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All Guides Gangplank Guides Gangplank, TallyWag of the Mid Lane: Fresh for Season 7
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Updated
2 years ago
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Gangplank Statistics for Wichelhaus

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

Value
Average
Games Played
15
6
Win %
47
41
Kills
4.8
4.4
Assists
8.4
6.8
Deaths
8.0
5.5
KA:D Ratio
1.7
2.0
Gold Earned
15.8K
12.3K
Creep Score
252.0
191.9
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Flash is essential for nearly every champion in league's current meta. Take it.

3.pngExhaust is a great option for the second spell that you take in the mid lane. It gives great utility in melee Duals against champions like Yasuo or Zed, and also can counter assassin's from being able to 100-0 you.

12.pngTeleport is a good substitute for Exhaust, if you are in an easy lane match up. The largest benefit of taking teleport is to use it as a split pushing method later in the game. Teleport ganks are not recommended on Gangplank due to his lack of cc, normally your ultimate will provide enough power for a bot lane teamfight to turn around.

21.pngBarrier is another defensive spell, similar to exhaust in negating some of the damage that comes your way. However, exhaust is much more efficient, and in most situations will help you more than barrier.

7.pngHeal, See above.

6.pngJust no. You have plenty of built in movespeed, and can kite around very effectively without needing to take this.

1.png....

14.pngSince 99% of your damage will be dealt outside of the range of ignite, there's no reason to take this to secure kills, take exhaust and save your life.

31.pngYes.

New Runes Back to Top

Masteries Back to Top

A few of my friends differ from how I play gangplank here. Most of them will take the resolve tree, ending up taking Grasp of the Undying as their keystone mastery. However, from the mid lane, Thunderlord's Decree is substantially better, not only due to the unexpected burst damage in a couple autos and a Barrel explosion, but also the Masteries leading up to Thunderlord's are more applicable.


First, the Ferocity Tree

1. Sorcery is infinitely better than Fury because most of your damage is through your abilities.

2. Fresh blood works great with gangplankqwrapper.png.

3. Natural talent is better because in all, Gangplank is meant to burst. Although Vampirism can give some lane sustain, it's just not worth giving up the extra damage.

4. Bounty Hunter benefits Gangplanks kit more than Battle Trance or Double edged sword. Although the damage is higher initially on Double Edged Sword, playing for the late game normally ensures that Bounty Hunter will out-scale it's partner.

Second, The Cunning Tree

1. Savagery will help you last hit and you already have movespeed buffs in your kit and item build, rendering Wanderer nearly useless.

2. Secret Stash is my preference here, you get a little bit of an immediate restore on health and mana, and just overall benefits are nice for sustaining in lane. Assassin would be okay in a skirmish setting, but normally you won't be playing for 1v1 situations. Team fights are Bae.

3. Meditation is better here. It gives you early sustain that will go hand in hand with your 1056.png to restore mana, and keep you healthy in lane through use of your removescurvy.png Oranges.

4. Bandit is a must take! Your Q, Parrrley, triggers this mastery, meaning that almost on cooldown, every time you poke your opponent, you are gaining 10 gold. Poke as often as you can throughout the early game, keeping in mind your Mana remaining, never run out of Mana.

5. Intelligence is incredible. It gives you base c/d for no cost, and also allows you to surpass the 40% cap late in the game. Due to the fact your barrels are everything in team fights, having them readily available can make or break a game. No question here.

6. Thunderlord's Decree is my choice in mastery for one major reason. When you drop your ultimate on another lane, the mastery will almost always proc, giving some extra damage on the ultimate. It has secured many kills through my trials of gangplank, and has also given me some extra damage in lane, to fend off over aggression.

6. (Optional): Stormraider's Surge also makes a lot of sense on Gangplank. In late game team fights, any Barrel chain that connects with an enemy champion is almost guaranteed to Proc Stormraiders, giving you a huge boost of move speed, and sometimes allowing a chase down for a kill or an escape. I personally think Gangplank has enough move speed build in that this isn't entirely necessary. 


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

Parrrley (Q) is your primary method of farming, poking, and fighting in the early and mid game. Always max this first. In addition, maxing this first will also increase the Damage of your Power Kegs, (E). This will also proc the Bandit mastery, allowing for 10 gold nearly on cast cool down when using against an opposing champion. Additionally, minions killed with Parrrley, either directly, or through a Parrrley-Power Keg combo, will gain extra gold based on level, and allow you to gain Silver Serpents, a Gangplank specific mechanic that allows you to upgrade your ultimate throughout the game.


Poweder Keg (E) Should be maxed second, as this, combo-ed with Parrrley, can create incredible burst damage in team fights, and great minion clear, allowing for both wave clear, and split pushing.

