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All Guides Gangplank Guides Season 8 Gangplank
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Gangplank Statistics for The Most Fragile

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

Value
Average
Games Played
356
10
Win %
58
38
Kills
7.3
5.2
Assists
5.8
7.0
Deaths
4.2
6.5
KA:D Ratio
3.1
1.9
Gold Earned
14.9K
12.8K
Creep Score
244.4
190.3
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

The Mandatory Summoner Spells

4.png 12.png
Taking the appropriate Summoner Spells is very important. However, most of the time you'll be left with little choice in that regard. Gangplank really needs Teleport to survive lane phase, as do most scaling Top Laners. The other mandatory Summoner Spell is Flash because it's simply the most versatile and also somewhat the "strongest" out of all the Summoner Spells. There is a reason everyone takes it, it's just that strong.


The Cheese Summoner Spells

21.png 7.png Summoner%20Specialist.png?width=32 14.png 3.png
I would highly advise against taking two of these, you should always take Flash without exception. However, with the introduction of the new runes there is some room for flexibility in the second Summoner Spell slot. If you run Unsealed Spellbook as your Keystone, you could afford to choose Summoner Spells that aren't Teleport in addition to Flash. However, if you use all your Summoner Spells early on and you don't get a lead with them, you risk falling incredibly far behind due to the lack of Teleport. The most common Summoner Spells to start with when running Unsealed Spellbook are Ignite or Exhaust but Barrier and Heal also have some merits in certain Match Ups. 

New Runes Back to Top

Just like Summoner Spells, appropriate Rune choices are very important. But before I go on, if you just want to copy a Rune Page to start learning Gangplank, the above Runes are very solid and will work in every match up. Gangplank is in a relatively special spot in the sense that he can successfully use a wide range of Keystones and Runes. Rather than giving you full Rune Pages, I'll go over the Viable choices, when to use them and what their strengths are.



Keystones


This Rune is a key factor in which play style you'll have to adopt. Experiment with all of these and see which ones work for you. There is a wide range of possible Keystones here, however, some of them aren't as good as others. I'll assign a tier to each of them to give my personal opinion on them in a general sense and explain when you could / should use them and how good they are in the bigger picture.


Dark%20Harvest.png?width=64
Tier: Meme

I've experimented with this before, I wouldn't recommend taking it to Ranked but it can definitely produce some interesting Results if you pair it with more scaling in your secondary Runes. This is mostly just a meme that I think is worth mentioning because it isn't as terrible as you might initially think. Couple it with Sorcery to get Gathering Storm and Celerity, and you'll have a keystone that scales insanely well.



Summoner%20Specialist.png?width=64
Tier: 2+

Unsealed Spellbook allows you to start the game with Flash and Ignite / Exhaust / Barrier to get some more combat power in lane. Being able to swap your secondary Summoner Spell to Teleport if you need to gives you a great deal of flexibility in and after lane. After the lane phase, in scenarios where you may not need Teleport, you can even change your secondary Summoner Spell to Cleanse or Ghost for better teamfight presence. This is the most flexible of all the Keystones as it allows you to pretty much do "whatever you want" with it. However, it sacrifices combat power for flexibility which is why I put it below the next 3 Keystones. Overall I think this is the most niche Keystone.



Kleptomancy.png?width=64
Tier: 1-

Kleptomancy is the Keystone with the highest opportunity cost. It has the highest highs and lowest lows. Sometimes you'll basically have no keystone while at other times you get blessed with an incredibly early Sheen power spike. I don't think it's worth running unless you're up against a tank whom you can freely abuse for free gold and consumables. I'll still give it the Tier 1 rating because it has the potential to snowball you out of control in a favorable match up which significantly lowers its opportunity cost since you'll likely do well even if Kleptomancy does fail to deliver. 



Summon%20Aerie.png?width=64
Tier: 1

Summon Aery is one of the staple Keystone. It gives you access to the Runes in the Sorcery Tree and has the potential to allow you to acquire Lane Dominance very early on. I would definitely recommend trying it at least a few times. It reminds me of Season 6 Thunderlord's Decree in the sense that it is just very good all around and doesn't really have any meaningful downsides since it's just a raw damage boost in the early game. Very good keystone that only suffers from falling off after the early stages of the game but that gets made up for by Gangplank scaling very well even without a Keystone. When comparing it to the next one it's easier to activate but offers fewer benefits. However, it still accomplishes the same goal in making your early game lane phase a lot more potent while also giving you access to the Sorcery tree which offers a lot of strong runes for early game presence and mid-late game scaling.


