Gangplank

The Saltwater Scourge

How this differs from the live game

  • Cannon Barrage (R) has random cannonballs instead of consistent AOE damage
  • Raise Morale (E) grants move speed and Attack damage both passively and upon activation
  • Parrrley (Q) grants gold (no more silver serpents)

Build

Top lane
Summoners
FlashIgnite
Start440g
Doran's ShieldYellow Trinket
Core10,128g
Trinity Force1Youmuu's Ghostblade2Infinity Edge3
Full build16,378g
Mercury's TreadsTrinity ForceYoumuu's GhostbladeInfinity EdgeLast WhisperGuardian Angel
Situational
Ninja TabiHexdrinkerQuicksilver SashRanduin's OmenSpirit VisageThe Bloodthirster

Runes and masteries

Runes
  • x9Mark of Attack DamageMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Attack DamageQuint
  • Attack Damage +15.75
  • Armor +9.00
  • Magic Resist +12.60

Flat attack damage marks and quintessences directly increase Parrrley's 100% AD shot and make last-hitting with Q cleaner. Armor seals are the default top-lane defense, while flat MR glyphs cover mixed or AP tops and early jungle/mid pressure.

Rune page

Top lane

Statistics

  • Attack Damage+15.75
  • Armor+9.00
  • Magic Resist+12.60
Masteries30 points21 / 9 / 0
Offense21
1/1
0/4
3/4
0/2
4/4
0/4
0/1
3/3
1/1
0/1
2/2
2/2
0/3
0/1
1/1
3/3
0/4
1/1
Defense9
0/1
0/3
4/4
0/2
3/3
1/3
0/1
0/2
0/2
1/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility0
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

Use 21/9/0 with 21 in offense for AD, armor penetration, crit scaling, lethality, and Executioner on Parrrley and autos. The 9 defense points are 4 Durability, 3 Hardiness, 1 Resistance, then Veteran's Scars; that puts 8 points above row 2 before taking the row 2 mastery.

Skill order

ultimate at 6, 11 and 16

Grog-Soaked Blade

ParrrleyQ
Remove ScurvyW
Raise MoraleE
Cannon BarrageR
  • Parrrley (Q) takes points at levels 1, 3, 5, 7, 9.
  • Remove Scurvy (W) takes points at levels 2, 8, 10, 12, 13.
  • Raise Morale (E) takes points at levels 4, 14, 15, 17, 18.
  • Cannon Barrage (R) takes points at levels 6, 11, 16.

Max Q first because it is the lane pattern, gold engine, and the ability that uses the AD-heavy page. W is maxed second for reliable sustain and cleanse value in top-lane trades; E is left for later after one early point.

Alternative — Q > E > W was also played when the lane was stable and you wanted stronger teamfight and split-push tempo from Raise Morale instead of extra healing.

Why these items

Openingsall within the 475 starting gold

  • Doran's ShieldYellow Trinket

    Doran's Shield startDefault into auto-attack harass or bruisers that can repeatedly trade into you; the block and regen buy time to farm with Q.

  • Crystalline FlaskHealth Potion3Yellow Trinket

    Flask sustain startBest into poke or mana-stress lanes where repeated Q farming and W sustain matter more than Doran combat stats.

  • Cloth ArmorHealth Potion5Yellow Trinket

    Cloth armor startUse into heavy physical all-in lanes when surviving the first backs is the only goal.

Corein buy order

  • 1

    Trinity Force3,628gTrinity Force is the defining Season 3 Gangplank item: Parrrley triggers the 200% base AD Spellblade hit while the health, mana, crit, move speed, and attack speed all matter.

  • 2

    Youmuu's Ghostblade2,700gYoumuu's Ghostblade gives AD, crit, cooldown reduction, lethality, and an active that lets top Gangplank force or escape melee fights.

  • 3

    Infinity Edge3,800gInfinity Edge turns the crit chance from Trinity Force and Youmuu's into real late-game Parrrley and auto-attack threat.

Situationalonly when the game asks for it

  • Ninja Tabi1,000gBuy Ninja Tabi instead of Mercury's Treads into AD top plus auto-attack heavy enemy teams.

  • Hexdrinker1,350gStop on Hexdrinker early against dangerous AP burst lanes before finishing your damage core.

  • Quicksilver Sash1,550gBuy Quicksilver Sash when one suppression, stun chain, or debuff is deciding fights despite Remove Scurvy's cooldown.

  • Randuin's Omen3,125gChoose Randuin's Omen when fed marksmen or melee crit/attack-speed champions are the main threat.

  • Spirit Visage2,750gBuy Spirit Visage into sustained magic damage when you also want stronger Remove Scurvy healing and cooldown reduction.

  • The Bloodthirster3,200gUse The Bloodthirster as the greedier final damage item when armor penetration is less urgent and you can keep farming safely.

One build, written by a player. Newest first.

Write a Gangplank build
Crit Gangplank Matchup Guideby VeganPower1v9Written by a player, not generated · its own page

Build

Top lane
Summoners
FlashIgnite
Start450g
Crystalline FlaskHealth PotionMana Potion2Yellow Trinket
Core4,428g
Avarice Blade1Sheen2Trinity Force3
Full build16,428g
Trinity ForceStatikk ShivIonian Boots of LucidityInfinity EdgeThe BloodthirsterLast Whisper
Situational
Executioner's CallingThe Black CleaverNinja TabiMercury's Treads

Runes and masteries

Runes
  • x9Mark of Attack DamageMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Attack DamageQuint
  • Attack Damage +15.75
  • Armor +9.00
  • Magic Resist +12.60

Flat attack damage so Parrrley kills a caster minion from the first level.

Rune page

Top lane

Statistics

  • Attack Damage+15.75
  • Armor+9.00
  • Magic Resist+12.60
Masteries30 points9 / 21 / 0
Offense9
0/1
4/4
0/4
0/2
4/4
0/4
0/1
0/3
1/1
0/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
Defense21
0/1
0/3
4/4
0/2
3/3
3/3
0/1
2/2
0/2
1/1
0/1
0/1
3/3
3/3
0/1
1/3
0/1
0/1
1/1
Utility0
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

9/21/0. The author's page reads 9/20/0 — one point short of the 30 you have, so the spare is spent here on Legendary Armor.

Skill order

ultimate at 6, 11 and 16

Grog-Soaked Blade

ParrrleyQ
Remove ScurvyW
Raise MoraleE
Cannon BarrageR
  • Parrrley (Q) takes points at levels 1, 4, 5, 7, 9.
  • Remove Scurvy (W) takes points at levels 3, 12, 15, 17, 18.
  • Raise Morale (E) takes points at levels 2, 8, 10, 13, 14.
  • Cannon Barrage (R) takes points at levels 6, 11, 16.

Q max for the gold. E second — the attack speed and the crit chance are the build.

Why these items

Openingsall within the 475 starting gold

  • Crystalline FlaskHealth PotionMana Potion2Yellow Trinket

    Crystalline FlaskThe author's opening: the flask is what keeps you in a lane you cannot trade in.

  • Doran's ShieldHealth Potion

    Doran's ShieldInto a hard matchup — Garen, Pantheon, Jax.

Corein buy order

  • 1

    Avarice Blade800gGold per ten on top of Parrrley's, and it becomes Youmuu's later if you want it.

  • 2

    Sheen1,200gSheen off Parrrley is the whole trading pattern.

  • 3

    Trinity Force3,628gThe first real item. Everything after it is a matchup call.

Situationalonly when the game asks for it

  • Executioner's Calling1,900gAgainst Dr. Mundo, Warwick, or anything that heals through your trades.

  • The Black Cleaver3,000gThe hard-matchup path: Garen, Pantheon, Jax — Black Cleaver before crit.

  • Ninja Tabi1,000gAgainst an AD laner you cannot out-trade.

  • Mercury's Treads1,200gAgainst a lane with crowd control you have to walk out of.

Notes

the author's own words

Crit Gangplank

Use Gangplank Q — Parrrley for the gold whenever you can, and for the farm when you cannot. That is the lane.

Standard path: Trinity ForceStatikk ShivInfinity EdgeThe BloodthirsterLast Whisper.

Hard matchups (Garen, Pantheon, Jax): Trinity ForceNinja Tabi or Mercury's TreadsThe Black CleaverThe BloodthirsterInfinity Edge.

Build by VeganPower1v9, transcribed from the League Classic Wiki archive.

Abilities

per rank
P

Grog-Soaked Blade

Gangplank's attacks apply a poison that deals magic damage per second, increasing with level.

Q

Parrrley5 ranks

Gangplank takes aim and shoots an enemy unit with his pistol. If Parrrley deals a killing blow, he gains extra gold and half the mana cost is refunded.

Shot Damage
20 / 45 / 70 / 95 / 120 + 100% AD
Cooldown
5s
Cost
50 / 55 / 60 / 65 / 70 Mana
Range
625
W

Remove Scurvy5 ranks

Consumes a large quantity of citrus fruit which clears any crowd control effects on him and heals him.

Heal
80 / 150 / 220 / 290 / 360 + 100% AP
Cooldown
22 / 21 / 20 / 19 / 18s
Cost
65 Mana
Range
20
E

Raise Morale5 ranks

Gangplank fires a shot into the air, increasing nearby allied champions' attack damage and movement speed.