Remove Scurvey (W) Is a great escape tool, and a great sustain method in lane. It is best used when you are under a form of Crowd Control, or when you need a little bit of boost on your Health Bar in lane. Keep in mind that when you do use it, the high cool down gives your opponent an opportunity to engage on you, or use crowd control on you.

Of course, unlock and upgrade your ultimate ability whenever possible!

Cannon Barrage (R) Is a great ability from lvl 6 to 60 minutes into the game. The slow, true damage bonus, rapid fire bonus, and move speed bonus for allies is incredible in team fights. My main usage in the early game of this involves helping out my Bot and Top laner by changing the Tides (Tides, get it, pirate humor) of skirmishes they have, and getting myself kills or assists. Another way that I can use my ultimate, although rare, is to clear a big wave that is allowing a tower to fall, or even to reset my own lane, halting an opposing freeze. In the late game, this becomes an initiation tool, or a disengage tool, depending on the scenario. Always remember to upgrade the ultimate when you have 500 Silver Serpents, In the order of:

1. Death's Daughter- True Damage cannonball appears in the center of your ultimates.
     ---Damage is so broken, get this first always
2. Fire at Will- Increases the number of waves through the duration, meaning even more damage.
3. Raise Morale- Big Movement speed buff to allies that walk through the ultimate, great for disengaging or engaging fights in the late game. 

Items Back to Top

Starting Items

    What I start with nearly every game, now that I don't use Trinity Force.
    Not a great starting item, but due to GP's heavy farming tactics, might be a worthwhile pickup early game.

Core Items

    Just the best method. I've tried some others, but this gives GP a much needed early game strength, that still scales well into late game.
    Best boots if you're top, (Not getting blues) are lucidity. Go swiftness if you'll take a majority of the blue buffs.

Situational Items

    Infinity Edge and Phantom dancer give great burst potential, dueling potential, and stronger poke in your Parlay.
    Great Item in almost every game, maybe replace with Mortal reminder in comps with soraka, or multiple healing sources.
    This is great when the passive is available. Don't normally buy unless I have enough gold to swap it out after I use the passive.
    Other viable defensive Items, Only buy Zhonyas if against a strong assassin that relies entirely on a short window. Talon/Rengar/Zed.
    Other offensive options for last slot: Shiv (More Crit, faster movespeed, waveclear) RapidFire (Good for chasing mobile targets) Bloodthirster (Good raw damage, won't use lifesteal much outside of duels.) Duskblade (Not bad item vs tanky teams)

Order

The first item you need to complete on GP is 3078.png. I've experimented a lot with other builds, and nothing compares to this start, great waveclear, good poke, and great dueling potential.

The second item you should try to comlete, either before, or shortly after your finished boots, is 3142.png. It provides some armor pen, as well as a great active, allowing you to chase, or escape from sticky situations easier. 

To finish out your build, most of the time, you're looking at 3031.png3036.png, and 3046.png. The order on these 3 items can change based on your conditions, so find out what feels right for the situation, and go for that.

For a boot swap, or in rare cases against super fed assassins who continue to focus you down, defensive items can secure a game, rendering an assassin's burst useless, and giving your team an advantage. Another option if you're not being focused is more damage. Now because you're already 400 AD, and 100% critical strike, it's normally best to pick up some armor pen. This can include, 


3087.png Great waveclear, some more critical chance, and a little more movespeed.

3072.png Good raw damage, lifesteal sort of wasted, but the damage is always nice.

3147.png Great for splitpushing, shows wards, allows for picks, and provides better stats than bloodthirster for 
Gangplank's kit.

3094.png Decent for dueling, chasing down, and escaping from enemy champions.  Very situational.

3033.pngAwesome against healing tanks, especially with 50.png and 8.png being so popular in the Meta right now. (Don't buy with 3036.png.

Other defensive items include:

3053.png Great against both AP and AD assassins, ensuring a little more survive ability

3157.png Great against 107.png238.png, and 91.png, doesn't help with ad damage, boosts Ultimate slightly

3026.png Pretty bad for the stats, only buy this if you have enough gold to buy something else after the passive is burned.

3102.png Can be great against Ap that relies on first spell, such as 1.png who will normally have her stun pop your banshees, leaving you able to maneuver throughout the fight. 

