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All Guides Gangplank Guides [7.10] Gangplank Balanced damage
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Gangplank Statistics for HeungGongYun

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

Value
Average
Games Played
477
10
Win %
59
38
Kills
6.1
5.2
Assists
7.7
7.1
Deaths
5.8
6.3
KA:D Ratio
2.4
1.9
Gold Earned
14.5K
12.8K
Creep Score
215.8
187.9
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.pngis a must for most champions, should be self explanatory. For GP, it gives him valuable escape in times where his removescurvy.png is not enough. Don't be afraid to use this to finish off kills with your q. Flash q is satisfying. But make sure you have enough damage. 
12.pngis generally a good pickup versus tanks, since you should have relatively low kill pressure. Your teleport ganks are average, but teleport for gangplank is invaluable for rotations and covering for turrets. Also use for getting back into lane against tough matchups, or not wanting to lose a minion wave. Just know that your tp ganks are by far one of the weakest in games, so unless your enemy bot lane is severely overextended, don't use this to help them.

3.png is one of the most underrated summoners. Great on GP, as it can be used both defensively and offensively. Especially good for ganking pressure, as it would be your only form of reliable cc. This used to be an amazing summoner, but season 7 nerfs mean it is no longer as effective, and I take TP almost exclusively on top lane now. It can be good still for mid lane though against assassins. 

14.pngis something not often picked up, since global presence is still quite dominant this season. I would not recommend it, but it is situational versus champions that have massive sustain/heals such as 8.png and 36.png.


New Runes Back to Top

Masteries Back to Top

Keystones


Thunderlord's Decree - pretty much your go to keystone. It helps with trading in lane, if you manage to get 3 attacks off. Also instant proc on your ultimate (weird interaction but abuse since we can). 

Grasp of the undying - used to be more popular, but the resolve tree is just a bit too weak for GP to utilize. Also cheesy as hell, pretty much only good for early game, TLD is much better mid game for ultimate damage.

Warlord's bloodlust - I get warlord's in very specific matchups (just Darius atm, read Darius matchup). Intelligence is far too strong along with TLD.
Deathfire touch - bad, since it doesn't proc on your qgangplankqwrapper.png.
Fervor of battle - GP isn't a duelist, so this does not usually have good value. The only matchups to consider this is J4 + Camille, since they lock you down with them. Even then TLD is more versatile.

Stormraider's Surge - Another VERY specific matchup keystone. I don't think in general GP needs the movespeed at all, he is probably one of the fastest despite 'immobile' champions already. Run vs Tryndamere (read section).

Ferocity tree


Sorcery - For big barrels and ult damage. 2% isn't a lot, but better than nothing.

Fresh blood - GREAT mastery, procs on your parrleygangplankqwrapper.png. Helps with trading a lot. 

Natural Talent - Used to run Vampirism, but it looks good on paper, but 2% is almost insignificant. Reworked Natural Talent gives you at least slightly more damage early game, and AP isn't completely wasted since your W scales alright with AP. Either works too though.

Bounty Hunter - Great mastery that lets you scale into the game. 5% increase for 5 enemy kills is huge for your barrelsgangplanke.png especially if you get it. Alternatively, double edged sword can be alright as well, but it does make you more susceptible to dying early game, and most of the time it does not scale as well as bounty hunter.

Cunning Tree


Savagery - Surprisingly much-needed mastery to help with cs-ing (since you are not running flat ad).

Assassin - Gives you slightly more punch in lane and splitpushing. You can go secret stash if you enjoy running 3 cookies2009.png or more healing on corruption pot2033.png instead.
Meditation - Since 7.4 nerfs, I run 5 points of meditation to make sure I survive early game. Merciless is kind of worthless now if you're not an assassin or manaless champion, and meditation makes sure you can spam your gangplankw.png and gangplankqwrapper.png.
Bandit - Your q on enemies give you 10 gold, enough said. Gives you an incentive to trade in lane, without having a huge backlash for missing cs. Also 1 gold for each missed cs, to make sure you get enough gold for your first back to get sheen3057.png. This is part of GP's kit, you make soo much money off this early game.
Intelligence - I will dedicate a whole section of intelligence vs precision. But in general intelligence is good for more late game lenience on your barrel misses. You WILL feel the difference, and sometimes one more barrel, or even quicker q/w is the difference between a win and a loss teamfight.


I sometimes opt for 6-18-6 against matchups that I have to stay under tower, or 0-18-12 against absolutely oppressive matchups like pantheon (MAYBE QUINN). TAKE:

Recovery: Self explanatory

Siegemaster: Heavily underrated, makes you so much tankier under tower (8 armor and mr is very very significant early game). That is why run this against most ranged matchups. You might even get a return kill when getting dove by their jungler under tower.

If against super oppressive T3 + T4:

Veteran's Scars: I think Runic Armor can be good too, but this makes you tankier, and remember your W scales with % max health so veteran's scars benefit as well.

Insight: Easily one of the best points across all 3 trees. I usually don't take this just because I favor Fresh blood so heavily.




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

Basically R > Q > E > W

gangplankpassive.png - Free ignite, GREAT for trading and dealing some true damage that is hard to itemize against. In lane, you want to use this to hit your opponent and back off, with minimal retaliation. Do this when they are cs-ing, so they waste their auto cooldown on the minion. Remember, your barrels reset your cooldown, so for optimal trading or turret taking, proc your passive first, then hit your barrel.

parley.png - Your bread and butter. The trick to this ability is that with bandit mastery, each auto generates 10 gold to enemy champions. You want to auto your enemy laner most chances you have (don't go out of your way of doing this), and only use this to cs when you have to early game. Basically learning when to do this early game is in correlation to your champion mastery on GP.

removescurvy.png - Part of what makes Gangplank so damn flexible. A free and slightly altered version of QSS that also gives free sustain.... what?!?!? Early game this is a huge drain to mana, so use it only when you have to (when their laner has ignite, in which you want to use it before they ignite). Also, mid game, do not use it right in front of their face, as that can easily spell death as GP has no other escape.

raisemorale.png - The one ability you have to master on GP, and also the one that spells the difference between a good and bad GP. It is part of what makes GP unique, having an AOE nuke that could crit, ignores armor, slows greatly, and most importantly deals PHYSICAL damage. It is what makes GP such a fear in professional plays. Basically, a huge zoning tool in teamfights, while being one of the ABSOLUTE best waveclears in the game. There is several things you need to learn about the barrels. 
  1. The barrel is a great defensive tool, considering it costs no mana. Early game, once you level it, you get 3 charges, IMMEDIATELY lay one down either in the wave to zone, or 1 behind you if they are some oppressive melee laner like 62.png or23.png
  2. The only way you will hit a barrel is chaining 2 together.
  3. The barrel chain range is much longer than you think.
  4. The barrel chain range is MUCH LONGER than you think. I see people placing it like raisemorale.pngraisemorale.png. When in fact it should be like raisemorale.png        raisemorale.png. Considering a good barrel chain can SINGLE HANDEDLY change a teamfight (see C9 balls versus TSM), it is very important that you master the maximum range on the barrels.
gangplankr.png - In my opinion, what makes Gangplank so relevant throughout the whole game. Your weak teleport ganks is offset by this ability to change fights post 6. A simple, global presence ability that can change the tide of the game if used properly, Simply put, using on bot lane can turn a double for your opponent, into a double for your own. Late game, used properly, this spell can deal 500+ damage to EVERY opponent, pretty insane...

