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All Guides Gangplank Guides Yar Har Fiddledy Dee, Being A Pirate is O to the P!
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Updated
1 year ago
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Gangplank Statistics for XDarkEchoesX

Author's performance with Gangplank compared to the ranked average.

Value
Average
Games Played
6
Win %
41
Kills
4.4
Assists
6.8
Deaths
5.5
KA:D Ratio
2.0
Gold Earned
12.3K
Creep Score
191.4
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top


Summoner Spell Options


Plunderin' yer lane:

12.png4.png:  Typical top lane summoner spells, I take these on gangplank because downtime isn't somethin' you want when farmin' Silver Serpents. Teleport be for smartly paced lanes that need you back in t' action before your opponent gets t' advantage. If anyone says ignite provides a faster lane experience they don't know what they're talkin' about. Head back t' base, buy, and get back before before t' tower takes damage."


Send 'em to Davy Jones' Locker:

14.png4.png: If you want t' send yer opponent t' Davy Jones' locker desperately, this be what you take. in me opinion, teleport trumps this in every way, and here's why. I take ignite, and I may kill me opponent, but now that opponent has his teleport and can either teleport t' kill me (I've done it tons o' times), or me opponent can get back t' lane faster than I can, and then farm much more gold than I got from that kill. Bottom line is, only go ignite if you know you can absolutely curb-stomp with it.

In the Jungle:

11.png4.png: Gankplank be somewhat rare since t' rework, but still entertainin'. No real explanation needed, but I'll go ahead and say get t' Stalker's Blade later on. "



New Runes Back to Top

Masteries Back to Top

Masteries of the high seas:

Gangplank requires t' offensive boost from masteries with his standard start t' make an impact with anythin' but his passive in t' early lanin' phase. His Q benefits from t' damage boost as well, helpin' t' dread pirate rack up silver serpents and extra gold. T' defensive tree helps him stay alive when he's at his weakest and typically up against someone who can dish out more punishment than he can. If you've read this part o' t' before then you know that I originally said take warlord's bloodlust and I wasn't wrong, but thin's have changed. Nowadays thunderlords be a powerhouse o' a mastery, and it helps GP pack a punch in his favored skirmishes.


Other Options:

Just as thar used t' be infinite ways t' build gangplank, thar were infinite mastery setups t' match. Tankplank can go grasp o' t' undying since Parrrley procs it, Supportplank can get away with  bond o' stone, and APplank takes this set takin' AP options rather than AD. "



Abilities Back to Top

Q
E
W
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
1
4
5
7
9
W
3
14
15
17
18
E
2
8
10
12
13
R
6
11
16

 

latest?cb=20150707190028  Trial By Fire: 

Gangplank's passive be truly somethin' t' be feared. When that back pokin' cutlas o' his be alight with t' orange equalizer, your opponent should be more cautious, if not then make them suffer. This thin' acts like a mini-ignite, doin' a decent amount o' true damage every 15 seconds. On top o' all that, it gives you a speed boost and slows your opponent by quite alot, makin' it t' ultimate tool for chasin' down your prey.


latest?cb=20150707190028  Parrrley:

Gangplank's Q be one o' t' most essential assets o' our beloved captain. This ability be one o' t' most diverse spells in t' entire game, from actin' as ranged harass, plunderin' extra gold and silver serpents, or sprin'in' barrel traps. Maxin' this throughout t' lanin' phase makes aye that gangplank has RELIABLE harass throughout t' early game. 

20?cb=20150708135046 Silver Serpents:

When talkin' about t' almighty Parrrley, one must discuss ye ol' pirate's favorite currency, sliver serpents. Silver Serpents be a mechanic unique t' gangplank which allow him t' upgrade his ultimate. T' three upgrades all have uses, but I definitely value one less than t' other two (more on that next). Killin' a unit with Parrrley gives you 8 o' these gun-metal grey beauties (at max rank) as well as normal gold; t' real doubloons flows when you use these in conjunction with your E.


20?cb=20150708135046: Death's Daughter                20?cb=20150708135045: Raise Moral                 20?cb=20150708135045: Fire at Will

(disclaimer, I'm talkin' about t' six pounder upgrades here because t' Silver Serpents be t' only way t' get them.)

