Gangplank Champion Guide by Small_appliance

Last Updated 2013-04-07

Would you recommend this FAQ? Yes No You must register to leave a comment. Submit

League of Legends Gangplank Champion Guide

Copyright 2013 Tyler Messa

Introduction

Hello, and welcome to my in-depth guide to Gangplank, the Saltwater Scourge. Gangplank is a versatile melee champion that excels at farming, poking, escaping, single-target damage and teamfight utility. Gangplank has some of the most diverse build pathways out of any champion, being able to be built for crit, durability, on-hit, AP, and much more. In this guide I'll cover some of the most popular builds. If you have any suggestions/questions/comments/concerns, please don't hesitate to drop me a line. My contact info will be included at the end of the guide.

Lore

Gangplank was born the son of the dread pirate captain Vincent the Shadow - one of the most wealthy and feared pirates in all of Blue Flame Island. One might think this would have spoiled the boy with a cushioned life of privilege, but the truth is quite the opposite. Growing up in the city of Bilgewater isn't easy; pirates are not known for their compassion, and that most certainly extends to their families. Vincent wanted his son to grow up tough and strong, so he was extremely hard on the young Gangplank. Even as a child, Gangplank was as mean as a snake and is said to have slept with his eyes open. As he grew, the young man rapidly became the most ruthless and feared pirate in all of Bilgewater, and his daddy was never more proud than on the day of his son's eighteenth birthday - when Gangplank stabbed his old man in the back and claimed the famed pirate ship, the Dead Pool, for his own. The continent of Valoran, however, is a dangerous place for pirates; Gangplank could read the writing on the wall. The den of pirates known as Bilgewater would soon be pulled down by the undertow of Valoranian politics and the Institute of War. It was time for Bilgewater to have their own champion to represent them in the League of Legends, and who better than the fiercest pirate of them all? It is said that Gangplank has enough power and favor to claim the title of the Pirate King back home, but that he is simply biding his time and building his reputation as a champion before he returns to a life of piracy.

"Yo ho, blow the man down. Or at least shoot him when his back is turned and steal all his booty."

Grog-Soaked Blade (Passive)

Gangplank's basic attacks apply a poison debuff for 3 seconds that can stack up to 3 times. Each stack deals 3 + (1 × level) magic damage per second and slows the target by 7%.

This move is essentially a built-in, albeit weaker, red buff. It is useful for chasing enemies around, and synergizes well with Gangplank's innate movespeed bonus from Raise Morale and the items he commonly builds. It can also secure kills a fair amount of the time, but don't rely on it for that.

Parrrley (Q)

Range: 625

Cooldown: 5

Cost: 50 / 55 / 60 / 65 / 70 mana

Physical Damage: 20 / 45 / 70 / 95 / 120 (+ 100% AD)

Extra Gold: 4 / 5 / 6 / 7 / 8

Active: Gangplank shoots a target enemy with his pistol, dealing physical damage. If it is killed with this ability, he gains extra gold and refunds half the mana cost. This ability can critically strike and applies on-hit effects, including his passive.

This move is what defines Gangplank. It is a single-target ability that deals physical damage and applies on-hit effects. What this means is, essentially, whatever effects an autoattack apply, this move will also do it. This is the main reason critplank is such a terrifying force. It also applies the effects of Ravenous Hydra, but not Runaan's Hurricane. You can use it to last-hit creeps, but doing it too often can drain your mana fairly quickly. It's a great tool for both poking and farming, and you can use it to easily harass your opponent out of lane.

Remove Scurvy (W)

Cooldown: 22 / 21 / 20 / 19 / 18

Cost: 65 mana

Heal: 80 / 150 / 220 / 290 / 360 (+ 100% AP)

Active: Gangplank instantly removes all crowd control effects on him, as well as healing himself.