Items Back to Top

Starting Items

    This is a great start into most matchups that are not super hard. You don't dominate lane with this build, but rather to survive and save up 700 for your sheen. The refillable potion pretty much means fuck my early game anyway.
    This used to be my standard start for GP. Get Corrupting Potion if you are very confident in your play, and going even/dominating your lane. Popping a potion, and a simple harass from Q can be effective. A bit weaker now that GP's early game has been gutted.
    Tobias fate start: this is a noob trap! You get a lot of mana regen in the beginning. But sapphire crystal gives roughly the same amount of mana. You lose 60 Health + 15 AP. But, AP is quite useless on GP. 60 Health is nice, but if you want survivability sapphire + 3 pots is better.
    balanced start. Though I don't do this anymore, if i want 3 pots I go for corrupting potion. Potions are valuable and I'd rather have infinite for the rest of the game than 1 more at the start. Though definitely viable
    One of my new favorite starts on GP with doran's shield rework. Makes cs-ing much more viable under tower since you can actually kill melees after 2 tower hits, and gives you great hp sustain. No worries on the mana, because with this you would rarely need w for sustain.

Core Items

    First Back. First Powerspike. Makes your Q hurt much much more.
    Core item, rush this 95% of the games, or don't play gangplank. Huge power spike, helps waveclear and get silver serpents quicker.
    Used to be core, because of how much armor penetration it gives you. The 5 lethality nerf hurt this quite a bit, but it's still good. With Armor pen runes, you can almost shred all the squishy's armor! Third but minor powerspike.
    Speeddd
    Probably the best boots on GP. Most likely they will have AD threats. If you don't think so, you 'can' opt for other boots, or simply don't upgrade them. GP is very fast already.
    Incredible synergy with Trinity Force, and makes GP soo much tankier. IF you are losing lane really hard, get this after sheen instead of trinity force. I usually get this 3rd/4th item regardless though.

Situational Items

    Late game option, gives you a second life, and in the clutch of situations can let you pull off a barrel combo or 2! Usually replace boots with these late late game.
    Still a really powerful item, core in my opinion. It doesn't give armor pen, but the crit and the crit passive is invaluable.
    If you have IE, you want this to amplify your Crit chance. Also makes your not barrel autos hurt a LOT.
    Sometimes I get this if they have some armor, but not a lot. Don't have to upgrade this immediately. This can make it more likely that your barrels do true damage.
    Amazing late game item against tanks especially. Both components make sure your barrels REALLY hurt. Only get if they have a lot of armor (more than just Tabi's), otherwise it's not really worth.
    IF they are more AD heavy, get this instead for your 6th item. I would also get this if GA is on cooldown.
    If they have a sizable frontline/have an assassin this is your go to crit/duel item. Less burst than statikk, but the 12% damage reduction is massive (worth 300+ health late game).

Items that are more situational:


Doran's Blade1055.png - This is a winning lane item. Does not mean you win lane, but is the most powerful non sheen item before trinity force. Get this against fighter/slayer types champion where you are expected to 1v1.

Cull1083.png - I am still super torn between this item. To be safe, don't go for this if you're not sure when to buy this. This item lets you spike just a bit harder usually after your trinity force. However, the downside is if you are 350 gold short for trinity force you will hate yourself for buying this item. Trinity force gives GP the power to duel most champions in the top lane, and you don't want to delay that. And only ever get this in 'boring safe' matchups (tanks). 

Boots of Lucidity3158.png - If you need the CDR (not running scaling cdr glyphs).

Swifties3009.png - Usually I find Tabi's too good to replace, but swifties can be good if Tabi's is not necessary, or they have some painful slows uncleansable27.png20.png150.png.

Mercury Treads3111.png - Personally not sold on this item. You have your oranges anyway so tenacity is not that valuable, but I guess if they really have a LOT of cc this is not a bad option. But don't get this just for the MR: you have scaling mr, and there are other MR options.

Maw of Malmortius3156.png - This can be gotten in place of youmuu's  (or spirit visage, as they both give CDR, and you don't want to exceed CDR cap). Do not buy this with sterak's, the passives don't stack. Go for crit build with Maw.

Death's Dance3812.png - Honestly really good item, CDR alternative to youmuu's. The downside is this gives no lethality, and is much more expensive. But this with sterak's makes you deceptively tanky as hell. I would get this against AD HEAVY COMPS ON BOTH SIDES such that lethality is less valuable to justify this item.

Spirit Visage3065.png - Tanky alternative to Maw, has built in synergy with your w.

Adaptive Helm3194.png - Alternative to Spirit Visage, very specific item, only get if you are the frontline against champions like Cassiopeia, Swain etc.

Mortal Reminder3033.png - Get this if your stupid ADC won't goddamn get it against healing champions.

Edge of night3814.png - Used to be amazing, but now the passive is trash on GP, since he usually stays back for the first few seconds. So overall, its an alright item, but I think there are better options for GP right now. 

Duskblade 3147.png - Fun item, triple lethality can work well if they are very squishy.

3143.png3102.png - Tanky options. If your team needs a front line (say 3 carries on your team) this can work. GP has good base damages.

Titanic Hydra3748.png - Super interesting item, obviously only viable in tankier builds. I personally am not a big fan of the item, but it can be good if most of their champions are melee. Only get this late game, because this is very expensive.

Items I avoid getting:


1056.png1082.png - yes they give you mana, but the AP is mostly wasted. The ap ratio on your w does not really justify the AP. Sapphire crystal is still better for the earlier sheen.