Death's Daughter:
Gangplank's ship boasts one o' t' beefiest six pounders o' t' high seas, and she sin's her sweet song o' death in game as well. Grabbin' t' 'ol lass for 500 serpents will grant you a giant cannon balll on your ultimate that deals 1 wave's worth o' true damage (roughly 300) on top o' your first wave and slows anyone hit by an additional 60%.I call this one t' tank-buster for a good reason. Pick this upgrade first if t' eneme team be gettin' hard t' take down, and you want a little extra somethin'-somethin' for your cannons.

Raise Morale:
Here we get to, in me opinion, t' worst upgrade. Raise Morale carries t' namesake o' t' captain's old E, which was a fantastic skill, givin' you Ad, MS, AS, and sharin' those boosts with everyone in range when activated. This upgrade, however, only gives 30% move-speed buff t' all allies, includin' GP, while in t' ult. T' effect also lasts for 2 seconds after exitin' t' circle. While in theory this seems really nice, it's not very good.Despite how disturbin'/satisfyin' t' concept o' makin' your allies run faster with heavy balls o' iron fallin' from t' sky seems, t' speed boost can help in a push if you're incredibly desperate. By havin' a mini Sivir ult, Gangplank brin's more t' his team than a pure damage source. T' pitfalls, however, be that Gangplank's new design makes him farm for quite a while t' have enough serpents t' get an upgrade, and I've only gotten all 3 in a game after we've steamrolled for 40 minutes. Bottom line, don't get this upgrade until you have t' other two.

Fire at Will:
(Insert obligatory Will Smith joke here)
This upgrade's pretty straightfore. Grabbin' this will give your ultimate 6 extra waves o' six pounder fire. I'll spare you t' complicated math and just say 18>7 (OR Gangplank's men + 500 serpents worth o' grog = "wait, how many cannon balls did t' captain want?") This upgrade be for when you're dealin' with squishy targets that wont be buildin' magic resist any time soon. While t' true damage o' death's daughter makes tanks cry, makin' your crew work double time will forces squishies out o' position t' be picked off, or hurt them enough t' force them out o' a fight before it begins.


latest?cb=20150707190028: Remove Scurvy

Dank memes! Bow before your king! In all honesty, t' saltwater scourge's W has become so infamous, it's near impossible t' do them justice here, but I'll do me best. Remove scurvy be an instant Quicksilver Sash, but better. Not only does it remove ANY AND ALL cc and most debuffs from GP, but it heals him for a flat amount, and MISSING HP, and it scales WITH ABILITY POWER. At 90% of your AP, think o' a full build AP plank with 500+ AP, it all boils down t' bein' harder t' kill than t' immortal Cho with 600 in each resistance, 4000 health, and a guardian angel just t' be a jerk. t' beauty o' t' skill be just how versatile it is. Normal Gangplank can out duel his opponents with last second heal, APplank be nigh untouchable, Tankplank can't be pinned down and heals more just because o' how much hp he has,Supplank wastes exhaust like Teemo wastes our time. 10/10 doctors agree, that they don't know how I got in their offices and that they're callin' t' cops, but I bet they would like oranges.

latest?cb=20150707190027: Powder Keg


Talk about a skill that be all about not judgin' on t' outside. At first glance, this seems like an odd spell, I remember when GP was reworked, I was horrible at landin' these suckers. Then I learned how t' truly rip off Gragas. These barrels be pain incarnate, scalin' nicely off AD and ignorin' a monstrous 40% o' armor. Recent nerfs may have made this slightly less punishin', but in all honesty, I'd rather main a balanced pirate rather than a pathetically92.png op champion 105.png. On top o' this excellent damage boost, these barrels slow enemies hit, reset your passive's cooldown, AND plunder gold from any enemies went t' Davy Jones' locker involuntarily if primed with Parrrley. Speakin' o' Parrrley, barrels can be shot with Parrrley t' crit, which makes entire waves fall before you in t' form o' an extremely satisfyin' shower o' gold and Silver Serpents. Be warned, however, that barrels do start off with 3 HP, which ticks down t' one after a period o' time dependin' on rank. Enemies can take out barrels and pocket 10 gold from it. T' best thin' t' do be just get in game and memorize timin' since barrels have no mana cost.