Grasp%20of%20the%20Undying.png?width=64
Tier: 1

Grasp of the Undying is another staple Keystone. It works in absolutely every match up and you can definitely get away with taking this in every single one of your games. It works in both mid and top lane, grants you all the stats that you would want and also gives you access to the very powerful Resolve Tree Runes. The Sustain offered by the Resolve Tree coupled with the Early Game damage and Health Stacking mechanism is just such a power house of a Keystone for Gangplank. It can allow you to win lanes you would otherwise have trouble with, never truly falls off because, while the damage becomes mediocre later on, getting free Health just for fighting your opponent is very powerful and the Sustain is always nice to have. There is no real reason not to take this since it just gives you so much at such a low opportunity cost. Though Summon Aery does have the advantage of being easier to activate, Grasp of the Undying will provide you with a lot more.



Rune Trees


The Minor Rune Choices (i.e. anything other than Keystones) are very important as well. In this section I'll go over each individual Rune in the respective trees, point out the viable choices for Gangplank and explain which ones are to take in which scenario.

Precision


The Precision tree has a few strong runes, some of them rely on Snowballing while others just offer you a lot of gold value and scaling. Not many of them are great but there are definitely some good ones here. The biggest issue is that you get Attack Speed, so you'll be taking this very very rarely and likely only as a secondary if the situation fits.

1st Row Overheal.png?width=32Triumph.png?width=32Presence%20of%20Mind.png?width=32

Triumph is definitely the strongest of the 3 on Gangplank, it's just good in general. Presence of Mind doesn't really do a whole lot since it will only restore mana if you get a kill or a assist at which point you'll likely be recalling in the early game. The Ultimate cooldown refund is okay for using it to help other lanes but it also becomes rather meaningless later on since you will likely not be able to cast it a second time in a teamfight. Gangplank only has mana issues in the early game, Presence of Mind does not really help here so it isn't very useful. Overheal is pretty worthless because you generally won't heal a lot when you're at full Health.

2nd Row Legend%20Alacrity.png?width=32Legend%20Tenacity.png?width=32Legend%20Bloodline.png?width=32

The least useful row on Gangplank. All of these are decent however. Take them only if Precision is your primary Tree and choose whichever you think is best for the game. Note: This is a very rare scenario.

3rd Row Coup%20De%20Grace.png?width=32Cut%20Down.png?width=32Last%20Stand.png?width=32

Coup de Grace is an okay Rune to choose since you will likely get some value out of it early on. Late game however you're most likely going to oneshot less durable Champions below 40% Health anyway, while you would gain more damage against tankier and more durable Champions from Cut Down. I don't think Last Stand is every a viable choice because it's just strictly worse than the competitors in most scenarios. You'll mostly be taking Precision to get Cut Down if the enemy team has a lot of tanks.

Domination


There is one rune that justifies taking this Tree. The other choices are not too bad but you generally will only be taking this for the vision it offers. It also gives you AD which is great to have early on but can be less desirable due to making you squishy early on if you didn't take Resolve as your other tree.

1st Row cheap%20shot1.png?width=32Taste%20of%20Blood.png?width=32Sudden%20Impact.png?width=32

Cheap shot is okay, nothing against it really, solid choice. Taste of Blood is good for early game Sustain and because of its scaling it never really becomes useless, solid choice. Sudden Impact is absolutely worthless, your only ways of activating it are Flash, Teleport and the Hexflash Rune. The former 2 have very long cooldowns and Hexflash is crowded out by the other 2 options in its row as well as being a highly questionable choice for Gangplank.

2nd Row Zombie%20Ward.png?width=32Zombie%20Ward.png?width=32Zombie%20Ward.png?width=32

Zombie Ward is incredibly powerful even after receiving multiple adjustments. Having an extra 30+ Seconds on every single one of your wards is really strong. They also don't contribute to the ward limit in case you ever reach that with Kleptomancy wards. There is no point in even talking about the other 2. Zombie Ward is the only reason to even opt into Domination. Take this every time you have access to Domination Runes.

3rd Row Ravenous%20Hunter.png?width=32Ingenious%20Hunter.png?width=32Relentless%20Hunter.png?width=32

Nothing to say against any of these. They all scale well and are great options in stonewall lanes if you want to have Zombie Ward. Out of all of these I'd say Ravenous Hunter is the strongest one in general, while Ingenious Hunter has great synergy with Trinkets and Youmuu's Ghostblade / Titanic Hydra. Relentless Hunter is the weakest one overall but having faster rotations is never a bad thing so it's also a decent option.