Remove Scurvy is an excellent move that helps to give Gangplank his slipperiness. When activated, it removes any slows, stuns, silences, etc. that are currently affecting him. At lower levels the mana cost is prohibitive, and the heal is negligible. Use this move sparingly in lane. One interesting thing to note is the 100% AP scaling, which means that at level 5 an AP Gangplank with full build will heal around 1000 health instantly.

Raise Morale (E)

Range: 600

Cooldown: 20

Cost: 50 / 55 / 60 / 65 / 70 mana

Passive Attack Damage Bonus: 8 / 10 / 12 / 14 / 16

Passive Movement Speed Bonus: 3% / 4% / 5% / 6% / 7%

Active Self Attack Damage Bonus: 12 / 19 / 26 / 33 / 40

Active Self Movement Speed Bonus: 8% / 11% / 14% / 17% / 20%

Passive: Gangplank's attack damage and movement speed are increased permanently.

Active: Gangplank fires into the air, disabling his passive boost but inspiring himself to gain additional attack damage and movement speed, with allied champions within range receiving half that amount, for 7 seconds.

Good movement speed and attack damage steroid. This can give you and your team a substantial boost in running away or chasing enemies down, in addition to helping to take towers more quickly.

Cannon Barrage (R)

Range: Global

Cooldown: 120 / 115 / 110

Cost: 100 mana

Magic Damage (Per Cannonball): 75 / 120 / 165 (+ 20% AP)

Active: For 7 seconds, target 600-radius area grants vision and slows enemies inside by 25% until 1.25 seconds after exiting the area, and drops 25 cannonballs over the duration, each one damaging enemies within 150 range.

While not terribly useful for killing people, Gangplank's ult is a powerful tool for its AoE slow and constant, if unreliable, damage. Dropping it on a teamfight can quickly turn the tide, and it can also help to secure kills on enemies that your team is pursuing, due to its global range. My personal favorite way of using it is to drop it on an enemy that's being ganked in another lane. The slow will aid your team in getting the kill, and you'll get free assist gold to put you even further ahead of your lane partner. Unfortunately, the ult itself is unlikely to kill anybody, unless you're building AP.

Runes

As previously stated, Gangplank is a versatile champion that has the option of using many different combinations of runes, items, and masteries. Here I'll try to include some of the most common rune page setups.

Bruiserplank

9x Mark of Attack Damage

9x Seal of Armor

9x Glyph of Scaling Magic Resist

3x Quintessence of Movement Speed

This page will work for just about any AD top champion. Swap the scaling magic resist for flat if you're up against an AP opponent. In that scenario, you can also use mana regen seals if you'd prefer, although armor seals are still useful for freezing the lane and mitigating damage from autoattacks. As a variation, you could also swap the glyphs for cooldown reduction and the marks for armor penetration if you'd prefer.

Critplank

9x Mark of Critical Damage

9x Seal of Critical Damage

9x Glyph of Critical Damage

3x Quintessence of Critical Damage

This is a joke page that is not intended to be taken into serious games, but can work wonders in normal games. By pouring all of your runes into critical damage, you end up with 45.51% critical damage, and that's not even including the extra 50% from Infinity Edge. Due to the expense and sheer manliness of this rune page, only true pirates should even consider running it.

Jungleplank

9x Mark of Attack Speed

9x Seal of Armor

9x Glyph of Scaling Magic Resist

3x Quintessence of Movement Speed

Similar to the standard top bruiser page, the jungling page swaps attack damage marks with attack speed, in order to clear the jungle faster.

APlank

9x Mark of Ability Power

9x Seal of Mana Regen

9x Glyph of Magic Resist

3x Quintessence of Ability Power

For marks, I prefer ability power over magic penetration because your AP is only used for Remove Scurvy/Cannon Barrage/Lich Bane. Cannon Barrage and Lich Bane come a bit later once you've already got a fair amount of AP, so you wouldn't make as much use of magic penetration marks. AP reds and quints serve to give a bit of extra punch to your oranges early on, while the mana regen yellows provide the mana sustain that APlank requires. Flat magic resist blues are standard against AP.