Cooldown
20s
Cost
50 / 55 / 60 / 65 / 70 Mana
Range
1200
R

Cannon Barrage3 ranks

Gangplank signals his ship to fire upon an area for 7 seconds, slowing enemies and dealing damage in random locations within the area.

Damage
75 / 120 / 165 + 20% AP
Cooldown
120 / 115 / 110s
Cost
100 Mana
Range
All map (global)

Matchup against

62 champions, one-on-one
  • Ahri

    AhriUnfavoured

    Ahri wins the clean duel because Charm and Spirit Rush let her choose short trades while Gangplank struggles to keep her in Parrrley range long enough to finish.

    Watch for Charm: if it lands, Ahri gets both passes of Orb of Deception and enough time to kite out your answer.

    How to beat

    Stay behind minions and trade with Parrrley when Charm is blocked or down. Do not chase through Spirit Rush charges; use Cannon Barrage to cut off her retreat after she spends a dash, then run her down with Raise Morale.

    Later Ahri is better at picks and backline access, while Gangplank is more useful in a side lane if he can force her to spend Spirit Rush defensively. In teamfights, save Remove Scurvy for Charm and place Cannon Barrage where Ahri wants to dash through, not where she started.

    • Minions are your real shield against Charm.
    • If Spirit Rush is up, one Parrrley trade is usually all you get.
    • Cannon Barrage can punish her last dash when she has no clean exit.
    BuyBanshee's VeilHexdrinkerMaw of Malmortius
  • Akali

    AkaliEven

    Gangplank can punish Akali before level 6, but once Shadow Dance is online she can force melee range unless he plays around Twilight Shroud and burst windows.

    Watch for Twilight Shroud: it denies your target access and lets Akali wait out Grog-Soaked Blade trades before re-engaging.

    How to beat

    Harass with Parrrley before she has Shadow Dance charges and back up when Mark of the Assassin is on you. After 6, do not stand inside Twilight Shroud; drop Cannon Barrage over it only when you are ready to commit or force her out.

    Later Akali becomes more dangerous in isolated side fights if she can reset vision and stick to you. Gangplank contributes more safely to 5v5s by buffing allies, cleansing the first control effect, and using Cannon Barrage to split Akali from her target.

    • Do not let her consume Mark of the Assassin for free.
    • Leave Twilight Shroud instead of swinging blindly into it.
    • Cannon Barrage on the shroud is strongest when she has already dashed in.
    BuyHexdrinkerMaw of MalmortiusWit's End
  • Alistar

    AlistarFavoured

    Alistar can interrupt and disengage, but he lacks the sustained damage to beat Gangplank through Parrrley poke and Remove Scurvy.

    Watch for Unbreakable Will: it erases your burst window and makes chasing during the duration a waste.

    How to beat

    Hold enough distance that Alistar has to spend Headbutt or Flash to start the fight. Poke him with Parrrley, let Unbreakable Will run, then re-enter with Raise Morale once his damage reduction is gone.

    Later Alistar is far better as a teamfight engager than a side-lane duelist. Gangplank should not tunnel on killing him; cleanse the knockup chain if needed, then use Cannon Barrage on Alistar's backline instead.

    • Do not Parrrley into Unbreakable Will if you can wait.
    • If he Headbutts you away, take the reset instead of forcing through his cooldowns.
    • His sustain is annoying, but he cannot match your repeated pistol trades.
  • Amumu

    AmumuEven

    Gangplank can kite and cleanse Amumu's lockdown, but Amumu's percent-health damage and physical damage reduction make extended melee trades risky.

    Watch for Curse of the Sad Mummy: it pins you in Despair and gives Amumu the time he needs to win a close-range fight.

    How to beat

    Keep the fight at Parrrley range and sidestep Bandage Toss before committing. If he lands Curse of the Sad Mummy, Remove Scurvy immediately and walk out of Despair before turning with Raise Morale.

    Later Amumu is stronger in grouped fights because Curse of the Sad Mummy can decide the whole engage. Gangplank should spread from teammates, cleanse the ult if caught, and use Cannon Barrage to punish Amumu's team as they follow up.

    • Do not stand still trading inside Despair.
    • Remove Scurvy is best saved for Curse unless Bandage Toss would kill you.
    • His Tantrum makes basic-attack brawls worse than Parrrley spacing.
    BuySpirit VisageBanshee's Veil
  • Anivia

    AniviaUnfavoured

    Anivia controls the space Gangplank needs to cross, and Rebirth means he often has to win the fight twice.

    Watch for Flash Frost: the stun sets up Frostbite and gives Anivia room to wall you away from retaliation.

    How to beat

    Hold outside Flash Frost's direct line and use Parrrley only when she has just spent Q or is busy controlling the wave. If you break Rebirth, save Cannon Barrage or Raise Morale movement to stay on the egg instead of letting Crystallize reset the fight.

    Later Anivia is much stronger in sieges and clustered teamfights, while Gangplank can threaten side lanes only if he avoids being trapped by Crystallize. In 5v5s, do not dive through Glacial Storm; use Cannon Barrage to force Anivia to move or split her frontline from her carries.

    • Count Rebirth before committing your all-in.
    • Crystallize can deny you the egg kill even after a won trade.
    • Remove Scurvy clears the stun, but it does not fix bad positioning inside Glacial Storm.
    BuyBanshee's VeilHexdrinkerForce of Nature
  • Annie

    AnnieUnfavoured

    Annie's point-and-click stun burst is faster than Gangplank's sustained damage unless he survives the Tibbers window cleanly.

    Watch for Pyromania with Summon: Tibbers: the instant stun burst removes your chance to kite or answer before taking her full combo.

    How to beat

    Watch her stun count and avoid walking into Disintegrate range when Pyromania is ready. If she spends stun on anything else, punish immediately with Parrrley and Raise Morale before Tibbers comes back online.

    Later Annie remains more threatening in teamfights because one flash stun can start the fight. Gangplank should keep spacing, cleanse the stun after impact, and drop Cannon Barrage on Annie's follow-up path rather than chasing Tibbers.

    • Her stun count matters more than her health bar.
    • Do not auto-attack into Molten Shield unless you are winning the burst race.
    • Remove Scurvy after the stun lands, then leave Tibbers' aura before re-engaging.
    BuyHexdrinkerMaw of MalmortiusBanshee's Veil
  • Ashe

    AsheEven

    Gangplank can outburst Ashe if he reaches her, but Frost Shot and Enchanted Crystal Arrow make closing the gap difficult.

    Watch for Frost Shot: repeated basic attacks keep you slowed long enough for Ashe to win without letting you stay in melee range.

    How to beat

    Trade with Parrrley from the edge of her range and avoid long chases while Frost Shot is active. Use Remove Scurvy on Enchanted Crystal Arrow, then immediately Raise Morale forward while her only hard stop is gone.

    Later Ashe is stronger in coordinated teamfights because her arrow starts fights from long range. Gangplank wins side pressure if he can cleanse the arrow and reach her, but in 5v5s he should use Cannon Barrage to break her team's formation before walking at her.

    • Save Remove Scurvy for Enchanted Crystal Arrow, not a small Volley slow.
    • Brush and minions help you shorten the first gap before Frost Shot starts stacking time against you.
    • If she misses arrow, force the duel immediately.
    BuyNinja TabiBoots of SwiftnessRanduin's Omen
  • Blitzcrank

    BlitzcrankFavoured

    Blitzcrank can punish one bad position, but Gangplank cleanses the crowd control and wins the damage race after the hook combo is spent.

    Watch for Rocket Grab: it drags you into Power Fist and removes your spacing advantage for Blitzcrank's only real kill window.

    How to beat

    Stand behind minions and make Blitzcrank spend Rocket Grab before trading aggressively. If he hooks you, Remove Scurvy after the knockup or silence chain and fight back once Power Fist is down.

    Later Blitzcrank matters more for picks than duels, and Gangplank should respect fog of war more than the straight fight. In teamfights, do not waste Cannon Barrage on Blitzcrank alone; punish the enemy team when they step forward after a hook.

    • Mana Barrier makes the last chunk take longer than expected.
    • After Power Fist is used, he has very little sustained threat.
    • A spell shield can turn his only engage into a wasted cooldown.
    BuyBanshee's VeilNinja Tabi
  • Brand

    BrandUnfavoured

    Brand's spell rotation and Blaze percent-health damage punish Gangplank before he can stay close enough to finish the duel.

    Watch for Sear: when Brand lands it on a Blazed target, the stun gives him Pillar of Flame and Pyroclasm without counterplay.

    How to beat

    Avoid standing in minion clumps where Conflagration and Pyroclasm get easy value. Trade after Pillar of Flame or Sear misses, and use Remove Scurvy only if the Sear stun lands while you can still leave the follow-up damage.

    Later Brand is much stronger in grouped fights if Pyroclasm can bounce, while Gangplank has better side-lane staying power with enough magic resistance. In 5v5s, spread from allies and use Cannon Barrage to force Brand to cast from awkward range.

    • Being Ablaze turns Sear from poke into a stun threat.
    • Do not duel him beside your own minion wave when Pyroclasm is ready.
    • Hexdrinker is strongest before his full combo starts overkilling you.
    BuyHexdrinkerMaw of MalmortiusBanshee's Veil
  • Cho'Gath

    Cho'GathUnfavoured

    Cho'Gath is difficult for Gangplank because he can absorb poke, interrupt trades with silence, and finish through defenses with Feast.

    Watch for Feast: its true damage execute ignores the defensive stats you usually rely on to survive a close finish.