3303.png - Ahhh.... the good ol' bankplank, except I am not sold. You are basically delaying your powerspike by buying this item. It doesn't give you much useful stats other than the gold passive either. GP spikes the hardest mid game, so this is a noobtrap.

3077.png - NOOO

3508.png - Used to be more popular, but right now it just feels expensive and unnecessary. Lethality gives you more damage for a cheaper price, and the CDR and mana isn't needed at all on GP.

I don't know what else has been bought on GP...

What bad itemization (and runes) looks like...


In this Clip, dyrus lands SEVERAL barrel combos but ivern and his team pretty much stays at full health. Yes, they have a lot of shields, but with lethality build, they should be at least at half health. 

Matchups Back to Top

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

  • Aatrox
    Hard
  • Akali
    Medium
  • Camille
    Hard
  • Cho'Gath
    Medium
  • Darius
    Medium
  • Dr. Mundo
    Easy
  • Ekko
    Easy
  • Fiora
    Medium
  • Garen
    Easy
  • Gnar
    Easy
  • Heimerdinger
    Medium
  • Illaoi
    Medium
  • Irelia
    Hard
  • Jarvan IV
    Medium
  • Jax
    Medium
  • Jayce
    Medium
  • Kayle
    Hard
  • Kennen
    Medium
  • Kled
    Easy
  • Malphite
    Easy
  • Maokai
    Easy
  • Master Yi
    Hard
  • Mordekaiser
    Easy
  • Nasus
    Medium
  • Nautilus
    Easy
  • Olaf
    Hard
  • Pantheon
    Hard
  • Poppy
    Easy
  • Quinn
    Hard
  • Renekton
    Hard
  • Rengar
    Medium
  • Riven
    Hard
  • Rumble
    Hard
  • Shen
    Easy
  • Singed
    Medium
  • Sion
    Hard
  • Swain
    Medium
  • Tahm Kench
    Easy
  • Teemo
    Medium
  • Trundle
    Medium
  • Tryndamere
    Hard
  • Urgot
    Medium
  • Vladimir
    Medium
  • Wukong
    Hard
  • Yasuo
    Hard
  • Yorick
    Medium

VS

Aatrox

Hard

Difficulty: 9/10


Hilariously bad matchup after his rework. Your poke is meaningless to him because he sustains up so easily. Not only is GP weak to Aatroxaatroxe.png slow, but his aatroxq.pngcompletely fucks him because GP can't cleanse knockups. Post 6, Aatrox gives him huge all in potential, and GP can't really win. Tower diving is also very possible because his passive is a free GA. One of the few matchups I won't play GP into if I can.

VS

Akali

Medium

Difficulty: 5/10


1-5 minimal pressure on you, Q poke is great on her, and she has no gapcloser. You want to abuse her as much as possible in this period, before she hits 6.
Post 6, she becomes more dangerous, but she is still easy to deal with unless she's really fed, or starts to snowball. Place barrels behind you, and on yourself, so that she is slowed and damaged heavily if she damages you.

VS

Camille

Hard

Difficulty: 8/10


Used to be pretty broken, but after balancing she isn't super busted. You can trade with her since you have true damage on your passive, but if she starts snowballing then its bad because her ult can wreck you. You can't really win lane, but if she gets ganked by their jungler (which is really easy to set up with camille cc), she completely wrecks you. Ask for help, because this lane can snowball both ways, but it favors her because she has more escape potential

VS

Cho'Gath

Medium

Difficulty: 5/10


Dodge her Q, simple as that. If you can't do that, this will be a HARD matchup. Rather boring lane to be honest, not much point to poke him since his sustain is insane in lane. He doesn't snowball too hard, but if he gets fed he CAN tower dive you. That said, he is super susceptible to ganks, and just isn't a great champion overall right now, even after his ultimate buffs. 

VS

Darius

Medium

Difficulty: 4/10


Goddamn juggernaut, the worst thing about this guy is his passive which just hurts so much... Every time you parley.png, his dariuscleave.pngq should just be in range to hit you, which is pretty annoying. Still, with experience 1-5 you should be able to outpoke him. Running Warlord's is great because it makes sure he can't pull you when you Q him. This is why it's not a terrible matchup, because this guy bullies everyone and you outscale him really hard.
Post 6, his dariusexecute.png needs to be respected. Stay out of his dariusaxegrabcone.pnge range and wait for jungler to gank, as well as pressuring with your cannonbarrage.pngr. 

Itemization is VERY important against darius. It is not about builing survivability (becomes once you get pulled you either flash or you get chunked/die), but getting movespeed so you don't get pulled in the first place. Tabi's/Swifties are both viable, and rush Phage ASAP.

VS

Dr. Mundo

Easy
Difficulty: 6/10

Medium matchup, he can snowball off you. His Q is not a good spell to cleanse, since it slows you down regardless (as you stop moving). Q harass early and hide behind minions to dodge cleaver! 

Post 6 he has huge sustain. If he is skilled with mundo he will dive you under tower.

It is probably worth to get a Executioner's Calling for both his passive and ultimate: it is both an offensive and defensive item as it prevents him from towerdiving you. 


VS

Ekko

Easy

Difficulty: 3/10


Don't think he is strong right now, low kill pressure on you as you can easily cleanse his w. You should outscale him, just don't get snowballed on by their jungler. So WARDS.

Top lane Ekko is generally tank, as long as he doesn't get ahead and gets too tanky, it should be fine. You can match his pressure with your ultimate.

VS

Fiora

Medium

Difficulty: 6/10


Skill matchups. IF you have a bad vital (facing her), back off. Otherwise, your trade patterns are very similar, and you win in short trades. 

Post 6, don't overextend, and if she ults you, hump the wall and hug your tower. She can't dive you that well without her having a really significant health lead. Tabi's are surprisingly good against her.

VS

Garen

Easy

Difficulty: 2/10


Don't check the brush, that's it. Set up barrels behind you/on you so he can't q to you effectively. His Q is a gapclose and slow remove, but he still has huge difficulties getting to you. If he gets to you, you may be troubled, but that should never happen if you plan it properly.

VS

Gnar

Easy
Difficulty: 4/10

One of the few matchups you have a true advantage 1-5. This guy is really squishy early levels, and Q trades are good enough to chunk him down. IF you land a barrel, that can be a chance to even all in him, as long as he doesn't turn mega. 

When he is mega, Q harass becomes even easier.

Post 6, respect his all in and don't overextend. Tabi's if needed. 

VS

Heimerdinger

Medium

Difficulty: 5/10


Surprisingly bad matchup. He doesn't have real pressure of killing you. But neither do you, and he shoves insanely fast, and will take your tower if you don't get assistance. Try to clear his turrets, and ask for a jungler gank. Always clear his turrets first, they are 90% of his DPS. 