Supportplank

9x Mark of Armor

9x Seal of Armor

9x Glyph of Scaling Magic Resist

3x Quintessence of Gold

Though not quite mainstream, support Gangplank is fun and works fairly well for a niche support. Your ADC will appreciate the AD/MS steroid, and you have excellent poke capability. This is a standard support runepage that allows for some extra tankiness and gold generation.

Masteries

Gangplank's possible mastery combinations are as diverse as his rune pages, with the ability to effectively spec into any tree in multiple combinations.

Offensive

Summoner's Wrath: 1/1

Sorcery: 3/4

Deadliness: 4/4

Destruction: 1/1

Defense

Perseverance: 3/3

Durability: 4/4

Hardiness: 3/3

Relentless: 2/2

Veteran's Scars: 1/1

Safeguard: 1/1

Tenacious: 3/3

Juggernaut: 3/3

Honor Guard: 1/1

This is the standard page for top champions. A focus on tankiness with a bit of offensive capability. This is good for a more durable build. Use this setup if your team needs a tank.

Offensive

Sorcery: 4/4

Deadliness: 4/4

Havoc: 3/3

Weapon Expertise: 1/1

Lethality: 1/1

Utility

Summoner's Insight: 1/1

Meditation: 3/3

Mastermind: 1/3

Expanded Mind: 3/3

Biscuiteer: 1/1

Runic Affinity: 1/1

Greed: 4/4

Wealth: 2/2

Pickpocket: 1/1

This is my personal favorite setup. It's made for early harass and crit building. It specs up to Lethality in the Offense tree for the extra crit damage, and 17 points in Utility for Pickpocket. Because Parrrley applies the on-hit effects of Gangplank's basic attacks, that means you get five gold every time you hit an opponent with Q. The Biscuiteer and Expanded Mind masteries give extra sustain for poking, and Greed/Wealth assist your gold count so you can spend less time and mana Q'ing minions and more time Q'ing your lane opponent.

Offensive

Fury: 4/4

Sorcery: 4/4

Butcher: 2/2

Deadliness: 2/4

Lethality: 2/2

Defense

Durability: 2/2

Tough Skin: 2/2

Bladed Armor: 1/1

Hardiness: 2/3

Utility

Wanderer: 1/3

Meditation: 3/3

Improved Recall: 1/1

Expanded Mind: 3/3

Runic Affinity: 1/1

This is my favorite page for jungling with Gangplank. I like to build crit on him no matter where I go, so take the 14 points in Offense. The Defense masteries give you a little more sustain in the jungle, and Utility speaks for itself. You can also go 0/21/9 if you want a more tanky jungle as opposed to crit.

Offense

Summoner's Wrath: 1/1

Sorcery: 3/4

Butcher: 2/2

Blast: 4/4

Destruction: 1/1

Arcane Knowledge: 1/1

Mental Force: 3/3

Spellsword: 1/1

Archmage: 4/4

Executioner: 1/1

Utility

Summoner's Insight: 1/1

Meditation: 3/3

Mastermind: 1/3

Expanded Mind: 3/3

Runic Affinity: 1/1

Standard AP setup. Not much deviation here.

Offense

Summoner's Wrath: 1/1

Defense

Perseverance: 3/3

Durability: 4/4

Utility

Summoner's Insight: 1/1

Meditation: 3/3

Expanded Mind: 3/3

Artificer: 1/2

Biscuiteer: 1/1

Explorer: 1/1

Greed: 4/4

Wealth: 2/2

Awareness: 4/4

Pickpocket: 1/1

Nimble: 1/1

1 point in Summoner's Wrath for the Exhaust boost. A couple points in Defense for the tankiness and sustain, and 22 points in Utility for the gold and wards and sustain.