    How to beat

    Keep moving laterally to dodge Rupture and use Parrrley to chip him before any all-in. Never commit while Feral Scream and Feast are both ready; force the silence first, then decide whether you can finish before he reaches execute range.

    Later Cho'Gath becomes a stronger front-to-back teamfighter and a hard side-lane wall once Feast stacks are online. Gangplank should avoid hitting him for free unless carrying anti-tank damage, and use Cannon Barrage to affect the backline instead of trying to chew through Cho first.

    • Rupture missed is your best trade timer.
    • Feral Scream can stop Remove Scurvy timing if you wait too long at low health.
    • Do not estimate lethal without accounting for Feast true damage.
    BuyMadred's BloodrazorBanshee's VeilWarmog's Armor
  • Corki

    CorkiUnfavoured

    Corki wins most even duels because Gatling Gun shreds Gangplank's armor while Valkyrie prevents a clean melee commit.

    Watch for Gatling Gun: the armor reduction turns Corki's sustained attacks and missiles into a fight you lose if you stand in the cone.

    How to beat

    Do not walk straight through Gatling Gun; angle out of the cone and trade with Parrrley until Valkyrie is forced. Once Valkyrie is down, use Raise Morale and Cannon Barrage to keep him from resetting the distance.

    Later Corki scales better as a ranged damage dealer in teamfights, especially when protected. Gangplank can still punish him in side lanes if Valkyrie is down, but usually contributes by slowing Corki's team with Cannon Barrage and threatening cleanup rather than starting on him.

    • Valkyrie down is the real all-in signal.
    • Standing in Gatling Gun makes your armor items feel fake.
    • Do not chase through the Valkyrie trail unless he is already killable.
    BuyNinja TabiRanduin's OmenWarden's Mail
  • Dr. Mundo

    Dr. MundoUnfavoured

    Dr. Mundo outlasts Gangplank in extended fights unless Gangplank has healing reduction and enough damage to beat Sadism.

    Watch for Sadism: the massive regeneration flips close duels and makes early burst meaningless if you cannot apply Grievous Wounds.

    How to beat

    Dodge Infected Cleaver before committing; if it lands, Mundo gets to choose the distance. Save your real all-in for after Sadism is used or buy healing reduction so Parrrley and basic attacks keep him from resetting the fight.

    Later Mundo becomes a stronger side-lane stat check if he is allowed to regenerate through everything. Gangplank is more useful when he applies Grievous Wounds, kites with Cannon Barrage, and forces Mundo to run through the slow before reaching carries.

    • Executioner's Calling changes the matchup more than extra raw damage.
    • Do not chase while Sadism is fresh unless Grievous Wounds is active.
    • A missed cleaver gives you a short window to trade without being run down.
    BuyExecutioner's CallingMadred's BloodrazorBoots of Swiftness
  • Evelynn

    EvelynnEven

    Evelynn can win from fog with a clean opener, but Gangplank can survive the first crowd-control-free burst and turn with Parrrley, Raise Morale, and Cannon Barrage.

    Watch for Agony's Embrace: the slow and front-loaded damage let Evelynn keep you in Hate Spike range during her assassination window.

    How to beat

    Respect unseen angles and keep the wave positioned so she cannot start behind you for free. If she opens with Ravage and Agony's Embrace, use Remove Scurvy only for the slow when it lets you escape or chase, then fight once her burst is spent.

    Later Evelynn is more dangerous in picks and flank fights, while Gangplank is stronger when the fight is visible and front-to-back. Use wards and Cannon Barrage to reveal the real engage path, then punish her after she commits to a target.

    • Her first position matters more than her sustained damage.
    • Do not waste Cannon Barrage before she commits from camouflage.
    • Magic resistance is valuable because most of her kill window is spell damage.
    BuySightstoneHexdrinkerMaw of Malmortius
  • Ezreal

    EzrealUnfavoured

    Ezreal's Mystic Shot range and Arcane Shift make it hard for Gangplank to force anything beyond short losing trades.

    Watch for Arcane Shift: it denies your commit and lets Ezreal restart the duel at Mystic Shot range.

    How to beat

    Fight around minions so Mystic Shot is harder to land directly, and take Parrrley trades only when Arcane Shift is available for escape rather than damage. Commit after he uses Arcane Shift forward or sideways, then use Cannon Barrage behind him to cut off the retreat path.

    Later Ezreal is stronger in kiting teamfights and poke setups, while Gangplank can threaten him only when Arcane Shift is down. In side lanes, do not chase blindly; in 5v5s, use Cannon Barrage to make his backline reposition before your team engages.

    • Minions blocking Mystic Shot also slow his cooldown cycling.
    • Arcane Shift used aggressively is your best punish window.
    • Essence Flux reducing attack speed makes extended basic-attack trades worse than quick Parrrley hits.
    BuyNinja TabiRanduin's OmenIceborn Gauntlet
  • Fiddlesticks

    FiddlesticksEven

    Gangplank can cleanse fear and interrupt the plan by leaving Drain range, but Fiddlesticks wins if he channels freely or starts with Crowstorm from fog.

    Watch for Drain: if you stand in range for the full channel, Fiddlesticks heals through your damage and wins the trade.

    How to beat

    Hold Parrrley range and break Drain by walking out instead of trying to outdamage it. Save Remove Scurvy for Terrify, and use Cannon Barrage where Fiddlesticks lands from Crowstorm so he has to either retreat or fight without position.

    Later Fiddlesticks is much stronger from fog in grouped fights, while Gangplank is safer in visible side-lane duels. Ward flanks, cleanse Terrify, and drop Cannon Barrage on Crowstorm's landing zone to slow the follow-up.

    • Do not fight inside a full Drain channel.
    • Dark Wind is much stronger when you stand near minions or allies.
    • Crowstorm from fog is the matchup; visible Fiddlesticks is manageable.
    BuyQuicksilver SashHexdrinkerBanshee's Veil
  • Garen

    GarenEven

    Gangplank can kite and poke Garen, but Garen wins if Decisive Strike gets him into Judgment and Demacian Justice range.

    Watch for Decisive Strike: the speed burst and silence stop your immediate Remove Scurvy or Parrrley answer while Garen starts his melee combo.

    How to beat

    Use Parrrley to keep Perseverance down and back away when Decisive Strike starts. After he spends Judgment or misses the silence window, re-enter with Raise Morale and keep the trade short unless Demacian Justice cannot execute you.

    Later Garen remains a durable side-lane bruiser, but Gangplank brings better global teamfight impact with Cannon Barrage and ally stats from Raise Morale. In side fights, chip him constantly so Perseverance never resets; in 5v5s, do not let him silence you before you cast Cannon Barrage.

    • Tag him often enough to deny Perseverance.
    • Do not hold Remove Scurvy for the silence if you are already inside Judgment and low.
    • His execute range is the point where an even trade becomes losing.
    BuyNinja TabiRanduin's OmenWarden's Mail
  • Gragas

    GragasEven

    Gragas can break Gangplank's melee commitment with Body Slam and Explosive Cask, but Gangplank can win extended trades if he avoids the barrel poke and uses Remove Scurvy after the real displacement chain.

    Watch for Explosive Cask knocks Gangplank out of melee range and can turn a winning chase into a reset for Gragas.

    How to beat

    Hold just outside Body Slam range and punish Gragas when he uses it on the wave or misses the collision. Do not spend Remove Scurvy on Barrel Roll's attack speed slow unless it keeps you alive; save it for the slow after Body Slam or the displacement follow-up so you can keep chasing with Raise Morale.

    Later Finished Gragas is usually more useful in grouped fights because Explosive Cask can split Gangplank from his team, while Gangplank's side lane is steadier if he can stick to him. Force Gragas to answer waves, then join fights with Cannon Barrage instead of walking into a cask angle first.

    • Step away from Barrel Roll before it arms; eating the attack speed slow makes your all-in much weaker.
    • If Gragas channels Drunken Rage in front of you, close distance immediately and make him spend Body Slam defensively.
    • Cannon Barrage is best after Explosive Cask is down, since Gragas cannot instantly knock you out of your own slow field.
    BuySpirit VisageBanshee's VeilHexdrinker
  • Heimerdinger

    HeimerdingerUnfavoured

    Heimerdinger's turrets and stun zone make it difficult for Gangplank to ever get a clean melee trade without losing too much health first.

    Watch for CH-1 Concussion Grenade stuns Gangplank in turret range and turns his commit into free turret and rocket damage.

    How to beat

    Do not duel him inside a turret nest; clear space with Parrrley and wait until he has to move away from placed H-28G Evolution Turrets. Bait CH-1 Concussion Grenade before committing, then use Raise Morale to sprint through the open angle rather than chasing through multiple turrets.

    Later Heimerdinger is still stronger when defending a fixed area, but Gangplank has better map reach with Cannon Barrage and can pressure side waves. In teamfights, do not enter through his setup; ult the backline or the turret cluster and fight after your team forces him to reposition.

    • Killing a turret before trading matters more than landing one extra Parrrley on Heimerdinger.
    • Remove Scurvy can clear the grenade stun, but it does not stop the turret damage already waiting for you.
    • Cannon Barrage can force Heimerdinger out of his turret pocket before you walk in.
    BuySpirit VisageBanshee's VeilHexdrinker
  • Janna

    JannaFavoured

    Janna can disengage Gangplank repeatedly, but she lacks the damage to win a straight equal-resource duel if he keeps forcing short re-engages.