(Also, damage doesn't stack unfortunately)


latest?cb=20150707190027: Cannon Barrage

T' dread pirate's ultimate covers quite a lot o' bases, so lets get started. This ult can be cast anywhere t' hail a barrage o' cannonballs that deal magic damage over 12 waves. These waves slow any enemies hit and can critically strike. At max rank, all 12 waves deal 1080 magic damage total with 120% AP scalin'. Levelin' up your ult gives you one extra barrel t' store, up t' a max o' 5 at one time. T' ultimate can be upgraded with t' before described upgrades for 500 Silver Serpents each. Usin' this skill gives GP global map pressure, and t' ability t' turn fights around 180 degrees. In t' earlier game, this skill helps Gangplank stomp his lane opponent, and makes teamfights much more one-sided late game. Tons o' uses for every gangplank play-style. It be also important to note, never be afraid to use yer ult to stop huge waves of minions from pushin' down towers, t' cooldown be not very long and it could save ye a tower or two.





Items Back to Top

Starting Items

    Sooooooo yeah. This be an odd start for GP, but I find myself a little low on mana after I start farmin'. Wit' the crystal ye' can keep yer mana pool high and use yer spells t' stay alive.
    Offensive start, Only take this if 't be an easy win early game. For APplank, use a doran's ring.
    Only use this against heavy AD champs (Renekton, Darius, etc.). Not a good start normally since it doesn't build into somethin' GP wants early on.
    Cull passive helps GP get into t' game an' mixes will with Parrrley passive. Just be careful because of how frail ye be.
    Wit' riot nerfing the poor capn' 7 times in a row, I decided i'm tired o' being pushed around, so if you just want t' make your opponent suffer, take damage right off t' bat.
    This be me new choice o' start. Fairly standard, and useful on t' captain.

Core Items

    This be what your build should look like mid game, don't sell your flask until you have to.
    Full build GP. Not particularly in this order just make sure t' grab the tri force first and th' infinity edge second if you get farm, but you should get these in a normal game. Lots o' damage and nice off-tank stats.

Situational Items

    BoTRK should be gotten if tanks be a big problem. Stattik if you find you don't have enough wave-clear with barrels o' enough crits (probably wont happen). Guardian if you need defense over offense. Last whisper if fightin' an armor heavy champ.

Other GP Builds:

I have decided t' put these builds here because I'd like t' go more in depth as t' the how, why, and what these ridiculous strategies involve. While this may be more o' a summary about t' builds and why they work ('o don't), I feel it be important t' bring 'em up.


APPlank:

APPlank be a build out t' abuse three thin's, oranges, cannons, and one big cannonball. Lets start with oranges, these little beauts have an AP scalin' o' 90%, which be absolutely insane. When you add t' flat amount, t' extra healin' because o' your AP, AND % missin' hp, you end up with insane amounts o' healin'. Now, lets also add t' almighty Spirit Visage for another 20% extra healin'. So by t' time you heal 500 health, you get an extra 100 t' match. All o' these combined make GP incredibly hard t' kill. Cannon barrage has much less AP scalin' at 10% per wave, for a total o' 120%. This might not sound like alot, but t' sustained damage makes it very heard t' beat APPlank without burstin' him down, which with t' previously described oranges, be also very difficult. Finally, t' piece de' resistance, Death's daughter. Death's daughter deals 300% o' a wave's damage as true damage, which means it has AP scalin' o' t' same amount. While 10% be meager, this be true damage on top o' your cannon fire.

Starting Items:

1056.png2003.pngx2 : basic AP start, gives GP everything he needs t' survive early game

Full build: (not necessarily in this order)

3146.png3065.png3285.png3040.png3100.png1314.png: Barrels don't exactley scale wit' AD, so much as they do wit' Parrrley's damage. Barrels will proc Luden's an' still give bonus damage that ignores armor. Seraph's will help with GP's ever present mana issues in the mid game, while Spirit makes sure you're not a glass cannon in t' midst o' the enemy bruisers.


