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Choose Champion Build:
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AD (Threats & synergies here)
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AP
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Tank
Recommended Items
Runes: First Strike
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Ignite
Items
Ability Order Standard path
Trial By Fire (PASSIVE)
Gangplank Passive Ability
Threats & Synergies
Azir
Azir has laser auto attacks, which means you're not gonna be hitting too many kegs if he knows the timing well. He also has pretty spammable abilities so it's hard to play against, I suggest taking Fleet.
Alistar
Alistar has good lockdown which is useful for setting up kegs and ults.
Alistar
Alistar has good lockdown which is useful for setting up kegs and ults.
Introductions | Essentials | In-game | More info | Miscellaneous | ||||
Guide intro | Runes | Roles | Matchups | Learn more | ||||
Pros/Cons | Summoners | Early game | Synergies | TL;DR | ||||
Abilities | Builds | Mid game | Combos | |||||
Ult upgrades | Late game | Tips |
Who I am
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Guild contents
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Gangplank's passive essentially gives him an





[Counts as a ranged attack since 1.17] GP's Q is a shot from his pistol, which applies on-hit effects, it can also destroy his kegs but can't be used to hit turrets or wards. If Gangplank kills a unit with his Q he receives bonus gold and Silver Serpents, which can be used to upgrade his ultimate, there are three upgrades that all cost 500 Silver Serpents.


GP's W is a self-heal that cleanses all CC effects and scales with missing HP, can be used to bait enemies to follow you too deep into your own territory to get some cheeky kills.


GP summons a keg that has 3 HP and ticks down to 1 slowly, the tick gets faster at levels 7 and 13. Gangplank can use his auto attacks or Q to get the HP down and eventually destroy the keg. Enemies can also hit the keg and if they get the last hit they receive 10 gold. GP's barrels have increased critical strike damage on hit.


Gangplank's ult is an AoE that summons multiple waves of cannonballs that all deal damage and slow enemies in the area, it is also the main reason people sometimes play AP GP since it has 10% AP scaling per wave. I will now talk individually about all his three ult upgrades:


With this upgrade his ult gets more waves of cannonballs during the duration, it is the best one simply because the damage is greater and each wave slows enemies.


Gives allies a movement speed boost, can be used to either help allies escape faster or to help them chase down enemies easier.


Creates a giant true damage dealing cannon ball in the center of the ult during the first wave.


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Dark Harvest
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Primarily aken into squishy lanes where you know you'll dominate early, (one example being ![]() ![]() |

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First Strike
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Good into most melee matchups where you can get the first hit in a fight by using either ![]() ![]() | |
Unsealed Spellbook
| Perfect if you're just planning to play for lategame and don't care about lane control, good into matchups that you don't maybe know too well or comps that have very aggressive champions that want to gank you early. |

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Grasp of the Undying
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Grasp is a safe option in most matchups, gives good damage and health. I'd say this is a starter rune that newer players can fall back on if they feel intimidated but a more skilled GP player can easily pick another keystone depending on the situation, for example: ![]() ![]() ![]() |

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Fleet Footwork
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A situationally very useful sustain rune that I'd generally take for mage matchups that can be hard, for example; ![]() ![]() ![]() ![]() |

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Arcane Comet
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Comet is like ![]() ![]() ![]() ![]() |

Shard runes:
Offense:

Generally the best option.

Not necessary but feels nice for early trades and can also be beneficial later on if you're not building


CDR is uncapped, this wont affect much but if you just want a tiny bit more you can take it.
Flex:

Damage is nice, this is the most common option.

If enemy has a lot of AD and you're afraid, feel free to swap out some damage for a bit of extra tankiness.

If enemy has a lot of magic damage and you're afraid, feel free to swap out some damage for a bit of extra tankiness.
Defense:

Works well with


Pick this in an AD lane.