    Watch for Monsoon knocks Gangplank away and resets the fight after he has spent Raise Morale to close.

    How to beat

    Walk her down with Raise Morale and Parrrley, but do not overcommit before Howling Gale is released or cancelled. If she uses Monsoon early, re-enter after the knockback with Cannon Barrage slowing her escape path.

    Later Janna does not want a side-lane duel, but she is far more valuable in grouped fights by denying Gangplank's engage and protecting carries. Gangplank should threaten flanks and use Cannon Barrage to split her carries from her rather than trying to kill Janna first.

    • Remove Scurvy can clean up Howling Gale's knock-up aftermath only if you need the heal and chase, but it cannot prevent the initial displacement.
    • Do not Parrrley into Eye Of The Storm if you can wait out the shield.
    • Cannon Barrage behind Janna is stronger than directly on her, because she wants to retreat while peeling.
  • Jarvan IV

    Jarvan IVEven

    Jarvan IV has stronger front-loaded engage and armor shred, while Gangplank has better sustain and can punish him if the flag-and-drag combo is down.

    Watch for Dragon Strike through Demacian Standard knocks Gangplank up and lowers his Armor, giving Jarvan the first clean burst window.

    How to beat

    Stand off the Demacian Standard line so Jarvan cannot get a free knock-up from max range. After he uses Dragon Strike or misses the combo, trade aggressively with Parrrley and autos, then use Remove Scurvy to erase Golden Aegis's slow if it would stop your chase.

    Later Jarvan usually has the more decisive teamfight engage with Cataclysm, but Gangplank can win side pressure if Jarvan's combo is unavailable. Save Cannon Barrage for Jarvan's Cataclysm zone to punish the clumped fight or help your carries kite out.

    • Do not fight immediately after Dragon Strike hits you; the armor reduction makes his passive and autos hurt more.
    • If Jarvan traps you with Cataclysm but has already used his knock-up, Gangplank can often stand and fight inside it.
    • Parrrley him when Martial Cadence is on cooldown, not right after he has tagged you with his first hit.
    BuyNinja TabiGlacial ShroudRanduin's Omen
  • Jax

    JaxUnfavoured

    Jax beats Gangplank in the sustained melee duel because Counter Strike denies Gangplank's autos and Grandmaster's Might ramps harder the longer the fight lasts.

    Watch for Counter Strike dodges Gangplank's basic attacks and then stuns him, taking away his main damage window.

    How to beat

    Poke with Parrrley and step back when Jax activates Counter Strike; do not donate free dodged attacks. Commit only after Counter Strike ends or is used on the wave, then take a short trade and leave before Grandmaster's Might attack speed stacks take over.

    Later Jax outscales Gangplank in the side lane and eventually wins most direct split-push duels. Gangplank should avoid matching him alone for long, clear waves with help, and bring Cannon Barrage to grouped fights where Jax has to enter through slows and crowd control.

    • Do not auto into Counter Strike just to keep Grog-Soaked Blade ticking; wait out the dodge first.
    • Remove Scurvy clears the stun, but Jax still got the dodge window, so use it to disengage rather than re-commit blindly.
    • Cannon Barrage is best used to slow Jax after Leap Strike, not before he jumps.
    BuyNinja TabiRanduin's OmenFrozen Heart
  • Karthus

    KarthusFavoured

    Gangplank can sustain through Karthus poke and kill him in melee if he dodges isolated Lay Wastes and does not linger in Defile after the kill.

    Watch for Wall of Pain strips escape speed and magic resistance, letting Karthus land repeated Lay Wastes while Defile burns Gangplank down.

    How to beat

    Move diagonally between Lay Waste casts and close only after Karthus misses or spends Wall of Pain poorly. Once in melee, keep the fight short with Parrrley and autos, then leave his corpse range immediately because Death Defied still lets him cast.

    Later Karthus is more dangerous in grouped fights and can still influence the map with Requiem after losing a duel. Gangplank should pressure side lanes, watch his health before committing elsewhere, and use Cannon Barrage to force Karthus to choose between standing in Defile range or retreating.

    • Single-target Lay Waste hits much harder, so do not isolate yourself predictably while walking in.
    • Remove Scurvy does not answer Requiem directly; the heal must be timed before the channel finishes if it saves you.
    • After killing Karthus, walking away is part of winning the duel.
    BuyHexdrinkerSpirit VisageBanshee's Veil
  • Kassadin

    KassadinEven

    Gangplank can bully Kassadin before repeated Riftwalks take over, but Kassadin's silence and mobility make it hard to finish him once he has mana and levels.

    Watch for Null Sphere silences Gangplank, delaying Remove Scurvy or Raise Morale during Kassadin's burst-and-retreat trade.

    How to beat

    Punish Kassadin before he stacks Riftwalk damage by using Parrrley whenever he walks up for Nether Blade mana. Wait out Null Sphere before committing fully, then use Raise Morale after his Riftwalk so you chase the landing point instead of the starting point.

    Later Kassadin becomes much harder to pin in side lanes and is usually better at choosing when the fight happens. Gangplank should shove waves, keep enough health to survive a Riftwalk chain, and use Cannon Barrage on Kassadin's escape path or on the teamfight he is trying to flank.

    • Do not waste Remove Scurvy during Null Sphere's silence; buffer your movement and heal as soon as control returns.
    • Kassadin's passive reduces your Grog-Soaked Blade and Cannon Barrage magic damage, so your physical Parrrley trades matter more.
    • If Kassadin uses Riftwalk to farm, that is your window to force a real trade.
    BuyHexdrinkerBanshee's VeilMercury's Treads
  • Katarina

    KatarinaFavoured

    Gangplank wins the honest duel because Katarina has to stand in range for Death Lotus, and Remove Scurvy plus sustained attacks let him survive her burst window.

    Watch for Death Lotus channels heavy damage while Gangplank is in melee range, punishing him if he cannot leave or finish her quickly.

    How to beat

    Keep trading with Parrrley until Katarina uses Shunpo forward, then answer with Raise Morale and autos instead of backing away for free. Save Remove Scurvy for the heal after her burst lands, and step out of Death Lotus if you cannot kill her through it.

    Later Katarina is more threatening in messy teamfights because Voracity resets can take over after one kill. Gangplank should hold Cannon Barrage for her Death Lotus area or her reset path, and in side lane he can usually force her off waves unless she is far ahead.

    • Do not chase low-health targets near Katarina; Voracity resets change the fight instantly.
    • If she Shunpos defensively before Death Lotus, she has no clean way to keep you in range.
    • Cannon Barrage on yourself can make her Death Lotus channel awkward, but do not stand still inside it for pride.
    BuyHexdrinkerSpirit Visage
  • Kayle

    KayleUnfavoured

    Kayle outranges Gangplank during Righteous Fury and can deny his finishing burst with Intervention, making equal-item duels difficult to close.

    Watch for Intervention makes Kayle immune during Gangplank's commit, wasting Parrrley and melee damage while she keeps attacking.

    How to beat

    Do not run straight at her while Righteous Fury and Reckoning are both ready; bait the slow with a short step forward, then use Remove Scurvy and Raise Morale to close. Force Intervention with Parrrley pressure, disengage during the immunity, and re-enter only as it ends.

    Later Kayle usually wins extended side-lane fights once her ranged uptime and ultimate are reliable, and she protects carries better in teamfights. Gangplank should look for wave pressure and Cannon Barrage impact rather than trying to duel through Intervention on cooldown.

    • Remove Scurvy is best saved for Reckoning's slow, not for a small poke heal.
    • If Kayle casts Intervention early, count the immunity and hold Parrrley until it expires.
    • Cannon Barrage can force Kayle to use Divine Blessing defensively before you commit.
    BuyMercury's TreadsSpirit VisageBanshee's Veil
  • Kennen

    KennenUnfavoured

    Kennen's range, repeated Mark of the Storm stuns, and Lightning Rush disengage make it hard for Gangplank to keep a clean melee fight.

    Watch for Slicing Maelstrom stacks Mark of the Storm around Gangplank and can stun him during the all-in.

    How to beat

    Stay behind minions to reduce Thundering Shuriken angles and avoid taking free marked autos from Electrical Surge. Only commit after Lightning Rush is down; if Kennen ults, use Remove Scurvy after the stun lands and move out before continuing the trade.

    Later Kennen has the stronger grouped engage and can punish Gangplank's team if he walks in front-to-back. Gangplank should pressure side waves cautiously, keep Cannon Barrage for Kennen's dive path, and avoid being the first target marked before a fight starts.

    • Do not fight at two Mark of the Storm stacks unless you are ready to cleanse and leave.
    • Parrrley trades are good only if you are not eating Electrical Surge's marked follow-up every time.
    • Cannon Barrage can reveal and slow Kennen's flank before Slicing Maelstrom reaches your carries.
    BuyMercury's TreadsBanshee's VeilHexdrinker
  • Kog'Maw

    Kog'MawEven

    Gangplank can kill Kog'Maw if he reaches melee, but Bio-Arcane Barrage and Void Ooze make the approach dangerous and punish failed commits hard.

    Watch for Bio-Arcane Barrage gives Kog'Maw enough range and percent-health damage to shred Gangplank before he can stick.

    How to beat

    Do not chase while Bio-Arcane Barrage is active unless Kog'Maw has already misplaced Void Ooze. Bait the ooze, cleanse its slow with Remove Scurvy if that opens the all-in, then use Raise Morale and Cannon Barrage to cut off his retreat path.