VS

Illaoi

Medium

Difficulty: 5/10


Basically you have to dodge his Q to win trades, which is surprisingly hard when you Q him. Though, he doesn't have huge pressure on you any time in the game, so play safe and you should outscale. This guy will easily win 1v2s if you all in him with his ult, and STAY in his ult. So play smart.

VS

Irelia

Hard

Difficulty: 8/10


Used to be one of my hardest matchups. But respecting her all in potential can make it slightly better. She is scariest post 6, so don't overextend. She can all in you very easily still if there is a low minion to get to your with her Q. She doesn't scale nearly as hard now with her passive nerfs. Hug your tower, and ask for jungler assistance, she can snowball INSANELY hard still. 

VS

Jarvan IV

Medium

Difficulty: 5/10


Nothing really special about J4. You don't outduel him early mid, but his kill pressure isn't really high. stay safe, and poke with barrels. Don't let him knock you up, because it will take a lot of health. 

Post 6 if you don't have flash, play safe. He hits hard with his ultimate.

VS

Jax

Medium

Difficulty: 7/10


Skill matchup, try to not let him stun you with his counterstrike, even though you can cleanse it. He has a surprising amount of burst/dps early game, so do not let him snowball.
Matchup itself isn't terribly difficult, but he scales just as well as you do (you are teamfighter, he is splitpusher) and late game you likely can't 1v1 him even under tower.

VS

Jayce

Medium

Difficulty: 6/10


You lose early game. But that is fine. He falls off late game, and his early game CAN be oppressive. Don't cs if he is in range to combo you. Hug your tower early game, and there should not be too much he can do unless his jungler comes. Don't let him snowball on you.
Don't bother with Q harass, squeeze in a barrel combo if you want. 

VS

Kayle

Hard
Difficulty: 9/10

One of the worst matchups if they play it properly. If she casts her q on you then you will eat a few autos. She is ranged so she can defuse your barrels. And the worst thing is if she shoves you in, you will miss quite a few cs. See if your jungler can gank her. 

VS

Kennen

Medium

Difficulty: 5/10


Stay behind minions to dodge his q. Other than that, skill matchup. Basically barrels minigame decides this one. Post 6 his all in can be someone mitigated with your w to a certain extent. Kennen isn't in a good spot right now however.

VS

Kled

Easy

Difficulty: 4/10


Easy-medium. If you are good on gp you will want to all in him a lot, because he will eat a lot of harass for free. You can w his q as well. However, if his w is up, he will win trades where he is down 300 health early game, because of his passive of getting his horse back from auto-ing you. Don't all in him when he has his w.

VS

Malphite

Easy

Difficulty: 6/10


Dumb matchup really, you should have no real problems here 1v1 straight up. You might get outharassed by his q, so I recommend starting corrupting potion to make sure his passive doesn't regenerate often enough. Though, if you get camped, he will become unkillable as he loves stacking armor, and you just have to hope your team is winning the rest of the map. Post 6, his all in is actually decent since you can't w his r. 

VS

Maokai

Easy
Difficulty: 4/10

No all in potential on you really. Though, he scales just as well as you do (though different roles in a teamfight). So you should try to stack up an advantage early by farming better, and harassing more. 

VS

Master Yi

Hard

Difficulty: 8/10


I don't see him top often at all lol. But if it is master yi top, you are in some big troubles. He can easily all in you post 6, and he outtrades you, and outsustains you. Though, he is highly susceptible to ganks.

Even in the jungle, master yi can still shrek you with his ultimate. Get tabi's if he is fed. 

VS

Mordekaiser

Easy

Difficulty: 3/10


If you straight up duel him you lose, but that is why you only Q harass him. He has no all in potential unless his jungler ganks for him. 

VS

Nasus

Medium

Difficulty: 6/10


Not as easy as everyone thinks... Early game should seem like a hayday because of your free qs on him and him not doing much. But, early on, especially level 1 try to go HAM on him and trade a lot of autos and possibly make him q you, because that is his weakest. 
Basically, it is not too decent of a matchup because his secret op passive sustains through any damage you can deal, hence post 6 he has immense kill pressure on you if his jungler decides to dive you.
Try to take turret ASAP and roam to create pressure.

VS

Nautilus

Easy

Pretty simple tank, simple matchup. 

VS

Olaf

Hard

Difficulty: 7/10


His early kill pressure is intense. Do not let him land more than 1 q on you, cleanse as soon as you get slowed. Post 6, stay near your tower. Try not to let him snowball on you, and you should be good. Not popular pick though.

VS

Pantheon

Hard

Difficulty: 6-7/10


The most oppressive early game champion. Your q is mitigated completely by his passive. In general, only farm and hug your tower. It is fine to be down 10 cs, because you hugely outscale him. Don't let him snowball off of you. If not comfortable, start doran's shield/cloth armor. 

Once you learn to give up some cs, this becomes easy, because as long as you don't get poked, he can't kill you.

VS

Poppy

Easy
Difficulty: 4/10

Not much all in potential on him, and that is all. He is tanky, hard to kill, but you should outscale him into the game. Ward brushes to make sure the jungler doesn't dive you under tower.

VS

Quinn

Hard
Difficulty: 8/10

Quinn early game can be a lane bully, but turns into a massive roamer mid game. Naturally, any ranged champion is a pain to GP. He can also kite GP forever, so you cannot get your passive off. Do not try to Q him, he will destroy you. In my experience, hitting your e's will be the hardest thing, but is the only way to harass him.
You do outscale though, so surviving is the most important, and call MIA's every time he is gone. He WILL take over the game if not. 

Hope to match some pressure with your ultimate, and try to take his tower when he is gone.

VS

Renekton

Hard
Difficulty: 7/10

IF he is good, then this will be a huge pain. His all in potential post 3 is huge, despite your w working on his w. He can 50-0 you in one combo. Don't let him snowball, because when he does, he can start proxying you and there is literally nothing you can do. Hope jungler comes to help.

VS

Rengar

Medium

Difficulty: 6/10


Don't see him top anymore, but stay the hell out of brushes. He will absolutely destroy you if he gets to jump no you often. But otherwise, You can outpoke him easily. 

VS

Riven

Hard
Difficulty: 8/10

Skill matchup, but in her favor. Her e mitigates your harass, and her all in potential is stronger as she gets level. Post 6, stay CLOSE to your tower, she will easily 100-0 you. Though, if you manage to get some good poke on her, she is equally squishy.

