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
6
Win %
58
41
Kills
7.3
4.5
Assists
5.8
6.8
Deaths
4.2
5.8
KA:D Ratio
3.1
2.0
Gold Earned
14.9K
12.3K
Creep Score
244.4
192.9
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

The Mandatory Summoner Spells

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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

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With Unsealed Spellbook (more on Keystones and Runes later) you're able to take summoners other than Teleport. I would still recommend taking Teleport but both Ignite and Exhaust can be viable if you use them to your advantage properly. That said I still think Teleport is the safest and most consistent one so I would always opt for it.

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.



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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.



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Tier: 2


Unsealed Spellbook allows you to start the game with Flash and Ignite / Exhaust to get some more combat power in lane. You can also start with Flash Teleport or swap your secondary Summoner Spell to Teleport if you need to giving 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. Keep in mind that you should try to get all 8 Summoner Spells at least once to reduce the cooldown of the swapping mechanism.



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Tier: 1


Kleptomancy is the Keystone with the highest opportunity cost, the chance to be outstanding makes it staple. 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. 



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Tier: 1


Summon Aery is a really good 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.



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Tier: 1


Grasp of the Undying is the 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.

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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.

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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.

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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.

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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.

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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.

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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 and Ultimate Hunter are the strongest ones 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. 

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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 in its row if the enemy team has little magic damage threat. Nimbus Cloak is a pretty bad choice, it doesn't really do much for you because you'll either use your Ultimate cross map (the effect is most likely completely wasted in this case) or you already get a lot of movement speed from your kit and itemization.

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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.

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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?

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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.

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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.

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Overgrowth is an okay option, only better than Revitalize if you only expect to be able to get off 1 W in a fight and don't need extra Sustain early. Revitalize is the best here overall. 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.

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Hexflash is really bad on Gangplank but it's also a really good meme. 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.

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Future's Market can help with awkward Recall timings if you're forced out of lane due to a really bad trade but it's overall the weakest one because it doesn't really do anything until you actually recall. 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. I would always take Biscuit Delivery here.

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Cosmic Insight is a solid choice due to giving you a few unique stats that are useful and just having great value in general. However, Timewarp Tonic is just better because movement speed is really really valuable while making your Corrupting Potion last longer is also incredibly good. Escape Velocity is redundant, you already have a lot of movement speed steroids in your kit.



Rune Combinations

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


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Domination (Sustain and very strong early Poke)
Resolve (Survivability and early game Combat Stats)
Inspiration (Great Gold value)


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Domination (More Sustain and Vision)
Sorcery (More early game Pressure or Mid-Late game Scaling) 


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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
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15
17
18
E
2
8
10
12
13
R
6
11
16

Trial by Fire

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INNATE: Gangplank's next basic attack burns the target, dealing 55 - 225 (based on level) (+ 100% Bonus AD) bonus icon true damage over 2.5 seconds. Turrets receive 50% reduced damage.
If Gangplank successfully hits a target with Trial by Fire, he Trial by Fire 2 gains 30% bonus movement speed for 2 seconds. Destroying a  Powder Keg Powder Keg instantly readies Trial by Fire and grants its bonus movement speed.

Gangplank's passive is a very important part of his kit for early laning phase and dueling later on. The amount of Damage this does is very significant and when combined with Powder Kegs to reset its Cooldown you can even kill tanks very easily. Kiting with this is crucial in 1v1s if you're not very far ahead.

Parrrley

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ACTIVE: Gangplank shoots the target enemy with his pistol, dealing 20 / 45 / 70 / 95 / 120 (+100% Total AD) Physical Damage and applying on-hit effects. Parrrley can critically strike.
If Parrrley kills its target, Gangplank plunders 3 / 4 / 5 / 6 / 7 Gold and  4 / 5 / 6 / 7 / 8 Silver Serpents Silver Serpents, the latter of which can be spent to upgrade Cannon Barrage.

Gangplank's Q is what makes him unique in Top Lane. He's somewhere in the middle of ranged and melee which gives him a distinct advantage in a lot of match ups. This activates Grasp of the Undying like a melee auto attack would, making it the preferred keystone of choice. You should be careful with using it too much early game because it has 2 negative side effects. Because it's a single target ability, you will take minion aggro when you use it on your lane opponent. This can be omitted by walking into a bush right after using it to drop minion aggro. The second issue is that it has quite a high mana cost early so you have to be aware of your mana and manage it properly. You rank this up first because it's your main trading tool and it also increases the Gold and Silver Serpents you get from it.

Remove Scurvy

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ACTIVE: Gangplank consumes a large quantity of citrus fruit, removing all crowd control affecting him and healing himself for 50 / 75 / 100 / 125 / 150 (+ 90% AP) (+ 15% missing health)

Gangplank's W 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 knowledge and getting some experience with the champion. You max this last because this skill is a one-point wonder. It does its job very well at rank 1 and other abilities benefit from being ranked up a lot more.
Remove Scurvy is 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 and all ins for prolonged time spans due to its long cooldown at rank 1. 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.