    Later Kog'Maw is much stronger in protected teamfights, while Gangplank's side-lane duel depends on catching him without peel and without Bio-Arcane uptime. Use Cannon Barrage to zone Kog'Maw's backline position, not to pad damage on tanks.

    • After killing Kog'Maw, immediately leave Icathian Surprise range; the duel is not over until the explosion misses.
    • Boots of Swiftness are valuable if Void Ooze is the only thing stopping your engage.
    • Do not open with Cannon Barrage until Kog'Maw commits to a direction, or he simply walks out with his range still active.
    BuyBoots of SwiftnessNinja TabiRanduin's Omen
  • Lee Sin

    Lee SinUnfavoured

    Lee Sin's early dueling, shields, slows, and execute damage let him control the tempo unless Gangplank dodges Sonic Wave and extends after Lee spends energy.

    Watch for Sonic Wave / Resonating Strike gives Lee Sin a gap close and execute follow-up that punishes Gangplank once he is missing health.

    How to beat

    Stand behind minions or sidestep constantly so Sonic Wave is not free; if it misses, punish with Parrrley and a short melee trade. Save Remove Scurvy for Cripple's slow or after Dragon's Rage creates distance, then re-engage only if Lee has already spent Safeguard.

    Later Lee Sin's dueling falls off compared with true late carries, but he still controls picks and displacement better than Gangplank. Gangplank can match side waves more confidently later, while in teamfights he should avoid being kicked into Lee's team and use Cannon Barrage to punish Lee's second Q entry.

    • Never fight Lee Sin at low health while Resonating Strike is available; that is his best damage window.
    • If he Safeguards away before using Dragon's Rage, you can chase harder because his escape chain is shorter.
    • Cannon Barrage on Lee's landing spot after Resonating Strike makes his commit costly.
    BuyNinja TabiGlacial ShroudRanduin's Omen
  • Leona

    LeonaFavoured

    Leona can lock Gangplank down, but alone she lacks the damage to beat his sustain and repeated Parrrley trades.

    Watch for Zenith Blade into Shield of Daybreak chains immobilize and stun, stopping Gangplank's chase and giving Leona her only real trade window.

    How to beat

    Let Leona engage first if she wants to fight alone, then use Remove Scurvy after the stun chain rather than before it is finished. Once Eclipse expires, stay on her with Raise Morale and Parrrley because her defensive window is gone.

    Later Leona is far more dangerous in teamfights than duels because Sunlight needs allies to cash in the damage. Gangplank should not waste time hitting her first unless she is isolated; use Cannon Barrage where her Zenith Blade or Solar Flare starts the real fight.

    • Do not burst into Eclipse if you can wait out the resistance buff.
    • Remove Scurvy is strongest after Shield of Daybreak, not on the first slow you feel.
    • If Leona misses Zenith Blade, she has no way to stop you from choosing the trade length.
    BuyMercury's TreadsSpirit Visage
  • Lulu

    LuluUnfavoured

    Lulu's slow, polymorph, shield, and Wild Growth deny Gangplank's melee timing while her ranged autos and Pix chip him down.

    Watch for Whimsy disables Gangplank during his engage, taking away his ability to attack, Parrrley, or use Remove Scurvy until the window has passed.

    How to beat

    Do not commit while Whimsy is ready unless Lulu is already low enough to force Wild Growth immediately. Poke with Parrrley, bait Glitterlance, then use Remove Scurvy on the slow only when it lets you reach her before Whimsy or Wild Growth resets the trade.

    Later Lulu is much more valuable in teamfights because she turns a carry into a bad target and can stop Gangplank's flank cold. In side lane, Gangplank can pressure her if she lacks damage items, but he should generally use Cannon Barrage to separate Lulu from the ally she wants to protect.

    • Parrrley into Help, Pix! is a losing trade unless the shield is about to expire.
    • Whimsy cannot be answered while you are disabled, so respect its range before starting the all-in.
    • Wild Growth's knock-up punishes standing directly on top of her; step with her retreat path rather than stacking on her center.
    BuyMercury's TreadsBanshee's VeilHexdrinker
  • Lux

    LuxEven

    Lux wins if she lands Light Binding before Gangplank reaches her, but Gangplank wins quickly if he dodges the bind and forces her cooldowns in melee.

    Watch for Light Binding roots Gangplank long enough for Lux to chain Lucent Singularity and Finales Funkeln from safe range.

    How to beat

    Approach through minions when possible because Light Binding can be blocked by units, and do not use Remove Scurvy before the root unless you are sure she cannot follow. After Light Binding misses or is cleansed, sprint in with Raise Morale and place Cannon Barrage behind her to deny the retreat.

    Later Lux is stronger in siege and grouped poke, while Gangplank is better at forcing side pressure and cross-map slows. In fights, do not walk through a narrow Light Binding angle; ult her backline zone and enter after her root is spent.

    • If Light Binding hits a minion first, its second target threat still matters; do not stand directly behind the wave.
    • Remove Scurvy can turn a landed bind into your engage window if Lux has already used Lucent Singularity.
    • Banshee's Veil is especially annoying for Lux because it can eat the spell that starts her whole combo.
    BuyBanshee's VeilHexdrinkerMercury's Treads
  • Malphite

    MalphiteUnfavoured

    Malphite's armor, attack speed reduction, and reliable engage blunt Gangplank's physical trading pattern and make extended melee fights poor for him.

    Watch for Ground Slam reduces Gangplank's attack speed, cutting down his sustained melee damage after Malphite engages.

    How to beat

    Use Parrrley to remove Granite Shield before any real trade, then back off until the shield stays down. Avoid extended trades after Ground Slam; if Malphite spends Seismic Shard to poke, use Remove Scurvy on the slow and take a short punish before his shield returns.

    Later Malphite usually brings more reliable teamfight impact with Unstoppable Force, and he remains difficult for Gangplank to kill in side lane. Gangplank should shove and rotate, using Cannon Barrage after Malphite ults to punish the clump rather than trying to crack him alone.

    • Never open a trade into Granite Shield if you can break it with Parrrley first.
    • Remove Scurvy answers Seismic Shard's stolen movement speed, but it does not fix Ground Slam's attack speed cut.
    • If Malphite misses or spends Unstoppable Force elsewhere, Gangplank can finally chase without being reset.
    BuySpirit VisageGlacial ShroudFrozen Mallet
  • Malzahar

    MalzaharUnfavoured

    Malzahar outranges Gangplank and wins if Nether Grasp catches him inside Null Zone after Malefic Visions has already started ticking.

    Watch for Nether Grasp suppresses Gangplank long enough for Malzahar's damage-over-time spells and Voidling to finish the trade.

    How to beat

    Hold outside Malefic Visions range and use Parrrley for short trades instead of walking through minions into Call of the Void. Keep Remove Scurvy specifically for Nether Grasp; if he uses it and you cleanse immediately, turn with Raise Morale and Cannon Barrage while his channel is gone.

    Later Finished Malzahar is stronger in grouped fights because suppression creates picks, while Gangplank has better map pressure with Cannon Barrage. In side lane, only pressure him when Quicksilver Sash or Remove Scurvy is ready, then force short trades rather than a full standstill duel.

    • Do not spend Remove Scurvy on Call of the Void silence unless Nether Grasp is unavailable.
    • If Malefic Visions is on a minion about to die, step away so it cannot bounce to you.
    • Drop Cannon Barrage on yourself when he ults if you can cleanse and re-engage immediately.
    BuyQuicksilver SashBanshee's VeilHexdrinker
  • Master Yi

    Master YiEven

    Gangplank can punish Yi before the all-in, but Highlander ignores Cannon Barrage's slow and lets Yi force a sustained auto-attack duel.

    Watch for Highlander removes the value of Cannon Barrage's slow and gives Yi the attack speed to run Gangplank down.

    How to beat

    Keep the fight short: Parrrley, one empowered attack, then back off before Double Strike and Wuju Style stack the damage. Bait Alpha Strike onto minions or onto you while you are near your wave, then commit while it is down and interrupt Meditate pressure with continuous attacks rather than waiting.

    Later Yi becomes the better isolated duelist if he reaches you with Highlander, while Gangplank brings more reliable global teamfight damage. In side lane, keep distance until Alpha Strike is used; in fights, layer Cannon Barrage where Yi wants to enter before Highlander resets start.

    • Cannon Barrage is for zoning his path before Highlander, not for slowing him after it starts.
    • Do not chase through Meditate unless you have enough damage to finish before Highlander comes back up.
    • Parrrley poke matters most before Yi has lifesteal.
    BuyRanduin's OmenNinja TabiThornmail
  • Miss Fortune

    Miss FortuneEven

    Miss Fortune wins extended ranged trades, but Gangplank can cleanse Make It Rain's slow pressure with movement and punish Bullet Time if he reaches her flank.

    Watch for Bullet Time locks down a cone of damage that punishes Gangplank if he walks straight into her instead of sidestepping.

    How to beat

    Avoid standing behind low-health minions where Double Up can bounce for free damage. Trade with Parrrley when Strut is broken, and save Raise Morale or Cannon Barrage to cut off her retreat after Bullet Time is cancelled or sidestepped.

    Later Miss Fortune is stronger in front-to-back teamfights if Bullet Time channels cleanly, while Gangplank is better at side pressure and global cleanup. In late fights, Gangplank should threaten her channel angle with Cannon Barrage rather than trying to duel her through her whole team.