Update: Riven is stupidly busted right now, especially since her QoL buffs. You can't really kill her, but a good riven can easily kill you, especially post 6.

VS

Rumble

Hard

Difficulty: 9/10


One of the hard matchups. Not much you can do, hope to survive. Your Q poke can easily be mitigated with his shield, and he chunks you substantially with his q. If he lands your e on you, it will be a huge pain. Post 6 he has good pressure onto killing you. Get hexdrinker if needed. 

VS

Shen

Easy

Difficulty: 3/10


One of the very easy tank matchups. You can cleanse his taunt, while poking him without retaliation. He can shield it, but its a small shield. You can even auto trade with him. You can hope to match pressure with your ultimate, but its also good when he's gone since you can chunk his tower.

VS

Singed

Medium
Difficulty: 5/10

If he proxy farms, that is ok because you are getting free farm as well at the cost of your tower health. His post 6 all in is basically him running at you and then flipping you. stay close to tower and set up barrels around you.

VS

Sion

Hard

Difficulty: 8/10


Weird hard tank matchup. He hits hard, like a bruiser early game. your w is not effective at removing his slow, and can't be used against his knockup. He chunks you really hard, and can mitigate your poke with his shield. Play safe, and try to dodge his e. 

VS

Swain

Medium

No huge all in potential on you, but he does have good harass if you don't respect him. Basically comes down to barrel minigame.

VS

Tahm Kench

Easy

Difficulty: 4/10


Tahm is not a good top laner right now, but he is stronger early game than he was before. You CAN cleanse out of his devour, so his all in potential is not that great on you. That said, He has creat DPS to chunk you down with autos, so still be wary.

VS

Teemo

Medium

Difficulty: 5/10


Annoying autos with poison and blind. But, with sheen/triforce you chunk him equally as hard, and he has no sustain. Try to call for jungler ganks for an easy kill. Your q is NOT affected by his blind, so you can still poke him with your Q, if he retaliates he will most likely get minion aggroed. 

VS

Trundle

Medium
Difficulty: 6/10

His e makes you cry, because there is nothing you can do. Try to not position yourself next to walls, because that is when his pillar is the most effective. Place barrels around to slow him down if he walks up to you.His early game is usually his weakest, but you can't really exploit it much. Play safe, and impact the map with your ult. If he tp ganks bot, try to take his tower. Not as common nowadays though.

VS

Tryndamere

Hard
Difficulty: 10/10

This matchup difficulty comes in experience. But it is hugely in Tryndamere's favor.
Level 1-5 can be dealt with if you place barrels behind yourself, so every time he spins on you you burn him to death. Do not go on extended trades, as his rage ensures him to out trade you, auto then back out. 
Level 6+ can be daunting if you are behind, he will dive you every chance he can with undyingrage.png, and there is not much to do. Make sure that does not happen, GIVE UP FARM if you have to. Create pressure with ult. Rush armor if needed. CALL FOR GANKS (hopefully pre 5), and stay in lane otherwise he will split straight to your inhib.

VS

Urgot

Medium

Difficulty: 6/10


Not any higher because he scales like garbage. He pokes really well. But play safe and you should outscale. 

VS

Vladimir

Medium
Difficulty: 7/10

Not huge all in potential, but he has infinite sustain. Not as common nowadays, but rush executioner's calling if you have to. He basically stays at full health, and you can only do so until you run out of mana.

VS

Wukong

Hard
Difficulty: 8/10

1-5 Can be dealt with similar to Trynd, place barrels behind you so he can't dive-trade you too effectively, poke every chance you have with your q. He should only have his clone at 4, so your q's should hurt a lot 1-3. 
6 He becomes a great diver, if he is ahead, and will kill you repetitively, and situationally outscale. Super dangerous, do not let him get ahead, ask jungler help if needed. Rush armor if needed. 

VS

Yasuo

Hard
Difficulty: 8/10

A newbie yasuo should be fairly fine to deal with. Your q has a relatively low cooldown compared to his passive. Harassing should be doable.

A GOOD yasuo will jump around and land autos between sweeping blades and dashes. In that case just let him push and hope for your jungler to come. Place barrels on yourself so that when he dashes to you he will eat a slow and minion aggro! He can still chunk you significantly.

Use your w to cleanse out of his ultimate or whirlwind. 

VS

Yorick

Medium
Difficulty: 6/10

Matchup is basically down to knowing what yorick does. If you see 3-4 graves, respect him. Back off, and don't let him hit you with his e. Other than that, he should have relatively low pressure on you, but he should still win 1v1's. 

His early isn't super strong, but once he hits his triforce spike, he will hit really hard. DO NOT let him take herald, it makes him that much more difficult to deal with.

Which ult upgrades? Back to Top

Fire at will:

The upgrade I usually get first. Most people opt for Death's Daughter, but Fire at will gives you a more consistent slow and more dps if they happen to stay in it. Mostly a preference, but by my experience Fire at will delivers better.

Death's Daughter:

Second upgrade for sure. Nice burst for helping teammates and ks-ing. Your ultimate's power level peaks at level 16 and getting this upgrade. 


Raise Morale:

Honestly I can't recall how this has changed the outcome of any of my games... Mostly irrelevant.

Why GP? Back to Top

Rework gangplank has been so overpowered that he has been nerfed repetitively and he is STILL viable in good hands. Gangplank is so immensely versatile due to the nature of him being a pirate with a goddamn sword and a gun. Who the hell does that?!


The more you play GP, the more things you realize he can do for you. 

Firstly, his w is a QSS that removes not only CC, but also suppression like Malz and WW ults, as well as massively baiting your opponent into diving you early game. 

His ultimate is often overlooked, but is honestly so great, since creates pressure without leaving your lane unlike TF, clear waves to save towers. Just being a global, being a massive nuke, and a huge slow zone, that has UPGRADED UTILITY for no reason is just amazing. 

He can get his core items just that much quicker thanks to his Q passive, it really becomes a big deal in this meta where games end so soon. 

With his passive, q + barrels as well as ult, gangplank has a healthy mix of mixed damage that makes him so hard to itemize, especially since his barrels ignore 40% of your total armor... 

But for me, it is discovering what his barrels really do. Imagine being someone like... Fiddlesticks: clearing a wave of 20 minions should take about 20 minutes. But for GP, it takes literally 5 seconds, 2 barrels with 1 parrley honestly has the threat of an ultimate. Who else can build 2 IEs and almost one shot opponent's whole team (balls was real ballzy). 