Skill Order

Level12345678910111213415161718
Qooooo
Wooooo
Eooooo
Rooo

Q is your main damage/harass/farming tool, so you would obviously max it first. Max E second for the extra speed, damage, and teamfight presence. You shouldn't be spamming your oranges, so max it last.

Summoner Spells

Flash and Ignite are the most versatile spells, and they work excellently on Gangplank. You can substitute Ignite for Exhaust/Teleport, and Flash for Ghost if you prefer. Personally, I use Flash and Exhaust, but feel free to mix and match to determine which you prefer. Take Smite if you're jungling, of course.

Bruiserplank

This is the standard build for tanky top lane Gangplank. It focuses on durability and utility as opposed to damage. Because of the massive amount of viable items, it is impossible to narrow it down to one singular build, so I'll break it up into core/optional items.

Core Items

  • Ionian Boots of Lucidity
  • Frozen Mallet
  • Warmog's Armor

Optional

  • Iceborn Gauntlet
  • Randuin's Omen
  • Sunfire Cape
  • Runic Bulwark
  • Maw of Malmortius
  • Shurelya's Reverie
  • Spirit Visage
  • Infinity Edge
  • Atma's Impaler
  • Guardian Angel

The key goal of this build is to get early tankiness, then begin to build some damage after laning phase while maintaining your durability throughout the match. You can start with Health Potions/Wards, Boots/Health Potions, or Rejuvenation Bead/Faerie Charm/Health Potions/Wards for an early Philosopher's Stone. Starting Brawler's Gloves/Health Potions for an early Avarice Blade works too, but you can't really build it into anything for awhile unless you're going for early crit instead of health (which we'll get to in a bit). Frozen Mallet and Warmog's give large amounts of health, after which you can continue getting tanky with Bulwark/Sunfire/Randuin's, or increase your utility with Iceborn/Shurelya's. If you're extremely fed/far ahead, consider building Infinity Edge and Atma's Impaler for the massively increased damage. Topping it off with a Guardian Angel isn't a bad idea, although resistances aren't as effective as they used to be, so you may find yourself building more health or damage instead.

Critplank

Ahh, Critplank. This is my personal favorite build by far, and it's the one that I've had the most experience with. It focuses on getting early damage and snowballing in lane, then continuing to build into either more damage or tankiness later on. This build is a bit more concrete, but there's still plenty of variation to be had.

Core Items

  • Ionian Boots of Lucidity
  • Statikk Shiv
  • Infinity Edge

Optional

  • Trinity Force
  • Frozen Mallet
  • Warmog's Armor
  • Randuin's Omen
  • Phantom Dancer
  • Atma's Impaler
  • Guardian Angel

Start off with Brawler's Gloves/Health Potions. This will allow you to get an early Avarice Blade and harass your lane opponent with crits while massively outfarming them. The goal of this build is to get a Statikk Shiv as quickly as possible, then finish your boots and buy an Infinity Edge. By that point you have plenty of crit chance and damage, and you can start building tankiness if you need to. Grab a Frozen Mallet if you need more durability, or Trinity Force if you want to go full YOLO. If you went Frozen Mallet, you can then pick up Warmog's and Atma's to boost your damage and health. If you opted for a Trinity Force, pick up a health item afterwards, then top it off with either a Guardian Angel or Phantom Dancer to turn yourself into a speedy crit machine. I would only recommend going full critplank if your team already has a tank. Then again, pirates do whatever they want, so that's your call.

Jungleplank

Depending on whether you want to go for a more tanky jungle or damage-based, the build for Jungleplank is pretty much the same as one of the two builds above. I would recommend going for a tanky build, though. Don't forget to pick up Madred's Razors for the faster jungle clear. It's generally not advised to get Wriggle's due to it's cost-ineffectiveness, but the lifesteal can help a lot when you're clearing, so feel free to pick it up if you really think you need it.

APlank

Though it seems kind of cheesy, AP Gangplank is no joke. Massive heals, devastating ults, and a Lich Bane Q is nothing to laugh at. I don't have too much experience with APlank, but the few times I've played it have shown excellent results.