    • Break Strut with Parrrley before trying to chase.
    • Never line up behind your caster minions when Double Up is ready.
    • Cannon Barrage behind her is often better than directly on her because it traps her channel position.
    BuyNinja TabiRanduin's OmenDoran's Shield
  • Morgana

    MorganaEven

    Morgana has safer wave control and binding picks, but Gangplank can cleanse the important crowd control and beat her if Black Shield is wasted.

    Watch for Dark Binding roots Gangplank long enough for Tormented Soil and Soul Shackles to turn a short trade into a losing one.

    How to beat

    Hold a diagonal angle away from your minion wave so Dark Binding cannot be hidden behind last hits. Use Parrrley to chip Black Shield, then wait it out before committing; Remove Scurvy should answer Dark Binding or the Soul Shackles stun, not random Soil damage.

    Later Morgana is more valuable in grouped fights with Black Shield and Soul Shackles, while Gangplank has better global damage and physical threat. In side lane, he can pressure her if he keeps cleanse for the root and does not stand in Tormented Soil.

    • If Black Shield is up, Cannon Barrage's slow will not help catch her until the shield breaks or expires.
    • Walk out of Soul Shackles first, then decide whether Remove Scurvy is needed for the stun timing.
    • Tormented Soil is a reason to move, not a reason to spend Remove Scurvy.
    BuyMercury's TreadsHexdrinkerQuicksilver Sash
  • Nasus

    NasusUnfavoured

    Gangplank can bully early with Parrrley, but equal-level sustained duels favor Nasus once Wither and Fury of the Sands force a long melee fight.

    Watch for Wither cripples Gangplank's movement and attack speed, letting Nasus keep him inside Siphoning Strike and Fury of the Sands range.

    How to beat

    Punish Nasus before he stacks by using Parrrley every time he walks up for Siphoning Strike, then back away before Wither turns the trade long. If Wither is used early, cleanse it with Remove Scurvy and disengage; commit only after Fury of the Sands is down or when he is too low to sustain through the burst.

    Later Nasus wins the side lane if he has farmed Siphoning Strike, while Gangplank's late value is Cannon Barrage and Raise Morale in teamfights. Do not handshake a finished split-push duel; clear waves, call help, and use your ultimate across the map.

    • Do not fight him inside Spirit Fire; the armor reduction makes his Q trades much worse.
    • Remove Scurvy is best used on Wither, not after you are already trapped in his ultimate.
    • Early Executioner's Calling has value only if you are actually dueling him often.
    BuyNinja TabiRanduin's OmenExecutioner's Calling
  • Nidalee

    NidaleeUnfavoured

    Nidalee controls the range with spears, heals, traps, and cougar mobility, making it hard for Gangplank to ever force the clean melee finish he wants.

    Watch for Javelin Toss chunks Gangplank before the duel starts, forcing him to spend Remove Scurvy as healing instead of saving it for a real all-in.

    How to beat

    Fight from behind minions and keep moving laterally so long-range spears do not soften you up for cougar form. Step around Bushwhack paths, poke with Parrrley when she last-hits, and commit only after she uses Pounce forward or Primal Surge defensively.

    Later Nidalee is better at poke and disengage, while Gangplank contributes more guaranteed area control with Cannon Barrage. In side lane she can kite and reset endlessly, so force her toward minion waves and objectives instead of chasing through brush.

    • Brush control matters more here because Prowl makes her spacing much harder to punish.
    • Do not chase cougar Nidalee after Pounce unless you know the next wall or brush path is covered.
    • A trap hit makes the next trade bad; wait out the resistance shred before forcing.
    BuyBoots of SwiftnessHexdrinkerSpectre's Cowl
  • Nunu & Willump

    Nunu & WillumpFavoured

    Nunu is annoying to catch but lacks the sustained damage to beat Gangplank in a straight duel unless Gangplank sits in Absolute Zero.

    Watch for Ice Blast slows Gangplank's movement and attack speed, making it hard to stay on Nunu after he pokes.

    How to beat

    Use Parrrley to trade whenever Nunu walks up for Ice Blast, then keep moving so Consume cannot reset the lane off nearby minions for free. Save Remove Scurvy or Raise Morale movement for the Ice Blast slow, and simply walk out of Absolute Zero before re-engaging.

    Later Nunu is much more relevant as a Blood Boil and objective-control support than as a duelist. Gangplank wins the side lane, but in teamfights he should watch for Absolute Zero zones and use Cannon Barrage to split Nunu from his carry.

    • Do not duel him next to a full minion wave if Consume is ready to heal him.
    • Absolute Zero only matters if you stay in it; leave first, punish after.
    • If Blood Boil is on an allied carry, Nunu's real threat is that carry, not Nunu.
    BuyBoots of SwiftnessMercury's Treads
  • Olaf

    OlafUnfavoured

    Olaf's true damage, lifesteal, and slow-resistant all-in beat Gangplank once he lands Undertow and forces melee range.

    Watch for Undertow starts the chase and can be picked up repeatedly, denying Gangplank the spacing he needs for Parrrley trades.

    How to beat

    Stand behind minions and make Olaf throw Undertow at awkward angles; if he misses or cannot pick it back up, punish with Parrrley and retreat. Do not commit into Vicious Strikes plus low-health Berserker Rage unless you can kill quickly, and remember Ragnarok prevents Cannon Barrage slow from saving you.

    Later Olaf remains the stronger raw side-lane duelist, especially if he can run through crowd control toward Gangplank. Gangplank should avoid isolated long lanes against him and use Cannon Barrage to influence teamfights where Olaf's backline dive can be kited by allies.

    • A missed Undertow is your clearest trade window.
    • Do not trust Cannon Barrage to peel Ragnarok Olaf.
    • Executioner's Calling is only worthwhile if his Vicious Strikes healing is deciding repeated duels.
    BuyNinja TabiRanduin's OmenExecutioner's Calling
  • Pantheon

    PantheonUnfavoured

    Pantheon's point-and-click poke, stun, and attack block make early and midgame duels difficult for Gangplank to control.

    Watch for Aegis of Zeonia stuns Gangplank and sets up Heartseeker Strike while also refreshing Pantheon's block pattern.

    How to beat

    Track Aegis Protection before using Parrrley; wasting Q into the block loses the trade immediately. Keep Remove Scurvy for Aegis of Zeonia, cleanse the stun, step out of Heartseeker Strike's cone, then answer while his full combo is down.

    Later Gangplank scales better into broad teamfight utility, while Pantheon still threatens picks and backline dives. In side lane, Gangplank can win later if he avoids blocked Parrrleys and does not eat the full stun combo for free.

    • Auto or wait out Aegis Protection before firing Parrrley.
    • Cleanse the stun fast enough to walk sideways out of Heartseeker Strike.
    • When Grand Skyfall is missing from lane, punish his tower or answer cross-map with Cannon Barrage.
    BuyNinja TabiDoran's ShieldRanduin's Omen
  • Rammus

    RammusEven

    Rammus does not kill Gangplank quickly without taunt setup, but Defensive Ball Curl punishes basic attacks and makes extended melee trades inefficient.

    Watch for Puncturing Taunt forces Gangplank to attack into Defensive Ball Curl and armor reduction, turning his own damage against him.

    How to beat

    Hold Parrrley range and avoid starting a long auto fight while Defensive Ball Curl is active. If he Powerballs in, use Remove Scurvy on the taunt, move out of Tremors, and re-engage only after Ball Curl expires.

    Later Rammus is more useful as a hard engage tank, while Gangplank offers stronger map-wide damage and carry cleanup. In side lane, Gangplank can pressure waves but should not waste time trying to burn through full armor Rammus alone.

    • Do not auto repeatedly into Defensive Ball Curl unless you are finishing him.
    • Remove Scurvy should answer Puncturing Taunt, not Powerball's impact slow.
    • If Rammus leaves lane with Powerball, Cannon Barrage can punish the lane he ganks.
    BuyQuicksilver SashThe Black Cleaver
  • Ryze

    RyzeUnfavoured

    Ryze's targeted root and rapid spell rotation outdamage Gangplank once he is in range, especially when Desperate Power adds spell vamp and movement speed.

    Watch for Rune Prison roots Gangplank in Ryze's spell range and starts the cooldown chain that keeps Ryze casting.

    How to beat

    Stay just outside Rune Prison range and use Parrrley only when Ryze is moving up to last-hit or after he spends a spell on the wave. Save Remove Scurvy for Rune Prison, then either leave immediately or commit hard before his next rotation comes back.

    Later Ryze is the stronger finished duelist because he scales into durable, repeated magic damage. Gangplank should avoid isolated fights unless Ryze is already chunked, and use Cannon Barrage to affect grouped fights from outside Rune Prison range.

    • Do not cleanse Rune Prison and keep standing next to him; the next rotation is the danger.
    • Spell Flux makes follow-up magic damage worse, so back off after it tags you.
    • Hexdrinker is strongest before Ryze's full mana-scaling build is completed.
    BuyHexdrinkerMaw of MalmortiusMercury's Treads
  • Shaco

    ShacoEven

    Shaco can win with Deceive angles, boxes, and clone confusion, but Gangplank beats him if he survives the opener and refuses to chase into setup.

    Watch for Deceive gives Shaco the first hit from behind and lets him choose when the duel starts.