Powder Keg

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PASSIVE: Gangplank stores a charge of Powder Keg periodically, up to a maximum of 3 stored at once.
ACTIVE: Gangplank places a Powder Keg at the target location for 25 seconds, which connects to other nearby Powder Kegs.
Gangplank and his enemies can attack the Powder Keg with their basic attacks, dealing 1 damage per hit. Gangplank may also shoot the barrel with Parrrley. If Gangplank scores the killing blow, it explodes, also triggering a chain reaction that explodes nearby connected kegs. If killed by an enemy, the keg is safely dismantled.
An exploding keg deals the attack's damage to all nearby enemies, plus 60 / 90 / 120 / 150 / 180 bonus damage against champions, ignoring 40% of their armor, as well as slowing them by 40% / 50% / 60% / 70% / 80% for 2 seconds. Enemies can only be damaged once.

Gangplank's E is his main damage ability. Using it properly is incredibly important. How you use this will determine your success with the Gangplank. The difference between using Powder Kegs to their fullest and barely using them is massive, the potential is pretty high here so don't expect to get it down within a very short time frame. You rank this up after Parrrley, getting it to rank 5 by level 13. The reason for ranking it up second is that Powder Keg has 2 level scalings. It scales with its own rank and with Gangplank's level. At level 7 and 13 the rate at which Powder Kegs lose health increases. Going from 1 health per 1.5 seconds to 1 second at level 7 and 0.5 seconds at level 13. As such, ranking it up first doesn't really make much sense since you won't have the biggest power spike until level 13 anyway. There is an extra section on Powder Keg Mechanics later on in the guide.

Cannon Barrage

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ACTIVE: Gangplank signals his ship off-shore to fire upon the target area for 8 seconds, calling down 12 waves of cannonballs in clusters of 3 every 2 seconds, and revealing it for the duration. Each wave deals 35 / 60 / 85 (+ 10% AP) magic damage to all enemies within the area and slows them by 30% for 0.5 seconds.
Gangplank can purchase upgrades for his ship in the store at the cost of 500 Silver Serpents each, which improve Cannon Barrage:
Death's Daughter: An initial cannonball lands in the center of the barrage, dealing 105 / 180 / 255 (+ 30% AP) true damage to all enemies it hits and slowing them by 60% for 1.5 seconds.
Raise Morale: The barrage grants allies 30% bonus movement speed while they are inside the area, persisting for 2 seconds after leaving it.
Fire at Will: Cannon Barrage fires 6 additional waves over its duration.

Gangplank's Ultimate is one of the strongest in the entire game. It has so many uses and it's global. You can use it to clear waves to defend towers, to set up and/or assist ganks in other lanes, to engage or disengage teamfights, to cut off choke points or simply to deal damage in fights. The sheer versatility makes this ability so incredibly powerful. Its cooldown is appropriately long so you have to make the most out of each individual cast and due to how versatile it is, it generally does less immediate damage than most other damage oriented ultimates. Most of its strength is utility. The damage comes from its upgrades which you won't get until later on in the game.

Items Back to Top

Starting Items

    Solid Starting Item | Always Viable
    More Defensive Starter
    Even more Defensive
    Early Items

Core Items

    The Best
    Mid Game items
    The Fast
    First Upgrade
    Second Upgrade
    Third Upgrade

Situational Items

    Crit Items
    Bruiser Items
    Lethality & Last Whisper Items
    Hexdrinker Line
    Tank Items

Starting & Early Items

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Due to Gangplank's high demand for mana regeneration in the early game you're presented 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 while accelerating your Sheen. Doran's Shield is even more defensive and I wouldn't really go for it but it can be a viable alternative.
Doran's Blade and Cull are really good early items. Doran's Blade gives you more Lane presence and if you couple it with a cull you don't really lose any gold while still having the very strong laning phase. Getting Cull and Doran's Blade on first recall with Corrupting Potion as your starting item and Grasp of the Undying as your Keystone is incredibly powerful.

Core Build

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Trinity Force is the best first item, the Spellblade passive synergizes with his Q and E and it gives you a lot of CDR and just a little bit of everything which really helps GP. 
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, Gangplank's Q and Gangplank's E. You'll usually want to finish tier 2 boots after Trinity Force. 
Sterak's Gage makes you very tanky. It has excellent synergy with Grasp and the other Resolve Runes. The Bonus AD it provides increases your Passive damage as well overall Damage. This item isn't completely mandatory but it's still very powerful and useful in pretty much all scenarios.
That rounds out the Core build for Gangplank.
Gangplank has a lot of options when it comes to item builds. The only real must-have item is Trinity Force and, to an extent, Sterak's Gage and Youmuu's Ghostblade. The rest of the build is very much situational and depends on the game state at hand.

Situational Items

Gangplank has a lot of options when it comes to item builds. The only real must-have item is Trinity Force and, to an extent, Sterak's Gage and Youmuu's Ghostblade. The rest of the build is very much situational and depends on the game state at hand.