Core Items

  • Ionian Boots of Lucidity
  • Lich Bane
  • Rabadon's Deathcap
  • Deathfire Grasp

Optional

  • Liandry's Torment
  • Morello's Evil Tome
  • Rylai's Crystal Scepter
  • Athene's Unholy Grail
  • Warmog's Armor

Your first goal is to get a Philosopher's Stone and Kage's Lucky Pick. This will give you extra sustain and gold generation in lane, as well as having the Pick build into one of your core items. You can just hold onto the Philo Stone until you need to sell it. After finishing those, build a Lich Bane as quickly as possible. This will give your Q a huge damage boost, especially once you get your Deathfire Grasp and Deathcap. After that, you have some flexibility. Grab a Rylai's or Warmog's if you need some tankiness. Liandry's gives your ult some nasty damage, while Athene's or Morello's will help with mana regen while giving solid amounts of AP. Personally, I think that Morello's is a very underrated item in general, and I would definitely recommend experimenting with it.

Supportplank

Like I mentioned earlier, Support Gangplank is pretty niche, but it's fun and isn't completely terrible. You'll probably want to go for the tanky build, but grab an early Runic Bulwark and Randuin's as opposed to Frozen Mallet and Warmog's. Don't forget to pick up a Sightstone!

Bankplank

Arr, ye knew it had to be. The season 3 update gave Gangplank lots of fun new toys to farm with. This build is designed for the sole purpose of farming your ass off and making tons of bank. I'd recommend taking the hybrid Offense/Utility mastery page that I talked about earlier and GP/10 Quintessences for maximum gold generation.

Core Items

  • Ionian Boots of Lucidity
  • Statikk Shiv
  • Iceborn Gauntlet
  • Ravenous Hydra

Optional

  • Warmog's Armor
  • Frozen Mallet
  • Phantom Dancer
  • Infinity Edge
  • Randuin's Omen
  • Guardian Angel

With those core items, you'll be clearing minion waves almost immediately with your huge AoE procs, not to mention restoring more mana than you lose thanks to Parrrley's mana refunding mechanic working on multiple enemies that are killed with a single shot. I would highly recommend going to the Infinity Edge/Phantom Dancer to finish it out, because it's hilarious. You could also go tanky if you don't want to be a total badass critpirate, I suppose.

Early Game

Gangplank is a champion that starts off good and only gets better. You should be able to out-harass just about any other champion. Make sure you ward, because odds are you're going to be pushed up most of the time. After you start to build your core items, make sure to leave money for health/mana pots, especially if you're not building a Philosopher's Stone. One of Gangplank's weaknesses is his lack of sustain, and I find that keeping a few health/mana potions around even throughout midgame is beneficial. Keep up the harass on your lane opponent. Q minions when the enemy is no longer a threat. The key is to find a balance where you're keeping them away from minions while not going out of mana doing it. Limit your citrus consumption; while nutritious, repeated use can put heavy strain on your mana early on. Remember to keep an eye on the minimap for places you can ult. Getting that free assist gold can quickly put you ahead of your lane opponent.

Mid Game

By now you should have your core items completed or almost completed. Gangplank's tendency to accumulate gold gives him a large advantage midgame. Help out your teammates with Raise Morale and Cannon Barrage. Pick off isolated enemies with your supreme dueling skills. Remember to ward up, no matter what lane you play him in. Focus on pushing towers and snowballing your team. By sticking around your teammates, you have a large advantage over the enemy.

Late Game

This is where it all comes down to good positioning and knowledge. Unless you're going hard tank, Gangplank cannot just jump into the enemy team and start fighting. Your job is to skirt around the outside, picking at their carries with your Q. A crit will take out a solid 1/3 of most ADC's health, and you can take advantage of clumped up enemies if you have Statikk Shiv by shooting whoever's in front and letting it bounce to their teammates. Be patient, poke them down, and take towers. Gangplank excels at dueling, so keep an eye out for any bad guys that get out of position and jump on them.