    How to beat

    Keep your back toward safe terrain or your minion wave so Deceive backstab angles are harder to cash in. Do not chase through Jack In The Box nests; force Shaco to fight in the open, then use Cannon Barrage around yourself when Hallucinate makes the real target hard to follow.

    Later Shaco is better at picks and split pressure, while Gangplank is better in honest grouped fights. Match his side lane only with vision support, and answer his map movement with Cannon Barrage rather than walking blind through boxes.

    • A sudden Shaco retreat often means boxes, not weakness.
    • Watch which Shaco takes minion damage or item effects after Hallucinate.
    • Remove Scurvy can break box fear, but using it after Deceive may leave you vulnerable to the clone explosion setup.
    BuySightstoneNinja TabiRanduin's Omen
  • Shen

    ShenEven

    Shen is hard to kill through Feint and sustain, but Gangplank can cleanse the taunt and punish him when Shadow Dash misses.

    Watch for Shadow Dash taunts Gangplank, forcing him into Shen's trade pattern and buying time for Vorpal Blade healing.

    How to beat

    Poke with Parrrley and avoid standing in a straight line where Shadow Dash can both engage and escape. If he taunts, Remove Scurvy immediately and walk out before trading back; commit when Shadow Dash and Feint are both down.

    Later Shen is usually more valuable through Stand United and frontline utility, while Gangplank brings stronger global damage. In side lane, Gangplank can pressure Shen, but he must either interrupt Shen's push or punish the tower when Shen ults away.

    • Do not use Remove Scurvy before Shadow Dash unless the heal is the difference between living and dying.
    • When Stand United starts, shove or Cannon Barrage the destination fight; do not wander indecisively.
    • Feint can absorb a Parrrley trade, so wait it out when possible.
    BuyQuicksilver SashThe Black Cleaver
  • Singed

    SingedUnfavoured

    Singed wins if Gangplank chases, because Poison Trail, Fling, and Insanity Potion turn pursuit into a losing extended fight.

    Watch for Fling throws Gangplank behind Singed into Poison Trail and breaks his spacing.

    How to beat

    Do not chase Singed through Poison Trail; hold Parrrley range, last-hit, and make him walk into you if he wants a fight. Save Remove Scurvy for Mega Adhesive's slow or the post-Fling escape, then disengage until Insanity Potion ends before committing.

    Later Singed is the better disruptive side-lane tank, while Gangplank contributes safer global damage and team attack damage. Let him push when needed, clear waves from outside poison, and use Cannon Barrage to punish the fights he tries to start elsewhere.

    • If Singed is running away, that is usually his damage pattern.
    • Fling near his tower or minion wave is much worse than Fling in open space.
    • Do not blow Cannon Barrage just to slow Insanity Potion Singed unless it traps him for your team.
    BuyBoots of SwiftnessSpirit VisageSpectre's Cowl
  • Sion

    SionEven

    Sion's stun and lifesteal can win a committed melee fight, but Gangplank can cleanse Cryptic Gaze and kite out Death's Caress before trading back.

    Watch for Cryptic Gaze stuns Gangplank long enough for Death's Caress detonation or Cannibalism autos to swing the duel.

    How to beat

    Use Parrrley to test his shield and back away before Death's Caress can detonate on you. Hold Remove Scurvy for Cryptic Gaze, then kite during Cannibalism rather than feeding him lifesteal in a stationary auto fight.

    Later Sion becomes dangerous in direct melee if Cannibalism is active, but he is kiteable and predictable in teamfights. Gangplank should avoid dueling during his ultimate and use Cannon Barrage to slow his approach or punish his backline after Sion commits.

    • Do not pop Death's Caress for him while standing in detonation range.
    • Executioner's Calling is valuable when Cannibalism lifesteal is deciding the duel.
    • Cleanse Cryptic Gaze quickly, then move before his shield explodes.
    BuyExecutioner's CallingNinja TabiQuicksilver Sash
  • Sivir

    SivirEven

    Sivir can block one key spell and kite with On The Hunt, but Gangplank's Parrrley trades are dangerous if he baits Spell Shield first.

    Watch for Spell Shield blocks Parrrley or Cannon Barrage's first useful hit and gives Sivir the resource swing to keep trading.

    How to beat

    Bait Spell Shield with movement or a low-commitment Cannon Barrage edge before using Parrrley for the real trade. Avoid Boomerang Blade's return path, break Fleet of Foot with a quick hit, and commit only after Spell Shield or On The Hunt has been used defensively.

    Later Sivir is stronger in grouped fights when On The Hunt enables her whole team, while Gangplank has better global zone control. In side lane, the duel depends on whether he wastes Parrrley into Spell Shield; in teamfights, use Cannon Barrage to split her team before they run in.

    • Do not fire Parrrley into an obvious Spell Shield stance.
    • Sidestep sideways after Boomerang Blade passes so the return does not tag you.
    • If On The Hunt is used to disengage, take the wave or objective instead of chasing forever.
    BuyNinja TabiRanduin's Omen
  • Skarner

    SkarnerEven

    Gangplank can kite and cleanse the drag, but Skarner wins if Crystalline Exoskeleton stays up long enough for repeated Crystal Slash trades.

    Watch for Crystalline Exoskeleton lets Skarner close with shielded move speed and attack speed, turning short trades into a sustained brawl.

    How to beat

    Hold Parrrley range until his W shield is damaged or timed out, then step in for a passive hit and back out before Crystal Slash repeats stack up. Save Remove Scurvy for Impale unless using it prevents lethal damage, because cleansing the suppress is the difference between a duel and being dragged through his damage window.

    Later Finished items make Skarner harder to burst in a side lane, but Gangplank still contributes more global pressure with Cannon Barrage. In teamfights, do not stand where Impale can start the fight on you; let him commit, cleanse, and drop Cannon Barrage across his backline or his retreat path.

    • Break Crystalline Exoskeleton before committing; the speed disappears with the shield.
    • Remove Scurvy can answer Impale after it lands, so do not spend it on a minor slow.
    • Cannon Barrage is strongest when Skarner has already used W to enter and cannot quickly leave.
    BuyQuicksilver SashNinja TabiGlacial Shroud
  • Sona

    SonaFavoured

    Sona can poke and disengage, but she is too fragile to survive repeated Parrrley trades if Gangplank does not eat Crescendo for free.

    Watch for Crescendo stuns you long enough for Sona to unload Power Chord and set up allies, taking away your clean all-in timing.

    How to beat

    Trade from Parrrley range and avoid walking straight through her aura range just to auto once. If Crescendo is available, bait it with a short forward step, then cleanse or disengage and re-enter when her only tools are light poke and movement speed.

    Later Sona is not a side-lane duelist; Gangplank wins isolated pressure unless he facechecks into Crescendo. In teamfights, hold Cannon Barrage for the clustered fight after she ults or for the backline she is trying to speed through.

    • Track Power Chord before trading; its damage reduction can ruin your first burst window.
    • Remove Scurvy cleanses Crescendo, but the cast still costs you tempo if her team is nearby.
    • Do not chase Song of Celerity endlessly; keep landing Parrrley instead.
    BuyMercury's TreadsHexdrinker
  • Soraka

    SorakaFavoured

    Soraka can stall with heals and silence, but she lacks the damage or control to beat Gangplank in an honest duel.

    Watch for Infuse silences you, delaying Parrrley or Remove Scurvy during the moment you want to finish through her heals.

    How to beat

    Keep the fight short enough that Starcall stacks do not matter, but do not blow everything into Astral Blessing's armor window. Poke with Parrrley, wait out Infuse if she uses it aggressively, then commit when Astral Blessing or Wish is already spent.

    Later Gangplank wins the side lane because Soraka cannot force him off without teammates. In teamfights, killing her alone is rarely realistic, so use Cannon Barrage to split her from the carries she wants to heal and apply Grievous Wounds if her healing is deciding fights.

    • Do not auto-trade into Astral Blessing armor if Parrrley can wait.
    • Infuse can stop a finishing Parrrley, so bait it before going low-health aggressive.
    • Wish changes the health math globally; assume she can undo one burst sequence.
    BuyExecutioner's Calling
  • Taric

    TaricEven

    Taric's armor, stun, and sustain blunt Gangplank's physical trades, but he struggles to force the kill if Gangplank keeps the fight spaced.

    Watch for Dazzle stuns you and lets Taric walk into close-range Shatter and Radiance damage before you can reset the trade.

    How to beat

    Stay just outside Dazzle comfort range and use Parrrley to chip before committing. If he stuns early, Remove Scurvy and back out of Shatter range; if he wastes Dazzle or Imbue, step in for passive autos and force him to fight without his best reset.

    Later Taric rarely matches Gangplank in a side lane once Gangplank has damage, but his armor aura makes killing him slow. In teamfights, do not tunnel into him; Cannon Barrage the carries standing inside his aura and save W for Dazzle if it would stop your reposition.

    • Shatter's armor aura makes pure auto trades worse than Parrrley poke.
    • Dazzle hits harder at close range, so do not give him a point-blank stun for free.
    • If Imbue is down, Taric's duel becomes much more honest.
    BuyGlacial ShroudThe Black Cleaver
  • Teemo

    TeemoUnfavoured

    Teemo's blind and ranged poison punish Gangplank's Parrrley and autos, making the lane and duel difficult unless Gangplank catches him after Blinding Dart.

    Watch for Blinding Dart blinds you, denying Parrrley and auto damage during the window Teemo uses to kite and stack Toxic Shot.