How to GP? Back to Top

Early Game: Early game GP is very safe, as well as being a semi- lane bully if played properly. The trick to Gp is that you want to do short trades and GTFO. Basically, it is either,
  1.  parley.png + autogangplankpassive.png
  2.  parley.pngraisemorale.pngraisemorale.png + autogangplankpassive.png 
  3.  For the daring, autoraisemorale.pngraisemorale.png + parley.png + autogangplankpassive.png
Your q is mostly for harass as it gives you 10 gold every hit (op, huh), and e is to keep you safe and give harass. It takes practice, but knowing when and where to use your barrels is key to success. You want to hit barrels on one hand, but hitting a barrel generally means pushing the wave. Generally, you want to let the wave freeze right outside your tower. 

Gangplank's early game has actually been buffed considerably considering you now get 3 barrels and they recharge slightly faster. Anytime you can snowball as GP, life is much easier.

Do not use your w randomly, your enemy laner can kill you if they have some sort of cc (nasus w, trynd w, darius w).

Mid game: Your major powerspike should be your tri-force3078.png, and any item afterwards adds to your teamfighting aspect. You are not the best 1v1 fighter, unless you are massively ahead. Assess your opponents team, if they do not have someone who can chase you down/ effectively 1v1 you (114.png,5.png,11.png,150.png) then you want to stick with teamfighting. 

Another weird powerspike is your level 13. That is when your tick down timer on your barrels is optimized, making barrel combos that much cleaner. 

Otherwise, GP WRECKS towers, but you have to usually sneak it, and set up barrels for your escape. 

If you are snowballing, GP typically wants to teamfight and siege. His splitpushing is strong, but his 1v1 is not the strongest.

Late game: Gangplank is great at teamfights, but after the nerfs he is not the hyper carry he is. Your barrels are now much more strategic, and I want recommend only placing for major zoning (in bushes before baron) or right before towers to guarantee a hit, or only placing 1 barrel, and do not drop below 1 barrel. 

Your ultimate is also an absolutely amazing great tool, that the enemy team just honestly forget about... It probably deals the most damage if they just forget about it. 

Generally, you want to play like a pussy, hit barrels, until everyone gets low, and then you dive in to get your execution with your q, and passive damage. GP is STILL relatively squishy even with 1 or two tank items.

Why Lethality? Back to Top

NERDS get ready for some maths. 


So, your barrel is your basic dps in any fights. To see how much base damage it has, lets look at Gangplank at level 13 with trinity force, and both q and e maxes out. A base parrrley into barrel combo.

gangplankqwrapper.png - 120 base damage + 100% base AD (89) = 209
gangplanke.png - 180 base physical damage
3078.png - 89 base AD*2 = 178 base physical damage

209 + 180 + 178 = 477 base damage with 100% Bonus AD scaling. And the base damage only goes up until level 18. 

That is a shitton of base damage, on a relatively mediocre bonus AD scaling. That is why AD is generally not as needed on GP, but Lethality is amazing. Of course, you also want some crit in there because against squishies, around 50-60 lethality you will already be doing true damage to them with your barrels.

Why not full lethality then?


Simply put, you will have too much lethality if you build lethality. You have around 22 lethality (or 31 with precision). With ghostblade midgame, that is around 42 lethality. 
That is about 34 armor penetration mid game against a level 10 enemy.
An enemy adc, or squishy only as around 50-60 armor at this point. Since your barrelsgangplanke.png is your main ability, we will use that for calculation. Barrels ignore 40% of your enemy's armor, meaning that if they have less than (34/0.6) = 58 armor you will be doing true damage. 

Hence, ghostblade is enough to be doing true damage mid game. 

You can opt for another serrated dirk if they have some armor. Late game though, ghostblade and edge of night can bring your lethality to 57, which should be enough to do true damage with barrels to late game squishies. 

Precision vs Intelligence Back to Top

As of 7.4, I am taking Intelligence instead, due to nerfs on precision mastery this patch.


Both of these masteries are amazing on GP, and I would take both if I can trust me. Intelligence amps up your late game by giving you more Q's and Barrel combos, while also letting you use your ultimate that much quicker mid game. The difference between 40% and 45% cooldown IS noticeable. That is the difference between getting 5 barrels and 6 barrels in a teamfight sometimes. And your waveclear improves as well. All of your abilities scale off cooldown, that is why intelligence is so strong.

On the other hand, precision gives you more direct impact via your damage. GP makes GREAT use of lethality obviously, but he also has a decent use for magic penetration on his ultimate and thunderlords, making his ultimate hurt just that much more. Right now, precision is giving 8.5 lethality and 8.4 magic penetration level 18, that is HUGE. As they just buffed lethality in patch 7.2 I believe this gives you just that much more punch in the mid game, where most games are usually ending. With the extra lethality, your barrels are pretty much doing TRUE DAMAGE to squishies. With ghostblade and runes, you have 51 lethality. 

Both are viable at the end of the day, it is up to your playstyle. 

How do early game matchups work, and succeeding in them. Back to Top

GP's early game is by far his weakest phase of the game. That said, he is not especially weak, but rather easily snowballed upon. 


Your trading patterns in lane are as follow: gangplankqwrapper.png then back. Or, gangplankqwrapper.pnggangplanke.pnggangplanke.png then back. OR the most daring, Barrelgangplanke.png, into passivegangplankpassive.png, then back. 

As you can see, GP is the best when he can make very short trades, and get out with his move speed boost and slow on his opponent, before they can trade back.

Two parts to this guide: Trading distance, and trading style of your opponent.

Trading Distances


Short range: 

These champions excel if you get too close to them 82.png78.png. That said, your q is low-medium range, making it hard for them to retaliate if you play it properly. This should be relatively easy.

Medium range:

These champions (melee still) trade the best in short range, but their engage potential starts when they are medium range from you, such as 92.png114.png. These are the matchups that take the most skill. If you screw up, they will easily all in you. That said, they are generally squishy, and you can burst them down.

Ranged:

Against ranged champions like 85.png126.png, you HAVE to give up some cs. No questions asked. In general, you still want to give up cs, but these matchups, its a given. Lose gracefully, and when you spike with items, you should have a comparable all in. 



Trading Types


Bursty-type: 

Surprisingly, these are usually tanks, in which they combo you with all their spells, and because of their lack of sustains damage, back off. Maokai and Nautilus are good examples. In these ones, you generally want to back off after you parrrley them.

Difficulty: EASY

Poke:

Anything that outranges, and relies on their opponent being unable to retaliate. In general, you want to play safe, and try to land one barrel combo. You don't get much damage on them, but that is fine. You have your w to sustain through their poke, and in general you outscale.