Sorcery

Sorcery offers a lot of what you would want on Gangplank. So many of these Runes are great, none of them are really bad and it gives you AD. Sometimes not desirable because it can leave you vulnerable early if you didn't take Resolve as your other Tree. 

1st Row Nullifying%20Orb.png?width=32Manaflow%20Band.png?width=32The%20Ultimate%20Hat.png?width=32

Nullifying Orb has a great niche in allowing you to survive lane bullies that mostly deal Magic Damage a lot easier. Taking this against the likes of Vladimir is a very solid choice. It also makes it harder for the enemy team to kill you which is never really a bad thing. Coupled with the Resolve Tree this is a Rune you should not underestimate. Manaflow Band is somewhat mediocre. Gaining the 25 maximum Mana every 15 seconds due to the low Q cooldown is very useful but since it doesn't refund 25 Mana it's really useless until you either recall or complete the 10 stacks. It is the best choice if the enemy team has little magic damage threat. Ultimate Hat is a pretty bad choice, it doesn't really do a lot and you stack it very slowly due to the very long cooldown of your Ultimate early on. If you don't need any mana sustain or survivability against magic damage it's an okay choice but at that point you might as well opt into Dark Harvest as your Keystone coupled with more scaling runes to take full advantage of the scaling.

2nd Row Transcendence.png?width=32Celerity.png?width=32Absolute%20Focus.png?width=32

This time there is only 1 (and a half) usable Rune(s). Transcendence is a bit too slow and you don't really need it. It's viable so feel free to take it if you really want the CDR and 6 item Scaling. Celerity is the best one here. Early Movement Speed on a Champion without any hard mobility is always nice. It further enables you to use Grasp of the Undying, Kleptomancy or Summon Aery by making it easier to activate them. The MS => AD conversion is also neat. Absolute Focus is really bad, if you fall below 70% health you get nothing, it also doesn't offer much more damage than Celerity or Transcendence. Celerity is definitely the best one here and in my opinion one of the reasons to opt into Sorcery, always take it.

3rd Row Scorch.png?width=32Waterwalking.png?width=32Gathering%20Storm.png?width=32

Scorch is, similar to Aery, reminiscent of the Season 6 Thunderlord's Decree. There is really no reason not to take it, it gives you flat damage which is never bad. Very strong early game. Waterwalking is only good on Junglers but it can offer faster rotations. Experiment with it if you like. Gathering Storm is incredibly powerful, though a bit slow. It ranges from being great gold value to being a win condition of its own. The amount of stats you can potentially get from this is insanely valuable.

Resolve


Gangplank needs survivability. This gives Sustain, Health and Durability. Need I say more?

1st Row Demolish.png?width=32Font%20of%20Life.png?width=32Bone%20Plating.png?width=32

Demolish is really strong if you can get to use it. It makes your split pushing even more powerful than it already is. Font of Life is great for when you want to troll with Ardent Censer Gangplank, though in general I would never take this. Bone Plating is the best all rounder here and you can take it every single time and it will never fail to deliver since it's just so good.

2nd Row Conditioning.png?width=32Second%20Wind.png?width=325abd57da0f30230001f3edd9?width=32

These have their respective uses. I consider Conditioning to be the worst out of the three since it doesn't give you anything until minute 10 but it's definitely a decent choice. Chrysalis against Champions that prefer burst trades or all ins. Second Wind against Champions that will continuously poke you down. You can't really do anything wrong here since they're all exceptional runes.

3rd Row Overgrowth.png?width=32Revitalize.png?width=32Perseverance.png?width=32

Overgrowth is sadly very disappointing. Too slow and doesn't really offer much in general. Revitalize is the best here. It offers synergy with Grasp of the Undying and Gangplank's W. Great choice overall. Unflinching is not really necessary but can be useful.

Inspiration

Did I mention that Gangplank needs survivability and sustain? Here is more of it and it's really good.

1st Row Hextech%20Flashtraption.png?width=32Perfect%20Timing.png?width=32Magical%20Footwear.png?width=32

Hexflash is really bad on Gangplank. You get basically nothing out of it. Commencing Stopwatch and Magical Footwear are really really good. Stopwatch offers you survivability and Magical Footwear is great gold value. Always bring one of these 2 if you chose Inspiration as your Primary or Secondary Rune Tree. One of them is a game changer while the other one has exceptional gold value.