Pick this in an AP lane.
Flash is the most broken summoner in the whole game, and you need to have it in order to win. | ||
TP is probably the best rune for ![]() | ||
Ignite is good for getting kills early and weakening healing, mainly take this only if you are mid but it can also be flexed top in-case the enemy toplaner is a ![]() ![]() |
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Trinity Force
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All-rounder item that gives GP a lot of stats he needs and wants in many games, very much a default option if you're not sure what else to go for but an ![]() |

Galeforce
| Galeforce is my favourite AD mythic for GP simply because I feel like it offers him the most. It can help you finish off targets as well as act as both and engage and escape tool. |

Prowler's Claw
| Best for a oneshot build. Can be used at the beginning of a combo on a tankier target for the passive that makes the enemy take more damage, or at the end of a combo on a squishier target just in case you end up needing it. |

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Liandry's Anguish
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Has the best damage output overall, good stats, amazing passive that works well with![]() |

Night Harvester
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Fantastic for normal passive and mythic passive, has great oneshot potential with ![]() |

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Iceborn Gauntlet
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Synergizes with ![]() |


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Top lane

Here's a few tips on things you can do with waves:
1. If you're ahead and can win 1v2 or you see the enemy jungler botside, push in hard, it's very easy with a few


2. Just farm under turret, it's pretty easy but can cost a lot of mana early. You do this in hard lanes because it just might be the only safe option.
3. Freeze, quick lesson on freezing in general: When two waves meet and the enemy wave has more minions, let them kill your minions and just last hit as close to 0 as you can. After that depending on how many enemy minions are left you can choose a spot to freeze in, the general rule is to have more minions the closer you are to your own turret.
Top lane GP has some benefits that are simple to explain, you can get tank lanes which essentially mean free farm, and with bushes + alcove you can create some sneaky


Wave manipulation in mid is a bit trickier in my opinion, freezes are harder to do since the lane is shorter and you could possibly be facing a mage who can spam abilities on you like


In case your early game is going rough you can always just stay under turret and farm with Q, but if you are winning then you shouldn't feel afraid to step up and poke the enemy under their turret since GP can win 1v2 fairly easily with his kegs and ult.
A very simple thing you can do in mid is to decide your runes and summoners based on whether or not the enemy mid laner is ranged or melee.
Ranged:


Melee:


Roaming on






- In any of these 3 off-roles, I suggest taking

- Just dodge if no one else wants to swap roles with you in champ select, you really don't want to play anything except top/mid with GP.
There are two goals you can strive for early game,
1. Getting kills:

If your enemy is for example a


If you're planning on playing like this you should go with


Early on you should be building AD if you have to back before you get gold for



2. Surviving at all cost:
By this I mean taking sustain runes like





This is a good strategy in lanes where you're not sure if you can beat the enemy.
Regardless on whether you're ahead or behind, your goal should be to get level 13 and getting a few items before grouping to fights with your team, your

Why do I need to get level 13?
If you're asking this you're quite new to


You have good powerspikes pretty much after every completed item so just farm until you don't need to anymore.
Playing from behind:
If you died solo in lane a million times or got camped and poked out of lane your next move should be to afk farm as much as possible with

All you need to worry about is generating as much gold as possible, this means farming minions with your Q to get the bonus gold and Silver Serpents from them. You also should be pretty greedy and steal some jungle camps,

If you get flamed for farming for 10 minutes in a sidelane, just mute the flamer and get your items, it is what it is.
Get level 16 and at least two

Crit

Tank/Bruiser


Teamfighting
If you have a "glass cannon" build you should be waiting to see squishy enemy carries and positioning you and your

AP




Basic/Bruiser GP should start off with a sneaky




If you're behind you should tell your team to avoid fights while you farm in sidelanes to get gold for important items like in order to be more impactful. If you have to go along you should just try to stay back and peel with

Hard lanes:
Anything and anyone that outsustains and/or outpokes











What you can do in-case you stumble upon these champions; Start with



Note here, that some of these lanes I mentioned only get harder once entering the level 6 area of the game, these champs being Irelia, Tryndamere and Vladimir.







Also as a note one of the lanes I mentioned gets easier for


Skill-based lanes:
This category includes mainly bruisers and some tanks. I will bring up some examples to make it a bit clearer:





In conclusion: just play safe around his cooldowns and you should be fine.













Easy lanes:
This category includes squishy assassins, mages and tanks. Here are some examples of lanes o' ease:
























General notes:


Any champion with laser or "plasma" auto attacks can disarm

































In conclusion:
Hard CC and slows are helpful to you, but you can also use your own slows to make allies stronger.
- Fastest way to get good is to stop playing passively and start being more aggressive, go for early trades when your passive is up and take

- Splitpushing for powerspikes is often necessary and the main ones you should be striving for are level 13, level 16, 2nd item and 3rd item.
- If you build


- Special Forces has the cleanest animations, so if you're learning and willing to spend some RP get that skin.
- Toy Soldier has a weird walk animation which can throw enemies off, can sometimes be useful.
- Be careful with

- Don't greed with saving your


His best runes are




He can start with





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