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Choose Champion Build:
- Classic CritPlank
- TankPlank
Recommended Items
Runes:
Spells:
Flash
Teleport
Items
Ability Order
Trial By Fire (PASSIVE)
Gangplank Passive Ability
Threats & Synergies
Gangplank
Note: I don't think that any matchup is really a "10" in difficulty for Gangplank or even a "9". In his current state, he has too many tools available to him through runes and itemization paths to be completely nullified by a matchup or even beaten in lane so hard it's impossible to recover. In his current state there is always something you can do to relieve yourself of pressure or to get small advantages as the game goes on.
Introduction + To-Do List
To Do :
More matchups
***If anyone requests something specific, I'll do it***
+ Strong level 1
+ Outscales almost everyone
+ Unmatched AoE damage late game
+ Gets a ton of extra gold
+ Global pressure with his ultimate, Cannon Barrage
+ Super fun to master
+ Insane waveclear
Cons:
- Squishy (unless you're TankPlank :D)
- Needs items to be useful
- Hard to master
- Some very bad matchups
- Needs lots of farm
- Very low mobility
- One of the hardest champs in the game
Ignite: Don't. Not as a toplaner.
Teleport: This is what you'll want to go 90% of the time, along with Flash. It helps you get around the map to eat up waves and scale up. Generally just good.
Exhaust: Unless you're just learning GP or in a super bad matchup, don't take this. If you're against the rare Zed top or a Fiora, then this is totally fine to take as a defensive spell.
Kleptomancy is a great rune for Gangplank. His Q, Parrrley activates Kleptomancy by itself, and it generally fits into his champion identity as an extra source of gold income and sustain.
Magical Footwear gives you free boots at 10 minutes, but you can't buy boots before then. While this is great value in easier matchups, getting items such as Ninja Tabi or Mercury's Treads is the best way for you to get resistances quickly, so it can be harmful in hander matchups.
Perfect Timing gives you a 1-time Zhonya's at 10 minutes which also works as a discount for Guardian Angel. It's great to keep you safe in the event of a dive or when you're caught out.
Biscuit Delivery is really nice for early laning. Not only does it give a hefty amount of healing, but it also gives permanent maximum mana, which is great for laning.
Future's Market is an interesting rune. It works really well with Gangplank because it means you can hit your powerspikes earlier, which is really nice.
Cosmic Insight raises the CDR cap and gives extra CDR on basically everything. Nice all around.
Time Warp Tonic gives your potions more oomph and some movement speed when you pop them, which is great for tougher lanes.
Sorcery secondary:
Celerity makes you go a little faster and gives you extra damage for being fast. For a champion that builds items that give move speed and gets some from breaking barrels, it's a pretty good choice for full damage.
Gathering Storm makes you scale infinitely. Honestly, I think this can be swapped out with Transcendence based on personal preference.
Transcendence gives you 10% CDR when you reach level 10, and gives you bonus AD for surpassing the CDR cap. This is particularly good if you know that you're going for lots of CDR, as it really rewards the way you build, and can get you a whole lot of extra AD.
Manaflow Band gives you a free ability cast every so often and refunds mana along with it. Great when you don't want to back often or want to harass more.
Resolve secondary:
The Resolve tree is a really safe option. If you aren't looking to go full damage, this is the best scaling tree for you.
Demolish is good for splitpushes, which you can use in conjunction with Gangplank's strong pushing. Deals a ton of damage to towers when it's all added up.
Bone Plating is super valuable into engage heavy matchups when you'll be hit a lot. It gives you damage reduction from the next few attacks from your opponent after being hit a lot.
Conditioning is good in matchups where armor or magic resist are more important than health.
Second Wind gives you even more sustain, and heals a fair amount late game. Great into poke matchups.
Chrysalis is a super interesting and super strong rune. It's pretty much exactly what Gangplank wants. It gives you early game security which you can cash in later for some bonus damage.
Overgrowth gives bonus max health when things die around you. Pretty simple, and pretty great as games get later.
TankPlank Runes:
Grasp of the Undying is your bread and butter in laning phase. Every time you land a Q with this up, you get 5 max health and a hefty heal. Using it often in lane heals you a ton and gives a fair amount of max health.
Demolish is good for splitpushes, which is one of TankPlank's stronger points. Deals a ton of damage to towers when it's all added up.