Cho'Gath

Cho's a tricky champ to lane against. He's got a lot of sustain and tankiness, so just focus on out-farming him. If you absolutely must try to push him out, it might be a good idea to invest in an Executioner's Calling to slow down his healing. Watch out for ganks, too. You can orange out of the silence, but there's nothing you can do about being knocked up.

Darius

I absolutely hate laning against Darius. If he's any good, you won't be able to get a single Q off on him without getting pulled. Just sit back and outfarm him. Try and get your jungler to gank him. You're not going to be winning any trades, so just stick it out till laning ends and he becomes useless and then laugh at him.

Diana

Nothing too challenging. You can orange out of her pull, and you should be able to outpoke her easily. Just don't underestimate her damage.

Elise

Elise is generally regarded to be one of the safest and most annoying lanes to play against. She can poke, farm, and duel about as well as Gangplank can. Get your jungler to help out. You can orange out of her cocoon, but watch out for her spider form. Try to get an early advantage and don't let her back up.

Fiora

Can be annoying to lane against due to Riposte. She's not going to kill you, but poking her is difficult. Just outfarm her and wait for jungler ganks. Not a challenging matchup. Be careful about dueling her, though.

Gangplank

Wait for him to Q a minion, then Q him. Get help from your jungler. Push him out of lane, then get ahead in farm. Try to hit level 6 first so you can all-in him. A lucky crit can change the tide for either of you, so stay on guard.

Garen

Your poke should be enough to keep him from regenerating his health. Pretty easy matchup, since you can freely poke him and then run away if he gets too close. Not much you can do about it later, though, when he starts tearing through the rest of your team because they're a bunch of dribbling idiots.

Irelia

Poke, poke, poke. If she tries to fight you, orange out of her stun and then poke her some more. Buy plenty of mana pots and keep the damage up.

Jarvan IV

Nothing special. Watch out for his ult, since oranges (regrettably) can't carry you through walls. Don't be afraid to fight him if he's on his own.

Jax

See Irelia. Take control of the lane. If he jumps on you, you can get out. Fight on your own terms.

Jayce

Watch out for his poke. Jayce can be trouble if you're not careful. Play it safe, poke when you have the opportunity, but don't be afraid to sit back and farm. If worse comes to worse, you will always be ahead of him (and anyone else) in gold.

Katarina

Her laning sucks. Poke the crap out of her, and she'll be too weak to commit. Keep her away from minions and she's finished. At least, until she starts roaming and your team feeds her five kills.

Kayle

Kayle is an annoying matchup no matter what champion you're playing. Fortunately, she can't get as much free harass on Gangplank. Still, be careful. She hurts.

Kennen

Nothing to worry about. Getting stunned doesn't matter, and you can easily poke and trade with him. Just don't get too cocky.

Kha'Zix

Do your best to keep him away from his farm. Force him to use his moves to kill minions, then punish him for it. Watch out if he decides to jump on you, though, because he can melt you pretty quickly. Try and keep him low so he'll hesitate to jump on you.

Lee Sin

Oh, you think you're so clever with your little kick/shield poke? Yeah, that doesn't fly with Gangplank. Just shoot him. Repeatedly. He'll never see it coming.

Malphite

That shield is annoying. You won't be able to poke as hard, and you're probably not going to kill him without help. Just sit back, farm, and try to keep him from getting too fed. He's going to be a major pain later on regardless, but do your best and try to end it early.

Mordekaiser

Like with Malphite, the shield will make it difficult to poke him. Fortunately, Mordekaiser has the unfortunate tendency to push a lane while having no escapes or CC. Take advantage of that by way of having your jungler gank frequently. Once his Flash is down, he's a sitting duck.