2nd Row Futures%20Market.png?width=32Minion%20Dematerializer.png?width=32Biscuit%20Delivery.png?width=32

These are all good. Future's Market can help with awkward Recall timings if you're forced out of lane or similar situations. Minion Dematerializer gives you options for early lane control and can sometimes allow you to oneshot ranged minions with Sheen and Phage / Hexdrinker. Biscuit Delivery simply grants more Sustain which you can't really complain about on a Champion with a somewhat vulnerable lane phase. 

3rd Row Cosmic%20Insight.png?width=32Approach%20Velocity.png?width=32Time%20Warp%20Tonic.png?width=32

Cosmic Insight is just more solid gold value. It's a little bit better than Time Warp Tonic because you already have a lot of Sustain with Resolve and Biscuit Delivery as well as the occasional Kleptomancy Consumable. However, both of them are viable choices here. Escape Velocity is redundant, you already have a lot of movement speed steroids in your kit.



Rune Tree Combinations

Lastly just some Combinations that I consider to be good. Sorted by Keystones.

Summon%20Aerie.png?width=64
Domination (Sustain and very strong early Poke)
Resolve (Survivability and early game Combat Stats)
Inspiration (Great Gold value)

Grasp%20of%20the%20Undying.png?width=64
Domination (More Sustain and Vision)
Sorcery (More early game Pressure or Mid-Late game Scaling) 

Kleptomancy.png?width=64Summoner%20Specialist.png?width=64
Sorcery (Best scaling but leaves you very vulnerable early)
Domination (More Vision and some additional Sustain)
Resolve (Probably the best Rune Combination in general, incredible lane Sustain and Survivability as well as Scaling Health to make you even more durable in the mid-game)

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

Items Back to Top

Starting Items

    Solid Starting Item | Always Viable
    More Defensive Starter

Core Items

    The Best
    Helper of "The Best"
    Optional
    The Fast
    Crit Core
    Lethality Core
    Bruiser Core
    Ult Upgrades in Order

Situational Items

    Multiple Armor stacking Tanks
    Multiple Magic Damage threats (Replaces Sterak's Gage)
    Never
    Other Defensive Items

Starting Items


With the mana cost increase you're left with 2 options. Corrupting Potion being the more aggressive one and Sapphire Crystal being the more defensive one. You can choose whichever you prefer. Note that Corrupting Potion has very good synergy with Grasp of the Undying while Sapphire Crystal scales very well with Biscuits Delivery and Manaflow Band.

Core Build


Trinity Force is the best first item. Sterak's Gage amplifies Trinity Force and gives you defensive stats. Youmuu's Ghostblade can be considered part of the Core Build because it synergizes so well with the high amount of base damage granted by Trinity Force, Sterak's Gage, Gangplank's Q and Gangplank's E. You'll usually want to finish tier 2 boots after Trinity Force. That rounds out the Core build for Gangplank.

Core Paths

I decided to call this section Core Paths because this is where you reinforce your play style with item choices. Note that this is merely a recommendation and you can also mix these Paths. There is no issue opting into Crit after getting Youmuu's Ghostblade and Duskblade of Draktharr. Similarly, you can build Lethality items before the Bruiser Core to become a more serious Damage Threat.

Crit Core

The first item of the Crit core is usually going to be Phantom Dancer as it's the safest one of the 3 items while also being the cheapest one. It has a very good build path as well. After Phantom Dancer you can opt into Essence Reaver and Infinity Edge. In general you can get the 3 Crit items in any order but Phantom Dancer is the safest one. Getting Essence Reaver first and PD / IE after is something I really like to do because the extra CDR really helps.

Bruiser Core

The Bruiser Build has somewhat fallen out of favor but it can still serve well as an Anti-Assassin pivot. Trinity Force Sterak's Gage and Titanic Hydra are the core of it, Death's Dance and Guardian Angel are the usual last 2 items. This is the most reliable Gangplank core but it doesn't allow you to carry as hard as the Crit or Lethality Core. You do become a relatively potent front liner, though.

Lethality Core

The Lethality Core consists of Youmuu's Ghostblade and Duskblade of Draktharr. Edge of Night is rather situational but can be decent. The Lethality route is best for games that you need to close out early. This will fall off later on because Champions gain Armor per Level (with the exception of Thresh) and you have to swap out some items to have a bigger impact in the later stages of the game, these will usually be Crit Items.