Matchups Back to Top

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

  • Easy
  • Ahri
    Easy
  • Anivia
    Medium
  • Annie
    Medium
  • Aurelion Sol
    Easy
  • Azir
    Medium
  • Diana
    Easy
  • Gangplank
    Medium
  • Heimerdinger
    Easy
  • Katarina
    Medium
  • LeBlanc
    Medium
  • Lissandra
    Medium
  • Malzahar
    Medium
  • Morgana
    Easy
  • Orianna
    Hard
  • Pantheon
    Hard
  • Ryze
    Medium
  • Syndra
    Medium
  • Talon
    Easy
  • Vladimir
    Medium
  • Zed
    Medium

VS

Easy
105.png is a little bastard. I really dislike him from a personal standpoint, but since the rework at the end of season 6, he's not nearly as difficult to deal with, just annoying if anything. So long as you farm from a distance using gangplanke.png -> gangplankqwrapper.png comboes, you shouldn't have much a problem getting to late game, and outscaling fizz super hard. Keep the lane pushed when he attempts to roam, and use your ultimate to assist allies.

VS

Ahri

Easy

Pretty easy matchup. You need to make sure to dodge her ahriorbofdeception.png which can be done by utilizing your passive  gangplankpassive.png on a minion, and sidestepping. If her ahriseduce.png ever lands, you can remove it instantly by using your removescurvy.png

VS

Anivia

Medium

Anivia is not nearly as threatening now that she either has to stun you with her flashfrost.png, or to have max length glacialstorm.png in order to trigger her frostbite.png bonus damage. Even if she hits a stun, you can easily use gangplankw.png to run away. Not bad, just don't let her poke you too much.

VS

Annie

Medium

Annie is an interesting lane, her poke damage can burn you down, but you can negate a stun with your removescurvy.png. Just avoid getting close enough to allow her to burn all her abilities on you.

VS

Aurelion Sol

Easy

This matchup is relatively easy. He can use his aurelionsolQ.png to stun you, however after a few oranges removescurvy.png, you can easily escape his clutches. 136.png utilizes his aurelionsolW.png to shove waves very quickly, causing you to lose cs to the turret. Although it can seem frustrating at first, you'll be able to clear the wave's he pushes with ease once you buy your 3057.png. In the mid to late game, you will be way more effective in Teamfights.

VS

Azir

Medium

Although there isn't a huge need to take 3.png here, 268.png can deny you farm easily, from a distance. To make matters worse, his azirW.png sand soldiers, can combo your raisemorale.png. That means, even though your keg has 2 or 3 health remaining, 2 or 3 soldiers respectively can take it down instantly. Try to farm through the early game, and then the late game will depend on who plays better. Both champs scale extremely well, so it comes down to positioning in the end. Due to recent laning nerfs to 268.png, This matchup has become a bit more manageable. 

VS

Diana

Easy

Like 1.png you should definitely consider taking 3.png in this lane. Before hitting level 6, Diana is not much of a threat, you can poke her at a range with parley.png and can easily last hit creeps without taking much poke damage. At level 6, you need to beware of her dianaQ.png to dianaR.png and dianaW.png combos that can nearly 100-0 you immediately. If she attempts the play at low hp, just exhaust and kill her. Fairly easy lane, just avoid getting comboed without exhaust being up.

VS

Gangplank

Medium

Meh.

VS

Heimerdinger

Easy

Easy matchup for gangplank. You play at a distance most of the time, which means you're already playing around his h28gevolutionturret.png. The worst that can happen is that he shoves into you, where if you play correctly, you shouldn't have a problem farming with both parley.png and gangplankpassive.png under tower. Easy to play against early, and you super outscale.

VS

Katarina

Medium

Can be an easy lane if you deny giving her a kill, and poke heavily with your parley.png throughout lane. Should take 3.png since you have no crowd control to stop her deathlotus.png. Unlike 7.png, who can also jump to you, 55.png is melee, and as such, you can stand on top of one of your raisemorale.png. When she jumps to you, immediately ignite it with your parley.png, and trade using your passive as well. If she gets fed, she can be a huge threat to Gangplank.

VS

LeBlanc

Medium

LeBlanc can be a hard lane to play against, but normally you find a way through if you take the summoner 3.png. You can negate most of her damage, and use your removescurvy.png to sustain throughout lane, as she has high cooldowns. Try to farm from a distance using parley.png and clear the wave's she pushes with raisemorale.png. Whenever she does get in range for her leblancslide.png, make sure to use your parley.png on her, and exchange an auto when she arrives on top of you.

VS

Lissandra

Medium

Although your removescurvy.png can remove both her lissandraW.png and lissandraR.png crowd controls, you can still get bursted pretty easily. Use your removescurvy.png when you are farming from a distance to sustain in the lane, and try to dodge as many lissandraQ.png as possible to stay healthy in lane. When she uses lissandraE.png in your direction, run toward your tower, ready to use removescurvy.png if she decides to blow her combo. 3.png Can be reliable, but I tend to just take 12.png and get an early back for more potions, or a 1083.png.