Nasus

He can heal all your poke away. He's going to get his farm. The one upside is you can cleanse away his Wither, and with careful timing your jungler can help you kill him. Try to get an early advantage and press it hard.

Nidalee

Avoid her spears to the best of your ability. She can heal a bit, but your poke will chunk her down faster than she can heal. Overall, an easy matchup.

Olaf

Not as huge of a problem as he was awhile back, Olaf can still be trouble if you're not careful. His axes hurt, and he can heal himself. Don't try to fight him. Just sit back, avoid axes, and poke when you can.

Pantheon

This guy can be trouble. He can't poke you as hard, but if he jumps on you it's going to hurt. Be careful, though, and you should be fine.

Poppy

Don't try to all-in her, because Poppy HURTS. Especially at the earlier levels. Fortunately, nobody ever plays her ever, so you don't have to worry too much.

Rammus

ahahahahaha

Renekton

Don't be afraid of him. You can orange his stun and get plenty of free poke. His ult makes it tricky to all-in him. Don't get baited into diving, you'll regret it.

Rengar

Make him regret every time he jumps out of a bush. You should be able to get an early advantage pretty easily. Keep him pressed up against his tower, and he won't be able to do a thing. Make sure you ward up.

Riven

Don't worry a bit. You get free poke once you're past her shield, and she can't reliably get her combo off on you. Just watch out for her ult. She can damage you quite a bit if you're not careful.

Rumble

Yuck. He can shield through your poke, return with plenty of his own, and turns ganks into double kills with his flamethrower. Good news is, he was fairly underplayed before his nerf, and since then the all-powerful League of Legends community hive mind has determined that he is completely worthless. Don't expect to play against too many Rumbles until he gets buffed or Saintvicious starts jungling with him or something.

Shen

Between his heal and his spammable shield, you're not going to get much damage to stick on him. Fortunately, you can cleanse his taunt and win trades easily. Keep him pushed to his tower, and ward up.

Singed

Shoot him, then laugh as he desperately tries to get close to you.

Sion

See Singed, but remember to cleanse his stun if he gets one off on you.

Swain

He can give you some trouble. Poke when you can, avoid/cleanse his stun, don't try to fight him in bird form. Focus mainly on farming it out.

Teemo

Get in, shoot him, get out. Don't let him get his free harass on you. Get help from your jungler so you can pull out an advantage. Once Teemo's down, it's very difficult for him to get back up. Watch out for his blind if you decide to commit.

Tryndamere

Free poke, and he can't even get close to you. Easy matchup.

Urgot

Those locked-on Q's hurt really badly. He can constantly slow you, and his ult will still swap you even if you orange out of the suppress. This is a tough matchup. Fortunately for you, nobody plays Urgot.

Vladimir

You won't be able to kill each other, so just focus on farming it out. Gangplank has much more teamfight presence than Vlad, so don't be afraid so sit back and kill minions.

Wukong

You know the routine by now; sit back, poke when you can, farm it out. Remember that you can't cleanse out of a knockup.

Yorick

His sustain and poke is annoying. This is another one of those matchups where you just farm as hard as you can and wait for laning phase to end.

Final Words

I'd like to thank a few people for helping to make this guide a possibility. First and foremost, I'd like to thank myself for writing this. Couldn't have done it without you. Second, I'd like to thank SBAllen for bringing the lack of submitted content to light. I'd always wanted to write a guide for a champion, but it just seemed useless since there were only a few other guides on the site. Finally, I'd like to thank my friends for absolutely nothing. You guys are useless.

Contact Information

If you have any questions/comments/concerns/suggestions, please don't hesitate to contact me. I love getting feedback and hearing your opinions, so don't be shy about talking to me.

IGN: Halfwaycroox

Email: tyler.j.messa@gmail.com

Steam ID: halfwaycroox

That's all I've got for now. I'll do my best to keep this guide updated and I'll continually be adding to it with new and improved content. Thanks for reading!

View as a single printable page: Variable | Fixed-Width | Source Code