Situational Items


Last Whisper Items

Last Whisper items are usually not necessary because most of Gangplank's Damage (partially) bypasses armor. Mortal Reminder to counter heavy healing (Vladimir, ADCs with Blood Thirster). Lord Dominik's Regards is good if the enemy team consists of 2 or more Tanks. You can also combine it with Cut Down from Precision to get even more Tank Shredding.

Hexdrinker - Maw of Malmortius

The Hexdrinker line is good against multiple magic damage threats. Maw of Malmortius is a very strong item as it completely shuts down most AP-based Assassins and allows you to easily 1v1 most mages.

Other Defensive Items

In general you can build any of the tank items to get some more survivability. Sometimes this is desired but generally you won't be opting into these. Guardian Angel is really good however, as it can allow you to make plays you would otherwise not be able to make.

Ult Upgrades


Fire at Will is the best first upgrade. It makes the ultimate a lot more threatening and better at zoning. It also increases the slow frequency which will sometimes slow people for longer periods of time if they dodge some of the waves (spells that make them untargetable). Death's Daughter and Raise Morale are relatively equal and you can choose whether you want some unreliable damage or a team wide movement speed buff that is very clunky.

Matchups Back to Top

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

  • Aatrox
    Easy
  • Akali
    Easy
  • Camille
    Hard
  • Cho'Gath
    Hard
  • Darius
    Medium
  • Dr. Mundo
    Easy
  • Fiora
    Medium
  • Galio
    Easy
  • Gnar
    Medium
  • Illaoi
    Hard
  • Irelia
    Easy
  • Jarvan IV
    Easy
  • Jax
    Easy
  • Jayce
    Hard
  • Kayle
    Hard
  • Kennen
    Medium
  • Kled
    Easy
  • Malphite
    Easy
  • Maokai
    Easy
  • Mordekaiser
    Medium
  • Nasus
    Hard
  • Ornn
    Easy
  • Pantheon
    Hard
  • Poppy
    Medium
  • Quinn
    Hard
  • Renekton
    Medium
  • Rengar
    Medium
  • Riven
    Easy
  • Rumble
    Medium
  • Shen
    Easy
  • Singed
    Medium
  • Trundle
    Easy
  • Tryndamere
    Medium
  • Vladimir
    Hard
  • Wukong
    Hard

VS

Aatrox

Easy

VS

Akali

Easy

VS

Camille

Hard

VS

Cho'Gath

Hard

VS

Darius

Medium

VS

Dr. Mundo

Easy

VS

Fiora

Medium

VS

Galio

Easy

VS

Gnar

Medium

VS

Illaoi

Hard

VS

Irelia

Easy

VS

Jarvan IV

Easy

VS

Jax

Easy

VS

Jayce

Hard

VS

Kayle

Hard

VS

Kennen

Medium

VS

Kled

Easy

VS

Malphite

Easy

VS

Maokai

Easy

VS

Mordekaiser

Medium

VS

Nasus

Hard

VS

Ornn

Easy

VS

Pantheon

Hard

VS

Poppy

Medium

VS

Quinn

Hard

VS

Renekton

Medium

VS

Rengar

Medium

VS

Riven

Easy

VS

Rumble

Medium

VS

Shen

Easy

VS

Singed

Medium

VS

Trundle

Easy

VS

Tryndamere

Medium

VS

Vladimir

Hard

VS

Wukong

Hard

Powder Keg Mechanics Back to Top

gangplanke.png

Gangplank's Powder Keg is his main fighting tool. You need to utilize this to win skirmishes, contribute to team fights or siege turrets. Most of his kit's power is loaded into this ability so you should invest time into learning how to use it properly.


Powder Keg Timing


Timing is one of the 2 core components of being able to utilize Powder Kegs effectively. Being able to actually detonate your kegs before enemies disarm them is most definitely more important than being able to do the more fancy and mechanically intensive barrel chains. The key to learning this is repetition, go into a custom game and Q / Auto Attack barrels to detonate them the moment their Health ticks down to 1.



Powder Keg Placement


Efficient and advantageous Placement is the other core component of being able to utilize Gangplank's Powder Keg properly. There are 2 factors that are important here. 
The first one being how you place Kegs by themselves. You'll usually not want to just throw them at your opponents because that will make it harder on you to actually detonate them before they get disarmed. It's a lot better and efficient to work with the Fog of War and vision denial. Dodging something you can't initially see is near impossible. Bushes or Corners can allow for a lot easier Powder Keg Combos. You can also pre-place Powder Kegs for later so you have more of them available to yourself at any given time, this is especially relevant around Baron and Dragon Fights where you have some time to prepare and defend the area.
The other factor is how you place the Kegs in relation to each other. You get the highest range with the smallest intersection of Powder Kegs' Explosion Radius, ideally there should be no intersection but that can be pretty difficult when using smart cast especially.