Bone Plating is super valuable into engage heavy matchups when you'll be hit a lot. It gives you damage reduction from the next few attacks from your opponent after being hit a lot.
Conditioning is solid when you won't be poked too much, or when you're just looking to be safer in the long run. It gives you bonus armor and magic resistance after a short time. Pretty simple.
Chrysalis is good if you're planning on going a more defensive build. If you do, the health won't really be needed, and you can use the free damage to stay threatening.
Second Wind gives you even more sustain, and heals a fair amount late game. Great into poke matchups.
Overgrowth gives bonus max health when things die around you. Pretty simple, and pretty great as games get later.
Sorcery secondary:
The Ultimate Hat is great on TankPlank for the same reasons that it's good on CritPlank: your ultimate is a powerful ability and having it on less than a 1 minute cooldown is super powerful.
Transcendence is better than Gathering Storm on TankPlank in my opinion. It gives you a lot of bonus AD for having CDR over the cap, as well as 10% CDR at level 10. You can capitalize on this extra AD a lot better with tanky items than you can with CritPlank (unless you go Essence Reaver.)
Manaflow Band is good into matchups that you win hard for extra mana to poke, or in matchups where you'll be shoved into often so you don't lose too many minions from backing.
Inspiration secondary:
Biscuit Delivery can be great into matchups where you need some early relief. It gives you a free cookie at 3 minutes, and again every 3 minutes until the 12 minute mark. They give health regen and permanent mana.
Time Warp Tonic makes your potions speed you up and heal for more, which is similarly good into tougher matchups.
Trial By Fire: This is your passive. It's a pretty strong ability. It makes your next autoattack apply true damage over time to the target, like a mini-ignite. It's great for trading at all levels, and it works on towers to aid your pushing power. Destroying a Powder Keg brings it off of cooldown.
Parrrley: This is your Q, and the ability that makes your early game any good. It's a short, point-and-click spell with a pretty low mana cost and a low cooldown that applies on-hit effects. This means that it activates effects such as Grasp of the Undying and Kleptomancy, which is why we take them in our runes. It can also crit, which is why CritPlank is a strong build. When it kills a unit, it grants 3-7 bonus gold and 4-8 silver serpents, which can be used to upgrade his ultimate.
Remove Scurvy: This is your W, and a very strong ability. It removes all crowd control debuffs (slows, stuns, snares, etc.), and heals you for a flat amount plus a percent of your missing health. This ability is really strong early as a source of sustain, but it has a high cooldown and mana cost early on. Use it wisely.
Powder Keg: This is your E, and the thing that makes Gangplank so strong in the late game. It places a barrel, up to 3 of which can be stored at one time, which can be destroyed by you or an enemy champion. Each barrel has 3 health, which gradually decays. When a barrel reaches 1 health, the next attack to hit it will explode it, dealing AoE damage and applying on-hit effects if it was exploded by your Q, including extra gold plundered by killing minions. If an enemy kills it, they get 10 gold and nothing else happens. Barrels can be chained into very long range, high damage pseudo-skillshots. One of the reasons why Gangplank is so weak earlier on is because your barrels will decay at a very slow rate. As you level up, they become slightly quicker, until their maximum speed at level 13.
Cannon Barrage: This is your ultimate ability. It creates a large zone that deals magic damage every half-second and slows enemies. It's a global ability, which means it can be cast anywhere from anywhere. It can be upgraded 3 times with silver serpents. Each upgrade costs 500 silver serpents. The first one, Death's Daughter, creates a zone of true damage at the center of Cannon Barrage. The second one, Fire At Will, makes your ultimate deal damage 6 extra times over the course of its duration. The final upgrade, Raise Morale, gives your allies bonus move speed inside of it. This ability can be used to deal damage in fights or to clear waves globally. Drop it down when your team is fighting across the map for free kills/assists.
Doran's Ring is a great starting item for GP. It gives some extra health, good mana regen, and additional mana from its passive. The AP is sort of wasted, but it does add some health to your Remove Scurvy early on, which is nice.
Sapphire Crystal is the other main starting option for GP. It gives less sustain, but it's better in the short term. Great if you are planning an early back for a Sheen to abuse your enemy laner with poke.