Critical Strike Items

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Critical Strike items still scale well into later stages of the game. However, Infinity Edge isn't quite as good as it used to be. It still provides a noticable amount of damage as your last item but I wouldn't really get it very often. One thing to note is that it is very good against damage reduction effects like Alistar ultimate or Irelia's W because true damage ignores those.
Phantom Dancer is still a really really good item. It provides you with a lot of utility, tankiness and also a decent amount of DPS in melee range. All around this item fits into pretty much every single build because of how cost efficient and powerful it is. 
Stormrazor is a very good item. It provides you with a lot of consistent burst damage. The only issue with it is the build path being pretty bad as none of the component items have any individual power spikes (unlike Serrated Dirk in the Lethality items for example). You can build it right after Trinity Force, Sterak's Gage and Ghostblade for an insanely strong 4 item power spike.

Bruiser Items

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Bruiser Playstyles for Gangplank have always been viable, sometimes more prevalent, sometimes not so much. It's pretty much always going to be viable because of how well Gangplank's kit holds together with just Trinity Force. He is able to adapt very well. 
Guardian Angel, much like Phantom Dancer, is a very universally applicable item. It fits into basically every build, especially when you're facing mostly physical damage threats.
Death's Dance is a more defensive options that you should only really pick up whenever you're playing vs Champions that can oneshot you otherwise. The Damage Deffering Passive and Pseudo Spellvamp are really strong against Assassins. 
Titanic Hydra is very useful as a burst damage tool, allowing you to reset your auto attacks and stacking passives with barrels. The Tiamat also helps you clear the melee minions of a wave.

Lethality Items

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Lethality has always been pretty strong on Gangplank but mostly overshadowed by the much more efficient Critical Strike itemization due to Infinity Edge and Essence Reaver being much more efficient items for Gangplank in the past. With the recent Critical Strike itemization changes, Lethality is going to be more efficient.
Serrated Dirk is a very efficient power spike, it only costs 1100 Gold and builds out of 2 long swords and increases your damage quite massively after Trinity Force due to all the base damage you accumulated. Simply due to this, all Lethality items are viable purchases.
Youmuu's Ghostblade has always been a staple and it continues being the best mid-game option for Gangplank, providing outstanding utility and synergizing with the high base damage from Trinity Force. It's build path is also very convenient and the item is cheap overall.
Duskblade of Draktharr is another good option, providing you with a sweeper-esque passive and a decent damage dealing Passive. It shares the same stat line, cost and item build as Youmuu's Ghostblade and is very efficient as such.
Edge of Night is situationally good. It's the most defensive Lethality Item. I would mostly opt into it whenever the enemy team has very predictable engage that you can block with its active. Overall solid item but I would only get it if you already have the other 2 Lethality Items.

Last Whisper Items

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The Last Whisper are both very strong. I would mostly get them whenever the enemy carries have items like Ninja Tabi, Guardian Angel or Zhonya's Hourglass as they're only really more effective than Lethality Items whenever the enemy has some armor from items. They synergize incredibly well with Lethality Items as well.
Mortal Reminder is mostly strong whenever the enemy has some kind of healing (I would say even if the enemy ADC just has Bloodthirster or Botrk it's worth picking up). If they have absolutely no healing you should get Lord Dominik's Regards.

Hexdrinker Line

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Hexdrinker and Maw of Malmortius are the alternative to Sterak's Gage. They are both really good against magic damage threats. I would generally replace Sterak's Gage with Maw of Malmortius whenever the enemy team consists of nearly only Magic Damage dealers.

Tank Items

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While Tank Gangplank isn't really something that exists, these items are really useful at times. 
Adaptive Helm and Spirit Visage if you don't really need the item slot for a damage item and only need to survive the magic damage burst. Adaptive Helm if they have some sort of sustained magic damage or Syndra (it counters her ult). Spirit Visage if you want more sustain afterward.
Randuin's Omen is very strong against Critical Strike Champion if you're having issues surviving and don't need more damage.

Ult Upgrades

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Raise Morale is the most useful first upgrade in a lot of scenarios. 30% Movement Speed is quite significant and it just makes your ult stronger at what it does. The damage it deals is usually not the most significant of what it does. The ability to slow enemies in a large area at global range is really strong. This creates a movement disparity between allies on opponents, by adding a movement speed buff to your allies, that disparity becomes even larger. Fire at Will is usually the secondary upgrade. You can make a case for it being the better first upgrade but the issue is, Fire at Will only kicks in after a short delay, the first few waves of Cannon Barrage will be at normal frequency and it deals damage and slows more frequently over its duration. I think the Movement Speed buff is more valuable but Fire at Will is a good first upgrade, too. Death's Daughter is too easily avoided and can also be difficult to land without sacrificing proper placement of your ultimate. Usually wouldn't worry about this one at all. Get it last. 

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

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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.

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