TankPlank:

Tankplank be just what it sounds like, tank build Gangplank. Not too much explanation needed here since tank be easier t' explain than justifyin' buildin' AP on Gangplank. T' man's hard enough t' lock down anyway, and he has incredible stickin' power with barrels and his passive. % missin' health on oranges means t' more health you have, t' more healin' you do, makin' it very disheartenint' spend 2 minutes whittlin' down this pirate laughin' at your face, only for him t' shed all CC on him and heal lots o' that health back. GP's base damage won't be hurtin' too much from t' switch because his barrels already have massive base damage.

Starting Items:

1054.png2003.png: Basic tank start, keeping yourself healthy t' farm up is important for getting your tank items

Full build:

3025.png3065.png3143.png3742.png3748.png1324.png: This build makes GP very hard t' kill, as well as providing a good amount o' extra damage t' let him fight if need be. With all the HP you get from the middle 3 items, titanic hydra provides an amazing damage buff for his already incredible waveclear.


SuppPlank:

Lookin' for a support equally as awesome as your AD Soraka? Then this be t' champ for you. Support Gangplank has many aspects t' make him a, if not adequate, decent support. Manaless harass, and a way t' keep himself healthy WITHOUT usin' lifesteal and annoyin' t' ADC. He also provides global pressure helpin' him gather assists without leavin' his adc in danger.

Starting Items:

3302.png2043.png2003.pngx2: A bulky support's start. One last note, GP can proc relics shield with Parrrley from afar, making him excellent under siege.

Full Build(s):

3401.png2045.png3065.png1324.png: These items should be on both GP builds when playing support.

3143.png3075.png3222.png3800.png: Here are a few options for SuppPlank items when building tank. The strange part o' these recommendations is the thornmail in the center. My logic is that if I'm going t' be fighting the enemy ADC, then why not send back some o' that punishment. As for t' crucible, why not give everyone else their own oranges?

3040.png3025.png3151.png3116.png: Also situational items t' be gotten as you see fit throughout the game. Iceborn helps GP become a nigh unstoppable pick machine, where if you get hit by one q, you're not going t' escape him. Seraph's helps wit' mana problems and gives him a nice shield. Lianddry's Torment give t' cap a DOT on all magic damage dealt,while Rylai's gives him health, AP, and a slow on any magic damage including Liandry's burns, seeing a bit of a pattern here?


Gankplank:

Gangplank jungle was a thing looooooooong before his rework and was surprisingly effective with his slow on hit and his E to buff allies. This combination of effective ganks and good sustain with his ever present oranges made him a formidable jungler (well..... as formidable as old GP could have been). Nowadays, after his reworks I find he can still make an impact in the jungle, it's just a bit more tricky, so lets get started then.

Starting Items:

1039.png2031.png: With oranges and Parrrley, you wont be hurtin' for damage and health so it's a good idea t' go with more mana Regen. Your blue buff won't last forever. (also, grab one o' these ----> 2032.png It be an absolutely amazin' item)

Full Build:

1412.png3078.png3031.png3742.png3065.png3111.png: Sort o' an off-tank crit plank build. This will make aye you clear t' jungle quickly and stay alive. grabbin' hp and resistances makes sure t' eneme team can't just blow you up before you manage a gank or a teamfight. I've found skrimisher's sabre helps GP duel his opponents and just t' be overall more useful than blue smite.

Situational Items:

1413.png3143.png1414.png3285.png: This be really just t' explain that Jg GP can be built almost any way you want with t' only change bein' t' jungle item you desire.






Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Easy
  • Cho'Gath
    Hard
  • Darius
    Medium
  • Dr. Mundo
    Easy
  • Fiora
    Medium
  • Fizz
    Hard
  • Gangplank
    Medium
  • Garen
    Hard
  • Gnar
    Hard
  • Irelia
    Medium
  • Jarvan IV
    Easy
  • Jax
    Medium
  • Lissandra
    Easy
  • Malphite
    Easy
  • Nasus
    Medium
  • Riven
    Hard
  • Tahm Kench
    Medium
  • Teemo
    Easy
  • Vladimir
    Medium
  • Wukong
    Medium
  • Yorick
    Medium

VS

Aatrox

Easy

This one should be easy, farm like normal and make sure t' hit him with those barrels when you can. I wouldn't go all in if he has passive, considerin' yer mana costs. One other note for Aatrox be that he's incredibly frail early game, if you notice him wastin' his health costs, pop his passive.