Difficulty: MEDIUM

All-in sustain damage:

Most skill matchups, and in general they are champions that can 100-0 you after 1 or 2 items, or heavily hurt you in the early game. Specifically, you want to stay out of their trading distances for most of the laning phase. These take the most time to learn, as each champion is different. 39.png92.png62.png

This list is NOT exhaustive, but rather a generalization. Also, many champions are a hybrid of multiple types, and so only use this guide as a reference.


Bruiser Plank, a surprisingly successful alternative. Back to Top

Gangplank is mostly known for his huge barrels in teamfights. But a big part that is often overlooked is your ultimate. With your ultimate and barrels and autos, Gangplank does a lot of damage without items, and furthermore that damage is hybrid. Hence, itemizing for damage is not necessary for GP to be a threat in teamfights. WIth this build, while GP is still doing respectable damage, he can also act as a frontline, a semi-tank. This has been inspired by the korean playstyle of GP.


Pros:

  • Hybrid damage, high base damage. You still do a lot of damage regardless of whether you one shot their squishies anymore. 
  • Gangplank has no dashes, but has 2.5 or even 3 innate movespeed buffs: in his gangplanke.pnggangplankpassive.png, with 3078.png, and even your gangplankr.png(not too realistic) when you have your third upgrade. This makes him very elusive and mobile, meaning that you have a lot of survivability.
  • Surprisingly good engage, between your ultimate and barrelsgangplanke.pnggangplankr.png, you have two very severe slows, and is a great start to a teamfight.
  • Your wgangplankw.png scales with % missing health. This means that if you get 1 or 2 oranges off in a teamfight, you are already that much more effective at soaking damage. 
  • Great DPS as a frontliner. Your sustained damage is great thanks to your passive and e interactions. Every time you pop your barrel, your passive is reset, adding a whopping 200+ damage on your next auto. Also to point out: YOU ARE NOT LOSING OUT ON MUCH DAMAGE, since now you can auto much more without having to be scared of getting blown up as quickly. 
  • Good splitpusher: While traditional GP is also a great splitpusher, being tanky like this means that while you take towers a bit slower, you have much more chance of escaping due to you having several ms buffs + slows. 
  • Better when behind. GP is deceptively tanky thanks to his oranges. This can create some sick comebacks when they try to towerdive.

Cons:

  • Lower hard carry potential. It's much harder to blow up their squishies as quickly now. 
  • Less apparent, if you have a frontline. With a proper frontline, it probably is better to just full glass and blow them up.
  • Less punishing on your opponent. You can't just blow them up anymore when you ambush them.

On paper, Bruiser Plank is very good, with few drawbacks. And in truth... it is. You are no longer a hard carry, but this build can fill a hole in your team, if your team is desperately in need of a frontline: which can be very common, as you are the toplaner.

ITEMS:

3078.png no questions asked.

3053.png One of the best items for a bruiser build. At max level, this is more than 70 damage on your barrels in combination with triforce (sheen's interaction with base damage). The active makes GP who he is as a bruiser, a deceptively tanky champion.

3742.png Great item to make you even more elusive, and makes your next auto or parrrley slow them for a good amount, while adding a little bit of extra burst. 

Most reasonable tank items should work here.

Sample full builds:

3078.png3742.png3053.png3047.png3065.png3026.png

Less tanky:

3078.png3814.png3158.png3053.png3026.png3143.png

Change Log (patches) Back to Top

Pre 7.2

Massive GP nerfs all over, oh well he is still viable. And still my favorite champion, don't worry.

7.3 

HUGEEE lethality buffs, GP STRONGER than ever. Lethality items are great.

7.4

Precision nerfs, and lethality items nerf. Lethality runes still amazing, but lethality items aren't always core. Check out bruiser section (especially good for when behind).

7.5

Exhaust nerfs, no longer viable (good) summoner spell. Back to teleport flash for GP. Careful for tough matchups, might have to build more defensive. Bruiser build becoming more viable in my opinion! (Got to diamond again!)

7.9

IE cheaper, more viable now.

Champion Mastery Level 1: Learning Barrel Combos Back to Top

This is a section created to divide the champion mastery into many different layers of how to play GP at the highest level. 


The first section is learning the barrel combos, which is fundamental to all GP aspiring players. However, contrary to popular belief, it is not the most important thing to ever learn. You will not master this in no time of course, but you will get better as you play the champion regardless.

There are 3 main combos in my opinion:


  1. Bread and butter- 2 barrel combo: Put 1 gangplanke.png down, then when it ticks to 1, place another barrel close to it to detonate. E - E - Q. This is by far the most useful, and ECONOMICAL combo to use. Use this in lane to harass, farm, teamfights, etc. This is very easy to do.
  2. 1 Barrel: This is not very useful for much outside of farming, and in teamfights when literally everything is in a cluster, and that you are low on barrels. E-Q, pretty straightforward. This is the most economical when farming though. Barrels are mostly free, but they do have a cooldown. If a teamfight is going to happen in a few seconds, do NOT use 2 barrels to clear the wave if you can, use 1 barrel and auto the rest.
  3. Triple barrel: I use this less common than other GPs. If done properly, this can be very hard to counter. Very useful in sieges, good for teamfights. A huge thing to note is that the triple barrel uses.. three barrels. So that means your next combo will come up much slower than usual unless you had set up a barrel beforehand. Don't do this in lane most of the time, since your barrels aren't usually lethal, and you have a significant cooldown on powder keg as well.

Niche combos


  1. Phantom barrel: Do it... if you have low ping, and super confident after practicing hours in practice mode. This is so easy to mess up (Tobias messes up at least half the time), and requires <50 ping, that most of the time you shouldn't do it. It does look flashy and has much practical use, but it is so risky to do. I personally always have >70 ping, so I never do this.
  2. Triple 'Ninja' Barrel: Mostly a lane combo. Put a keg in the brush, put another one a barrel length away from that. When your opponent goes near the brush, chain them together and pop it. It should look something like this in game. ()= brush. 
(gangplanke.png) -------------      --------------- gangplanke.png

Remember, your barrels are the strongest at level 13, because that is when the tickdown timer maxes out, and you can start chasing/teamfighting/skirmish much more effectively.

Champion Mastery Level 2: Using Cannon Barrage Back to Top

Everyone knows how to use them, help out bot lane... duh!


But seriously, this is harder said than done sometimes. You have to use a few games to learn how much your ultimate does, so that if you can finish off your opponent, or clear out a wave entirely. 