Refillable Potion is a somewhat greedy, but useful start. Coupled with Sapphire Crystal, it becomes gold efficient after your first back. Those two together give you a pretty strong early game after recalling once.
Boots is a good early item on GP. Since you lack major mobility, the movement speed is helpful for getting around the Rift.
Ionian Boots of Lucidity are the greediest and most rewarding boots for GP. With an early Sheen, it gives you a lot of CDR, which is great for poking in lane and sustaining with Remove Scurvy.
Ninja Tabi are great for taking the bite off a harder lane early on. Against champions like Darius or Fiora, you gain a ton of survivability thanks to the reduced autoattack damage and armor. Safe buy overall.
Mercury's Treads are similar to Ninja Tabi on GP, just with a little more usefulness. The magic resist can help you with harder AP lanes, such as Kennen or Ryze. Additionally, the tenacity makes you harder to pin down, and helps against all champions will CC.
Sheen is the first item you should really go for every game. It gives you everything you want: more damage on Parrrley, more mana, and CDR. An early Sheen is a great way to abuse your enemy laner and to start stacking silver serpents in conjunction with your Powder Kegs.
Phage is a pretty solid item if you're behind. If you aren't, then save this for last. Phage gives AD and Health, along with its passive giving a burst of movement speed after hitting something for easier escapes.
***Note*** if you're going the TankPlank build, this can actually be better than Stinger because the health makes you heal more with Grasp of the Undying.
Stinger is a valuable item on GP. It gives a lot of attack speed and CDR, which is great for farming. Additionally, the attack speed can help you lower the health of a Powder Keg more quickly for easier combos in the beginning of the game.
Cue angelic choir. Trinity Force is your waifu, no matter if you're TankPlank or CritPlank. It gives everything: health, damage, move speed, mana, attack speed, CDR, and its passives. Coupled with some crit items on CritPlank, this item helps you deal out some major pain. Regardless of which build you take, Trinity Force makes your Powder Kegs one-shot caster minions, which is super nice for farming and getting silver serpents.
"An all-purpose artifact" - Gangplank
Serrated Dirk is a powerful item once you've gotten Trinity Force. It really makes you start to pack a punch, and makes your Parrrley chunk squishier targets.
Caulfield's Warhammer is Serrated Dirk's counterpart. You get more CDR with it, but less damage overall. The choice between which of these two to buy first is purely situational/personal. I prefer Dirk > Warhammer.
Youmuu's Ghostblade is the best item for CritPlank to get second. It provides additional CDR, bringing you to the maximum if you have Ionian Boots of Lucidity, as well as some more damage, armor penetration, and a very useful active. The active is great for chasing, escaping, and rotating between lanes to catch minion waves. This gives you the AD you need to have to start building up your crit.
Essence Reaver can be bought on Gangplank as an alternative to Phantom Dancer in times where you want more pure damage than the extra movement speed. The attack speed is made up for by the new passive, which will give you a boost when you use your ultimate.
Stormrazor is a super interesting in combination with Powder Keg. It gives you additional speed and a guaranteed crit when you use an attack for the first time in a short period. I originally thought that it wouldn't be a very good item for Gangplank, but as it turns out being able to consistently crit barrels with only two items (one of which being triforce) is really really strong. You won't often be shooting barrels without this active, so it's a really solid purchase.
Zeal is a great follow-up to Youmuu's Ghostblade or Essence Reaver. It gives you a hefty 20% crit, as well as some bonus attack speed and movement speed. All in all, a great item to get once you get some AD under your belt.
Kircheis Shard isn't the best by itself, even if it does add 50 extra magic damage to your Parrrley/basic attacks after running around and give you some attack speed. However, it's a component to Statikk Shiv, which is our next item.
Statikk Shiv makes your Parrrley pack a real punch, since it applies on-hit effects, gives you even more waveclear, lots of crit, and extra movespeed. A great item to start stacking crit on, since it has use even without a lot of crit. Great additional burst overall.
"Watch 'em twitch" - Gangplank
Cloak of Agility is a great way to bring your crit chance up after buying your Statikk Shiv. I recommend buying it directly after you purchase it.