Recommended Spells:

 14.png4.png:I know what I said about ignite, but the grievous wounds really destroys him

VS

Cho'Gath

Hard

Oh lad, this guy be somethin' magical. Mr. Gathigan be me other top lane main and he definitely beats you in lane. He out-sustains you, out scales you, out damages you early on, and t' top it all off, he can pull off t' top hat and monocle look better than you.

Recommended Summoners:

12.png4.png: Never take ignite against him, it wont do anything to him later on.

VS

Darius

Medium

This one's a mixed bag 'o nuts. Darius after the juggernauts update is a monster, almost unbeatable in a duel early on, and he only gets stronger post 6. On the other side of the coin, however, gangplank has not 1, but 2 speeds boosts on him, and with the new windup time on darius' Q, you can get in, do damage, and get out. So if you manage to kite him effectively, then you might be able to win, but the problem is that Dar-Dar has other spells. Play safely, and get ganks before he can kill you AND your jungler without a second thought.

Recommended Summoners:

12.png4.png: Time away from lane is time Darius has to free farm and push your tower down. Buy and get back there and get ready to cry under tower.

Recommended Start:

1029.png2003.pngx32004.pngx2

VS

Dr. Mundo

Easy

If you see Dr. Mundo then please let me know where you got a time machine. Seriously, this guy be such a rare pick now its not even funny, but I can understand why. T' good doctor falls t' t' same pitfalls Garen and Teemo do, they're all useless because they have nothin' t' offer a team. Mundo' situation be a little different, however, because Mundo can tank much better than Garen, and offers more pushin' power than Teemo. T' beat him in lane, go in for quick trades with your passive and barrels, and avoid his cleavers so he wastes his health. Farm and trade, and eventually you'll win lane.

Recommended Summoners:

14.png4.png: Similarly to Aatrox, Mundo be devastated by greivous wounds

VS

Fiora

Medium

This matchup's pretty even, early on I give t' advantage t' her, your only option be t' farm until you have sheen, then you have a shot at beatin' her in a fight. If you must fight earlier, you need t' have everythin' ready, use your ult, your barrels, and your oranges. Ask for ganks and keep tabs on her ult, it heals her by a ridiculous amount.

Recommended Summoners:

12.png4.png: Survive and farm is the name of the game for this matchup, survive and farm.


VS

Fizz

Hard

This guy...... this stupid little fish. I swear this be t' only champion that I despise in every sin'le way. Pre nerf, he was unstoppable, even after t' nerfs, AD Fizz reared his stupid little head in top lane. That was when people realized how much fizz could abuse most top lane champions' weaknesses. There be no fightin' this little cretin after 6, just build tankplank and hope your team feeds more than you do.If you really want t' know why I and others despise this stupid blue nuisance, watch this video.
(warnin', strong language if you're sensitive t' that kinda thin')

Suggested Summoners:

12.png4.png: Just farm, don even think o' fighting 'im unless it be under your tower.




VS

Gangplank

Medium

Pirate V. Pirate. Go forth 'an show them what ye' have learned young one.

Recommended Summoners:

12.png4.png: Farm more than him, become more useful, profit.

VS

Garen

Hard

Garen, like I said before, be useless. No matter what juggernauts does t' him, he's still useless. So he can curbstomp his lane and beat you in an early fight easily, but.... that's all he does. I'm not saying t' lane will be easy, in all reality, you're going t' die o' lose lane, that just be t' nature of t' beast. He's a tank with no significant CC. In teamfights just ignore t' human beyblade and go for his team.

Recommended Summoners:

12.png4.png:He's useless, but he can still force you out of lane faster than you can farm so take tp.

Recommended Start:

1029.png2003.pngx5: survive and farm



VS

Gnar

Hard

He... kinda beats you, maybe. T' thin' be mini Gnar be annoyin', but not as powerful as mega-Gnar. mini Gnar is, however, not t' be disregarded. Hyper makes sure you will feel pain, and early on, he can kite you without even tryin'. Play it safe, hit him with barrel harass, and ask for ganks when he overextends.

Recommended Summoners:

12.png4.png: Ye need t' keep farming.


