle of cannonballs that allow you to be involved with any fight at any time across the map. The amount of stacks you're able to get could range anywhere from 20 to 50 depending on how ahead you are, and how involved you are with your Ultimate. -
Cheap shot will be good for damage after the initial sucker punch. Seeing as cheap shot will activate after both E and R, you can Barrel chain or ultimate a team, walk up, and deal bonus true damage to any enemy of your choosing. -
Eyeball Collection is good for the Permanent AD as it'll help you scale up during mid game. -
Ultimate Hunter will lower the cooldown of R for every takedown you get. This will be great, since your R can be extremely impactful in a teamfight, for taking objectives, or even just getting your team out of a bad spot. -
Manaflow Band is going to be our early game help for building up your mana pool. -
Gathering Storm is going to be the brother of Eyeball Collection, and add even more Permanent AD to scale you into mid game and late game. With this you can have 80% crit, and go into late game with an unhealthy amount of AD. Together all 3 combine for a one shotting machine whose only purpose is to delete anything with less than 3000 hp.











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