Throughout this whole guide, I've been saying things like "this is really when you start doing damage, but none of those previous instances are as serious as your powerspike when you buy your 4th item Infinity Edge. It gives you AD, doubles your crit, and bonus true damage on your crits, making you into a damage machine. With the added bonuses from items like Trinity Force, Youmuu's Ghostblade (or Essence Reaver, and Statikk Shiv, you'll start being able to chunk entire teams out with your barrel combos.
"This blade's got bite" - Gangplank
Phantom Dancer is a solid last crit item. It gives the same stats as Statikk Shiv, but it also supplies you with some resistances for a little bit of protection, as well as allowing you to pass through minions when you're near an enemy champion for good chasing.
Mortal Reminder is a good item to replace your boots with in the late game, once you have your other item slots filled up. It helps you dent even the tankiest enemies in the late game, and the AoE healing negation with your barrels is great against champions who rely heavily on lifesteal.
Lord Dominik's Regards is Mortal Reminder's counterpart. It supplies the same armor penetration, but gives more damage rather than healing negation. Good against comps with lots of tanks or little healing.
Guardian Angel is a good item to replace your boots with in the late game if you are in need of some protection, or if you don't think that the armor penetration is helpful. The armor is nice, and the revive passive is super valuable, especially as games get longer and death timers become more severe.
Jaurim's Fist is a great item to grab early after finishing your Trinity Force. Killing minions (which you do a lot of) gives you 5 bonus health, stacking up to 20 times. This means that it becomes more valuable the longer you have it. It also gives you a little AD, which is a nice bonus. The other Titanic Hydra components don't really need explaining, but I would recommend buying the Pickaxe over the Ruby Crystal if you can when in base.
Tiamat is a really interesting (in a good way) item on GP. It gives health regen and attack damage, but most prominently gives your auto attacks an AoE effect which is great for waveclear. It also has an active which applies additional AoE damage when cast. The thing that makes this item so interesting is that the AoE on-hit effect is applied by your Parrrley, which gives it some extra damage. Good for splitpushing in addition to all these other things.
Titanic Hydra gives you all the stats that Tiamat gives you, just better, and with a lot of health. It also changes the AoE effect into a cone shape, and makes the damage scale with your maximum health. This is great for TankPlank, since all of your items so far have given you extra health. The on-hit damage isn't actually applied to the attacked target, just to the enemies in a cone around the target. However, the active effect deals damage to the target, which means that you can activate it, then use your Parrrley to apply the active damage along with the Trinity Force proc for a hefty chunk of damage.
Dead Man's Plate is a great tank item for TankPlank. It gives lots of health and armor, as well as some movement speed to help you get around the map. As you move, you get more and more movement speed, stacking Dead Man's Plate's passive. Once you reach 100 stacks, your next attack slows and deals bonus damage. You can use your Parrrley to slow your targets with this effect, then autoattack a Powder Keg to detonate it and apply another slow, which is great for chasing.
Randuin's Omen is great against dive-heavy or double crit comps (i.e. Tristana and Yasuo). The crit resistance and attack speed slow is a good debuff to soak up a lot of damage, and the item's active can be used to chase or to slow people chasing you. Great late game.
Frozen Heart is a good situational buy against full AD comps, or when you're running Transcendence and want to cash in on your extra AD. The mana it gives is also really useful, since with Trinity Force it makes it so you'll never run out of mana.
Spirit Visage is a great buy almost every game. It gives you lots of health and magic resistance, as well as health regen and highly increased healing from all sources. Not only does this make your Remove Scurvy a lot more powerful, it also gives you some free CDR.
Adaptive Helm is normally not as good as Spirit Visage, but in some matches it can be far better. It gives you the same stats, just less health and no bonus to healing. However, it reduces damage from the same spell (i.e. two Syndra orbs) by a fair amount. This means that against mages like Syndra, Cassiopeia, or even Teemo, it is a really valuable item.
Zz'Rot Portal is your go-to for both armor and magic resist. It gives you both, along with health regen, movement speed near towers or tower rubble, and an active that spawns little minions that push the lane for you, giving you the gold they collect from last hits and getting stronger based on your maximum health. This item is great for splitpushes and for definding your base, as it automatically pushes the wave without someone having to be there.
Frozen Mallet is good against enemies with few dashes. Its on'hit slow can be applied by Parrrley, making chasing very easy. It also gives a very large amount of health, which is great for Titanic Hydra.
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