VS

Irelia

Medium

She will outscale you, no questions. your only option be t' farm and call in your jungler t' try and shut her down. Later game, she's a monster, even if you crush her she'll be aft... with a vengeance

Suggested Summoners:

12.png4.png: Ye need t' farm as much as ye can t' keep up, otherwise she'll crush ye.

Suggested Start:

1036.png2003.pngx3: Kill her an' stop her early on before she becomes too hard t' control



VS

Jarvan IV

Easy

Let's imagine a scenario. J4 ults me and starts a fight, but I've been playin' smart and farmin' all game. Now I'm stronger than he be and instead o' trappin' me with him, he's trapped with me and me barrels.

Recommended Summoners:

12.png4.png: out farm him an' ye win.

VS

Jax

Medium

Here we come t' one o' t' 2 "counters" t' gangplank. Jax be a very similar situation t' Irelia, t' difference be he be MUCH scarier late game, but much easier t' shut down early game. Just play it smart and use barrels for harass t' chip him down. Make aye t' jungler ganks when possible.

Recommended Summoners:

12.png4.png: When playin' against jax, one must balance offense and defense, a fed jax might as well be a giant walkin' GG.

Recommended Start:

1055.png2003.png: like I said, balance be everythin' here.

VS

Lissandra

Easy

Shouldn't be too hard for ye. Her lockdown be primarily ap damage so just out farm her an' hit 6 first. At that point ye should be able t' win the fights. One important note be t' not waste yer oranges on her root, wait for her ultimate and take her down.

Recommended summoners:
12.png4.png:
You both need farm, so make sure t' out scale her in t' mid game


 

VS

Malphite

Easy

Malphite builds tons o' armor, you have 40% armor pen starboard (port be left, starboard be right for all ye non pirates) off t' bat. One plus one equals easy lane. Just be careful near his tower for his ultimate or his jungler. Oranges may be god-like, but they can't save you from a knockup.

Recommended Summoners:

12.png4.png: Just stay in lane as much as ye can and you'll do great against this rock.

VS

Nasus

Medium

Such a deceptively lopsided matchup. Most people think they can bully Nasus out easily, which might be true, t' an extent. Just remember that his Q be an autoatack modifier, which means he can Q farm your barrels, and a smart Nasus will be able t' do that before you even shoot. So don't make t' mistake o' feedin' him farm needlessly.

Recommended Summoners:

12.png/14.png4.png: Here's t' deal, if you want t' kill him before level 3, take ignite, if you think your jungler will be helpin' you out (which he should if he wants t' win) take tp.

Recommended Start:

1036.png2003.pngx3: Kill him fast, kill him often 

VS

Riven

Hard

This champion be all kinds o' stupid. Do not fight her without jungler help, she will beat you. If she starts Q with a long sword, she'll win any fight against anybody. Honestly this champion be what Garen wishes he was; hard t' kill, stupidly high damage, high mobility, dependable cc, an execute, a shield that makes every Karthus cry in a corner. Just farm and don't feed her kills.

Recommended Summoners:

12.png4.png: Just farm and dont stay in lane with low hp. Towers will not stop her cause o' her stupid shield.

Recommended Start:

1029.png2003.pngx5: play like a coward, and you'll scale, that's t' only option unless t' Riven's terrible and doesn't start wit' Q.

VS

Tahm Kench

Medium

Behold t' fattest o' catfish. Tahm Kench be another champion I absolutely love and for good reason. It be true that he's an amazin' tank, early game he seems like more o' a melee caster with more damage, and few tank stats. His damage early on catches most people by surprise and leads t' many a fed fish. As GP, you do have several advantages over him such as your passive and barrels. Oranges end his devour so just break out and retaliate, but don't tower dive.

Recommended Summoners:

12.png4.png: Ignite is somewhat pointless against him. He has a shield that can be upwards o' 6000 health, ye tell me if ignite's going t' finish this sly southerner off.

VS

Teemo

Easy

Behold a feast for you. 20-60 minutes o' pure destruction, and t' target, Satan. Teemo be stupid, we all agree t' that, but he's not t' overly dominant anti-top laner everyone says. T' best description I can think o' for him, be a noob champion. Speed boost, stealth, a blind if they do get t' him, ifinite slowin' wards that do tons, its all infuriatin'. However, GP laughs and says, barrels and oranges skrub. Ye do so much damage that Teemo can't manage t' stay and farm, and if he does, he dies.