League of Legends Screenshot 2018.02.25


Powder Keg Chains and Combos


"Double Barrel"


The most basic of Powder Keg Combos involves chaining 2 Powder Kegs together and detonating one of them to detonate the other Powder Keg in the chain, increasing your Range. This is the combo you will use most and I highly recommend learning the maximum range of it and building up muscle memory.



"Triple Barrel"


The other basic Combo. For this one, chain 2 Powder Kegs together and you have to chain a 3rd Powder Keg after you detonate the first one. The upside of this is that it greatly increases range and can give you an advantage if your enemies can't see the first Powder Keg due to fog of war. However, you expend (nearly) all of your Powder Kegs in the process which can leave you vulnerable especially if the Combo gets disrupted.



"Triple Barrel" combined with Flash and / or Ultimate


After detonating the first Powder Keg in the Triple Barrel combo you have a few frames worth of time before you have to chain the third. This allows you to use Flash and / or your Ultimate in that small time window. However, opportunity cost of doing this is quite high and you should get comfortable with the Triple Barrel combo itself first before attempting these.



"Phantom Barrel"


This works the way reason as Triple Barrel with flash / ultimate. After you cast Q, you have some frames worth of time to chain another Powder Keg, however, this time you will be using 2 Powder Kegs in total as opposed to 3. The condition for this to succeed is being at maximum Q range (or farther away) to the Powder Keg, casting Q and placing another Powder Keg as soon as the Q animation ends.
One thing that I think is very important here is that you remain conscious of where your Champion is at all times when doing this combo. Do not simply Q on a Powder Keg from way outside of the Range and wait until you walk into range. Move consciously so you don't end up being out of position.



Resetting Passive


Gangplank's passive Trial by Fire has its cooldown reset whenever a Powder Keg detonates. This doesn't only apply to the first Powder Keg in a chain but every single one, meaning you can reset your passive's cooldown multiple times within a Powder Keg chain. Furthermore, Gangplank's passive does stack with multiple instances of itself, meaning of you apply the Passive to someone, detonate a Powder Keg and apply the passive again, they will take full damage from both instances of your Passive. This allows you to deal quite a lot of true damage. 
The best way to take advantage of this is to detonate Powder Kegs one at a time to get the most amount of passive instances. However this doesn't result in the highest DPS / Burst. Using the Double Barrel or Phantom Barrel combo to reset your passive will result a lot of damage in a very short amount of time if the enemy is in melee range of you. Although it can be quite mechanically intensive as you need to auto attack at the right time in order for it to be worth doing in a duel or skirmish. 



Farming Minion Waves


Gangplank's gold acceleration is one of the reasons why he is so strong in slower meta games. Using it properly is generally pretty easy but you usually can't afford Parrrley farming early game because of the mana cost. Around level 7-9 when you have Sheen is the time you start being able to farm waves with barrels efficiently. Always try to get as many last hits with the barrel as possible, being greedy is good here. Generally the sequence to farm waves with barrels once you have Sheen is casting Powder Keg in the middle of the wave, detonating it with a Sheen empowered basic attack to lower the Health of all the minions, basic attacking each melee minion once, putting another Powder Keg down and detonating it with a Parrrley. However this won't work if you're too far behind. There is also another way to do it, shown in the video below. Whenever you have Trinity Force you'll generally just need to basic attacl the melee minions 2 or 3 times to get them to about the same Health as the caster minions, place a Powder Keg in the middle of the wave and detonating it with Parrrley to get the bonus Gold from all minions.

How to use Remove Scurvy [W] properly Back to Top

gangplankw.png

Gangplank's Remove Scurvy is his main defensive tool and his signature ability alongside his Parrrley. Using it at the right time is very important, as you're very likely to die if you use it poorly. Learning how to use it mostly comes down to improving your game sense and Champion knowledge.


Sustain

Remove Scurvy is also very useful as a sustain tool. Be advised, though, it is sometimes very risky to use it for Sustain as you leave yourself open to ganks for prolonged amounts of time. In addition to that it also consumes a lot of Mana in the process.

Preemptive W

Gangplank's W has a short cast time during which you are immune to non-knock up crowd control. This immunity period lasts until the end of the cast so you can begin casting right before you get hit by a crowd control spell to break free from it right away.

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