VS

Malzahar

Medium
90.png is insane. His damage is insane. However, when it comes to him locking you down in lane, its as simple as using your removescurvy.png then running away from his combo, and he no longer has kill potential. He can damage you very heavily in lane without his alzaharnethergrasp.png if you don't position correctly. Avoid being near minions about to die to his alzaharmaleficvisions.png, or you will be overwhelmed by 100000x alzaharnullzone.pngs. Play at a distance, and get jungler help if he pushes up too far. Your cannonbarrage.png burns his spellshield, allowing for easy ganks with his lack of mobility.

VS

Morgana

Easy

Farm lane. Use your removescurvy.png only to remove her darkbindingmissile.png or soulshackles.png, and avoid walking over her tormentedsoil.png. You outscale at the 15 minute mark and never look back. Try to poke with your parley.png when behind minions, and while her tormentedsoil.png is on cooldown. 

VS

Orianna

Hard
61.png can bully you super hard during the early game. If she is running 14.png you should be really careful of getting all-inn'ed as early as lvl 2 with her orianaizunacommand.png to orianadissonancecommand.png combo. Her stacking auto attack damage can really punish your health bar, so stay at a distance when possible. Jungler help may be needed early game. Poking with parley.png will still gain you 10 gold when poking her, but the damage will be negated almost always by her orianaredactcommand.png. I personally take 12.png, but I could see no problem with taking 3.png in this lane.

VS

Pantheon

Hard

Almost unplayable, avoid this matchup if at all possible through use of bans, or not picking GP into Pantheon. However, in the dreaded case you have to play this matchup:



Some would think Gangplank would win this matchup due to his cc removal by his removescurvy.png However, although Gangplank can remove the stun, Pantheons passive pantheonpassive.png can stop 90% of your damage, as it blocks your autos, as well as your parley.png. The only way to poke down a 80.png is by using your raisemorale.png chains to deal damage and slow him. You don't beat him 1v1 at any point in the game, but your late game team fighting should be much better. Take 12.png, and just avoid getting in his stun range, it will allow you to farm and return to lane faster.

VS

Ryze

Medium
13.png is a really strong, high damage dealing ap carry in this meta. His biggest counter is crowd control, which gangplank does not have. Just farm from a distance, avoiding his combo withdesperatepower.png's movespeed bonus, which can gapclose right to you. If he does get close to you, quickly use your removescurvy.png to negate his runeprison.png and continue running away. Do not try to trade against a 13.png. Just farm, and wait for jungler interventions, or even longer until the late game.

VS

Syndra

Medium

This lane can swing either way. If the opposing jungler finds his way in on you, and gets 134.png an early lead, you'll have a really hard time. If it turns into a farm lane, which can happen with the safety from your removescurvy.png, you will outscale moving into the late game. She can push you out of lane easily, and it may be acceptable at times to use cannonbarrage.png to clear a wave and allow a back. 

VS

Talon

Easy
parley.png parley.png parley.png parley.png parley.png. Poke him early, he can't do anything except use his talonrake.png to hit you. If you place a raisemorale.png at your feet, and he uses his taloncutthroat.png to move in on you, immediately blow it up, and outrade him with your passive, and parley.png damage. Once he hits lvl 6, he has a bit more of kill potential with talonshadowassault.png, but if you played correctly 1-5, he should be super far behind in damage, and you can still win the trade. Bringing a 2043.png can help against him post lvl 6 for jungler ganks.

VS

Vladimir

Medium

While 8.png cannot kill you at range easily, he can push the wave, and sustain through all the damage you deal. He's just a boring lane to play against really, no way to kill him, even if your jungler shows up thanks to his vladimirsanguinepool.png. Just farm and play for late game. Although he has a good late game as well, Gangplank's will excel and surpass in the 25th minute or so. Look to help your other laners, as always, with cannonbarrage.png.

VS

Zed

Medium
238.png Recently had some nerfs to his zedQ.png, and they deal quite a bit less damage now. You shouldn't have too much trouble in this lane sustaining if you keep your removescurvy.png on cooldown most of the time. He has no CC to save it for, and it can keep you healthy after a trade. Attempt to poke when his zedQ.png is on cooldown with parley.png, but don't extend too far, as he can punish you with his damage. When he reaches his ultimate, the lane changes entirely. He can easily 100-0 you if you fail to dodge some of his zedQ.pngs, which is hard to do at times, so I recommend taking 3.png for his all ins at lvl 6 or higher. Another key to playing against this lane, is to purchase either 3157.png3053.png, or 3026.png late in the game, as to keep you alive in fights.

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