Recommended Summoners:

12.png/14.png4.png: while it be not imperative t' stomp Teemo, it be really fun t' kill him 20 times.

VS

Vladimir

Medium

Bit o' an odd matchup, but not impossible. Vladimir will be harassin' you, but barrels have a longer range than his E or Q. So your best strat be t' wait out his pool, then go in for a skrimish, which be where GP thrives.

Recommended Summoners:

14.png4.png: he's going t' have spell vamp quickly, hit him with grievous wounds an' take him down.

Recommended Start:

1055.png2003.png: if ye be looking for skirmishes, then ye want health an' damage.


VS

Wukong

Medium

Evenly matched in this lane, both o' these champs become hard hittin' later on, but have nice damage early t' mid game. T' difference be that Wukong loves extended fights, while GP wants t' get in, do damage, and get out. Use your speed/slow combo t' prevent him from shreddin' your armor down t' nothin'.

Recommended Summoners:

12.png4.png: first person t' out-farm the other wins boys, so get out there an' make t' monkey miserable.

Recommended Start:

1055.png2003.png: Doran's blade be the perfect startin' tool for sustained fightin' vs. skrimishes.

VS

Yorick

Medium

I'm pretty certain I'm one o' 5 Yorick players in t' world, but its always good t' be prepared little boy scouts. He out sustains you, but he's insanely mana hungry. However, his damage be kinda ridiculous in how constant it is. I like t' refer t' these as "pain lanes". Out farm him, and avoid extended fights. Also, one important note, ghouls give less gold than minions, but t' same amount o' Serpents. Now ain't that a coincidence?

Recommended Summoners:

12.png/14.png:Teleport = farm as I've said 100 times this guide, but ignite makes nearly every sustain champ lose fights. Personal choice on this one."

GankPlank Back to Top

As be normal for when I say a champion can jungle, I be needin' t' explain why. Gangplank at first glance might seem like an obvious pure  laner, you should know by now that's not how we do thin's around here. In t' jungle, Gangplank can just spam oranges whenever he has blue buff, and keep his barrels charged for consistent damage output. That's all well and good, but t' true reason I'd take Gangplank jungle be t' uncertainty he forces on t' enemy team. You see a Shaco you know you have t' respect his god-like gankin' power, even if he isn't t' strongest. With a GP, t' enemy team will underestimate you under t' mentality of, "GP jungle? HAH that could never work." That's when you crush them.

A pirate's ins and outs:

So one o' t' biggest aspects o' a jungler be t' power o' their ganks and for GP, t' limitin' factor o' t' ganks be t' player. If they're not pushed t' your ally's tower, you need t' hit your barrels t' get t' slow and let your ally catch up t' the action. If you cant hit your barrels, you need t' slow them with your passive t' make aye you hit your E. This makes for alot o' damage as you smack them around with your ally and any o' their CC, makin' for if not a kill a forceful reminder that they probably need t' go away and buy some stuff.


Jungle routes:

T' simplest route t' take when playin' GP in t' jungle be t' start at gromp and rush your wolves. If you have a smite almost ready go grab blue buff and level 3. After that look for a gank, if you didn't have smite up then go grab raptors then get red and look for a gank. After your first gank look for opportunities t' continue farmin' closer t' t' lane that's havin' t' most difficult time and help them out if needed. Make aye you aft whenever needed and remember, this be just a bare bones example, plans change all t' time and no two games be alike so be flexible, that's t' most important part o' junglin', flexibility.


So why take the captain jungle?:

Gangplank has rounded out as a good champion as o' late, even with all o' t' nerfs. As much as I've hated them, he did need somethin' t' knock him down a peg and I find that after adjustin' t' th' newer play-style, I can start havin' fun again. So... why take GP jungle you ask. Besides bein' fun t' play even without a lane opponent thar be some legit good reasons t' take him jungle. After gettin' oranges and some items you'll always have mana t' get health back in jungle, barrels offer plenty o' AOE damage t' clear raptors, wolves, and buffs, with your ultimate you can essentially assist 2 lanes at once by ultin' a lane in trouble while gankin' one o' t' others, and Parley can be dedicated t' stackin' SS's instead o' focusin' on harass and last hittin'. It's not all sunshine though. Jungle GP be easy prey for invaders, *cough* shaco *cough*, because he gets very low on his first clear. He also has a very difficult time gettin' started without havin' smite bonuses and items, he be very mid t' late game oriented nowadays.