Because it is such a powerful ultimate, while you can still use it to duel, you have to think about whether it is worth it. Even with ultimate, GP is a pretty weak duelist early game; so unless you have a significant health lead, you should reserve it. 

Gangplank's ultimate is equivalent to other top-laner's teleport. 

Your teleport ganks suck, but you make it up with your ultimate. This means, paying attention to bot lane or even mid lane is very important. But you can't just do that, otherwise they will all in you. GP is squishy and susceptible to ganks/all ins. You have to find the right balance between managing your lane, and looking at the minimap and their lanes to notice opportunities to help out.

Also, don't just use your ultimate to ks, terrible ettiquette and waste of a huge cooldown!

Champion Mastery Level 3: Building Accordingly Back to Top

This is probably the most controversial section.

Most GP players will probably just go full out AD/glass. However, even though GP is a carry laner, if you are behind, going glass will most likely not help you climb back effectively. You need farm to function, and when behind, farming is usually not a great option. I am not directly discouraging full AD builds, but sometimes you have to realize that another carry is not what is needed in a vayne-viktor-kha'zix composition.

Full AD builds


Full full Glass/Some MR threat:
3078.png---3158.png---3134.png----------3031.png-------3087.png-----3814.png-------3142.png------3036.png/3147.png/3046.png to replace boots.

This build gives you the highest potential damage on your E, as well as giving great DPS.

The differences in the last items:

Lord Dominik's Regards: If they have 1 or more significant tanks stacking armor. Can also get last whisper earlier. Get Mortal's reminder if they have some cancer healing.

Duskblade: I get this rarely, but if they are squishy (no tanks) and you crit with your barrel, you may very very well one shot. 

Phantom Dancer: Highest DPS, shreds frontline literally, more consistent crits, but less likely to one shot. Probably the most consistent item as it gives you good movespeed as well.

Against some AD threats:
3078.png---3047.png--------3142.png-------3053.png--------3046.png--------3031.png

Tabi's + Steraks make you surprisingly tanky. 

And variations...

Bruiser-esque builds


3078.png3053.png3047.png3812.png3046.png3026.png

3078.png3047.png3053.png3812.png3026.png3742.png



Champion Mastery Level 4: Not Feeding your lane Back to Top

This is a top lane general thing, but very rarely can you justify giving a solokill to your opponent, even in terrible matchups. Of course you will die solo sometimes, but try to avoid, even as GP, because he can play safe.


Giving up CS on gp is fine, and even though that is technically 'losing lane' you get a lot of gold from bandit and your passive, that it really turns out to be 'even'. 

Not losing lane mostly comes into 2 parts: learning champion matchups, and tracking their jungler. Learning matchups is self explanatory. Tracking their jungler is very important because GP is one of the most susceptible champions to gank in the top lane: squishy and limited mobility. Your W helps, but if they have some type of knockup you're fucked. 

In general, some junglers to PARTICULARLY watch out for as GP are:

-Lee sin: your w is useless to his ganks, and he packs enough damage to probably solo a damaged Gangplank.

-Master Yi: This guy's ganks post 6 are deadly, even though he has no cc, your barrels are useless against an ulted Master yi. Not to mention, he can briefly reset tower aggro under tower with his Q.

-Nunu: TBH it's funny because his ganks can be pretty deadly to GP. 2 major slows, and slows are GP's worst nightmare.

Champion Mastery Level 5: Learning the strengths of Gangplank Back to Top

To be frank Gangplank is a jack of all trades, that is why he is considered a strong late game champion (at the cost of his somewhat vulnerable early game). 


Let's list the worst to best scenarios for GP to fight in:

-"Open Space Fights": Mostly referring to fights that happen in either base. Gangplank brings massive splash damage, but only if the enemies are bunched closely together. In open spaces you will mostly become a single target damage machine since the fight is likely going to split into 2-3 sub-skirmishes. 

-Engaged based teamfights: GP is a great teamfighter, but ALL IN FIGHTS is not ideal for him. While you can do a lot of damage, your barrels can be destroyed if they have a competent ADC or really any ranged champion. His strength is more in poking down champions first before teamfighting.

-Splitpushing: This one heavily depends on enemy comp, and even team comp. If they have a T1 slayer i.e. Fiora/Master Yi you probably don't want to do this. Otherwise, GP absolutely SHREDS towers with his passive and trinity force.Left untouched, you will get enemy inhib in less than a minute from T2 tower.

-Skirmishes: Gangplank is really strong in skirmishes, because he has amazing DPS provided he doesn't get blown up. Try to get your barrels and ultimate to hit most enemy champions is the key (Duh).

-Epic monster fights: There is a reason Tobias is known for baron stealing. Gangplank is a master at controlling objectives since the river is a corridor, and your ultimate is just the right girth to block out a choke and your barrels can seriously win teamfights alone if they are going through the jungle.

-Sieging: Gangplank is the master of sieging, there are very few champions who can match his levels of control when taking down enemy towers. You seriously can 100-0 champions with your ultimate and barrels once you hit 3 items, with no retaliation.


There are more scenarios of course, but these are the most common.

Champion Mastery level 6: Learning when and how to win lane on GP. Back to Top

TBH being able to do well on GP after 20 minutes is not the hardest thing, since he is inherently good mid late game. But more than half the time you get to mid late game being severely behind, because you then realize that GP's crippled early game has cost you so much.


But, you learn, GP can pressure early game as well.

The first most important thing is to realize how trash GP's base stats are. From patches 5.21 to 6.17 (quote wiki) GP has lost almost ONE HUNDRED base health level 1 (631 to 540). That is insane. That is why he is one of the most squishy top lane champions. 

So, he is all about poking your enemies down, because GP loses in 95% of all in fights from 100% health.

Your level 1 is your biggest powerspike in lane. Try to ask your jungler to start bot side, because you want to camp in brushes level 1 to get as many q's off right after minions come to lane. Before level 2, you should in general be aiming to land around 4 q's in your opponent. Your passive is also very strong, and this is where experience comes in: there are matchups that you can go for the passive and go into melee, and ones that will get you heavily punished).

GP pretty much has no direct spike at any other points in the laning phase. Even his level 6 is weaker in 1v1s than most top laners, because you want to use it to help other lanes with it. 

GP's playstyle is pretty much poke poke poke. All in when you think you can kill them, or you can get out safely and win the trade.

GP is very strong poking champions under tower, but BE SURE to ward brush, because it's almost a guaranteed death if their jungler comes gank you.
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