Pros and Cons Back to Top

Reasons to pick the dread pirate (Pros and Cons):

So I'm going to break the pirate speak motif here because I think GP has been overshadowed as of late. Other bruisers have muscled in and shoved him out because he's not exactly easy. There are still reasons to take him and I want to make that abundantly clear, so this is just deadpan logic and reason, we'll leave the piratey talking to the previous sections.


cannonbarrage.png   Pros   gangplankpassive.png

  • Fairly safe early game

  • Dependable sustain

  • Extremely good mid and late game

  • Rewards good play

  • Global pressure

  • Viable off-tank build

  • Massive burst damage

  • Meme-worthy

  • Extra gold income

  • Extremely fun and rewarding


removescurvy.png   Cons   parley.png


  • Less dueling power until he gets items

  • Harsh learning curve

  • Countered by competent players

  • wrecked by lane bullies/ranged carries/ and ignite

  • mana hungry early game

  • No hard CC

  • Cannon upgrades are expensive

  • will most likely be nerfed again




Special thanks & a tradition Back to Top

I just wanted to say thanks for giving this massive derpazoid the time of day by reading this guide. I also want to give credit to the english-to-pirate translator, which I ran basically everything in this guide through to an AMAZING result (http://www.talklikeapirate.com/translator.html). Now, on to this "tradition" I follow whenever I play GP.

Loading Screen Music:

As an homage to an old style of playing GP, this is the greatest music to pump you up in champ select. If you're feeling extra trolly, all caps the lyrics in all chat and see how many people hate you in 30 seconds. Its fun for the whole family.


In game music:

This music fits the good captain so well its not even funny. Scratch that, it's amazingly funny. Playing this music while playing league makes even the most toxic of games seem like a bucket of lawlz.


Ladies and Men of the gentle kind, I bid you all a good day and hope to see you again in the next obnoxious guide I write.

Until then, this is Dark Echoes signing out.

Change Log Back to Top

11/11/2015:
I'll edit the masteries as soon as Lolking allows me to, I have a few things to say about the new masteries and GP. I'll also change any removed items and replace them with the most viable options.

11/13/2015:
Changed Twin shadows (R.I.P) to a Liandry's and flask to a corrupting potion. I also added another starting option for GP.

11/17/2015:
I noticed the link I provided for the illustrious pirate translator was just a link for this guide, oops. this has been fixed so you all can be enlightened.

11/27/2015:
5000 views guys :). It may not seem like much, but it's a milestone, perhaps one of these days ill be a famous guide writer (probs not I suck).

12/16/2015:
I begrudgingly had to remove the clairvoyance and cleanse summoner spells, a moment of silence for clairvoyance, we had many a troll game together, you will be missed. On a much brighter note, holy crap ladies and gents, this went from 5K to almost 30K in a matter of weeks, this means alot to me, to finally make something that people can look at, learn, and enjoy the silliness, or have something to hate and vent at, it rolls either way.

12/16/2015:
It's been tough, with Riot nerfing GP so much, and almost nerfing him for a 6th time for no reason, I figured its time to get dirty, so I added a more offensive start and I'll be testing a different mastery setup.

12/26/2015:
I am very glad to say that we can put warlord's bloodlust to rest, now we have to face it's retarded cousin Thunderlord's decree. As much as I hate their nerfs to Fervor, and the fact that now all you see is thunderlord's decree, it's the best option for the sadist salty dog. Masteries updated accordingly.

2/5/2016:
I return from Columbus only to find riot has nerfed GP for a 6th time...... At this point I can't even get mad anymore, I just need to find ways to adjust.

2/8/2016:
Added more info about JG Gangplank, figured it would be good to go into depth about a criminally ignored playstyle.

6/7/2016:
Figured since GP has been taken off the hotplate for now it would be a good time to add a pros and cons section. Nothing too big, but long overdue

8/26/2016:
Very minor nerf to gp, nothing major just some mana on oranges and a little base health. I also updated the item set to more clearly reflect how ive been building him lately.

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