    How to beat

    Do not open with an all-in while Blinding Dart is ready; bait it with a short step or accept a small trade, then use Remove Scurvy only if the blind timing blocks your lethal return. Keep minion paths and retreat routes clean of Noxious Trap, because one mushroom gives Teemo the distance to restart the poke cycle.

    Later Teemo remains annoying in side lanes because mushrooms control chase paths, but Gangplank has better map impact with Cannon Barrage. In teamfights, avoid entering from trapped angles and look to punish Teemo after Blinding Dart is used on another target.

    • Blinding Dart can make Parrrley miss its damage window; wait it out before spending Q aggressively.
    • Move Quick falls off when you hit him, so a landed Parrrley is also a chase tool.
    • Cannon Barrage can reveal and punish the area Teemo wants to kite through after a mushroom slow.
    BuyMercury's TreadsHexdrinkerBoots of Swiftness
  • Tristana

    TristanaUnfavoured

    Tristana outranges and disengages Gangplank, and Rocket Jump plus Buster Shot usually deny his melee finish.

    Watch for Rocket Jump resets the spacing by slowing where she lands and putting her outside your auto range after you commit.

    How to beat

    Use Parrrley for controlled chip and do not chase into her jump unless Buster Shot is already down or you have a slow available. The real commit is after Rocket Jump is used aggressively or defensively too early; then Cannon Barrage can cover her landing path and force her to fight inside it.

    Later Tristana heavily outscales the side-lane spacing game as her passive range grows, so Gangplank should not rely on straight duels against a finished build. In teamfights, flank or barrage her escape path rather than walking front-to-back into her range and knockback.

    • Do not stand near low minions for free Explosive Shot splash poke.
    • Rocket Jump's landing slow is what stops your chase, not just the distance.
    • If Buster Shot is down, your slows and Cannon Barrage become much more threatening.
    BuyNinja TabiRanduin's OmenFrozen Mallet
  • Tryndamere

    TryndamereUnfavoured

    Tryndamere wins extended melee fights through crits, mobility, and Undying Rage unless Gangplank can kite out the ultimate.

    Watch for Undying Rage prevents the kill during Gangplank's burst window and lets Tryndamere keep swinging while Gangplank has to disengage.

    How to beat

    Harass with Parrrley before Fury is stacked and avoid long trades after he has crit chance built up. When he casts Undying Rage, stop trying to finish him immediately: use Cannon Barrage, slows, and movement from Raise Morale to run the duration, then re-enter as it ends.

    Later Tryndamere becomes the scarier side-lane duelist and tower threat if Gangplank cannot kite the ultimate cleanly. In teamfights, Gangplank contributes better area control; drop Cannon Barrage to make Tryndamere's backline dive awkward and save tools for the last seconds of Undying Rage.

    • Mocking Shout lowers your attack damage, so do not judge lethal by normal Parrrley numbers after it lands.
    • Spinning Slash down is your only reliable window to create distance.
    • Executioner's Calling helps against Bloodlust healing but does not solve Undying Rage.
    BuyRanduin's OmenNinja TabiExecutioner's Calling
  • Twisted Fate

    Twisted FateFavoured

    Twisted Fate can stun and kite briefly, but he is too fragile to survive Gangplank's repeated Parrrley pressure in a straight duel.

    Watch for Pick A Card Gold Card stuns you, stopping your chase and giving Twisted Fate room to land Wild Cards or escape toward teammates.

    How to beat

    Play outside predictable Gold Card engage range and punish him whenever he locks a non-gold card or throws Wild Cards at the wave. If Gold Card hits, cleanse only when it denies your kill or lets him escape; otherwise keep walking him down with Parrrley and Cannon Barrage over his retreat.

    Later Twisted Fate avoids honest side-lane duels by using Gate and Destiny to create numbers advantages elsewhere. Gangplank should shove, track his ultimate, and answer cross-map plays with Cannon Barrage instead of chasing him through fog.

    • Watch the card cycle; his duel changes completely once Gold Card is locked.
    • Cannon Barrage can punish his Gate arrival or cut off the path after he teleports.
    • Do not waste Remove Scurvy on a weak slow if Gold Card is still coming.
    BuyMercury's TreadsHexdrinker
  • Twitch

    TwitchUnfavoured

    Twitch wins if he opens from Ambush with stacked Deadly Venom, but Gangplank can beat him if he survives the opener and forces close-range burst.

    Watch for Ambush gives Twitch the first hit and attack speed window, letting him stack Deadly Venom before Gangplank can choose the trade.

    How to beat

    Do not walk into dark areas alone unless you can absorb the opener; if he appears, immediately decide between disengaging with Cannon Barrage or committing before Expunge stacks get too high. Save Remove Scurvy for Venom Cask's slow only when it prevents the Spray and Pray chase from continuing.

    Later Twitch is a stronger finished-build carry in front-to-back fights, while Gangplank has better global zone control. In side lanes, wards and health matter more than mechanics: if Twitch gets the Ambush opener, the duel is usually his.

    • Count Deadly Venom stacks; Expunge is the execute, not random poke.
    • Cannon Barrage on your own feet can break his chase path after Ambush.
    • Armor helps, but vision is the real counter to his first-hit advantage.
    BuyNinja TabiRanduin's OmenSightstone
  • Vayne

    VayneUnfavoured

    Vayne's mobility, Condemn, and Silver Bolts make her one of the worst duel marksmen for Gangplank to stick to.

    Watch for Condemn knocks you away and can stun you against terrain, removing Gangplank's only reliable melee follow-up window.

    How to beat

    Fight away from walls and use Parrrley to chip before committing; a wall stun usually ends the duel. If Condemn is down, immediately pressure with Cannon Barrage and slows, because Final Hour plus Tumble will otherwise reset her spacing until Silver Bolts wins the long fight.

    Later Vayne is favored in finished side-lane duels because Silver Bolts ignores how tanky Gangplank becomes. In teamfights, Gangplank should not chase her alone; use Cannon Barrage to limit her tumble angles and punish her if Condemn is spent defensively.

    • Never chase her along a wall; Condemn turns that path into a stun.
    • Final Hour invisibility during Tumble makes target tracking harder, so use area denial rather than pure clicks.
    • Short Parrrley trades are fine; extended Silver Bolts trades are not.
    BuyNinja TabiRanduin's OmenFrozen Mallet
  • Veigar

    VeigarEven

    Gangplank can kill Veigar quickly if he dodges Event Horizon, but getting stunned usually means eating Veigar's full burst.

    Watch for Event Horizon creates the stun window that guarantees Dark Matter and Primordial Burst, taking away your ability to close or cleanse at the right time.

    How to beat

    Do not walk straight through the cage edge; either wait it out or use Remove Scurvy after the stun only if you can immediately leave the burst zone or finish him. Once Event Horizon is down, Veigar is vulnerable to Parrrley, passive autos, and Cannon Barrage because he has no real escape.

    Later Veigar's burst becomes more dangerous late, especially if Gangplank has any AP from hybrid items, but he remains fragile in side lanes without cage. In teamfights, let him show Event Horizon before committing and use Cannon Barrage to force him to move instead of freely aiming Dark Matter.

    • Cleanse the Event Horizon stun, not random poke from Baleful Strike.
    • Dark Matter has a delay; leaving the marker matters more than hitting back instantly.
    • Hexdrinker can turn his burst from lethal into a winning re-engage.
    BuyHexdrinkerBanshee's VeilMercury's Treads
  • Warwick

    WarwickUnfavoured

    Warwick's sustain and suppress let him win most extended 1v1s unless Gangplank can cleanse Infinite Duress and kite his healing windows.

    Watch for Infinite Duress suppresses you and applies Warwick's damage while setting up more self-healing afterward.

    How to beat

    Poke with Parrrley and avoid trading autos into Eternal Thirst for too long. Save Remove Scurvy or Quicksilver Sash for Infinite Duress, then step out with Raise Morale and Cannon Barrage before he can keep biting with Hungering Strike.

    Later Warwick remains a strong side-lane duelist because his healing scales with long fights, while Gangplank offers stronger global fight control. In teamfights, cleanse the suppression if it hits you, but otherwise barrage the clumped fight Warwick creates when he ults a target.

    • Do not take even-looking auto trades; Eternal Thirst makes them favor Warwick over time.
    • Infinite Duress is the cooldown that decides the duel, so never spend cleanse casually.
    • Executioner's Calling directly lowers the value of Hungering Strike and passive healing.
    BuyQuicksilver SashExecutioner's CallingSpirit Visage
  • Wukong

    WukongEven

    Wukong has stronger burst engage, but Gangplank can win if he does not waste damage into Decoy and saves cleanse for the knockup follow-through.

    Watch for Decoy drops target access and can make Gangplank spend Parrrley or Cannon Barrage timing into the clone instead of Wukong.

    How to beat

    Keep enough distance that Nimbus Strike is his engage tool, then answer the first burst with Remove Scurvy only if Cyclone's knockup chain would kill you. After Decoy is used, commit hard with Parrrley and passive autos because Wukong has no second escape until cooldowns return.

    Later Wukong is usually more valuable in teamfight engage, while Gangplank has better global zone control and safer side-lane poke. In side lanes, the duel stays playable, but in 5v5s you should barrage his backline follow-up rather than standing inside Cyclone.

    • Hold Parrrley for the real Wukong after Decoy, unless you need to reveal spacing immediately.
    • Cyclone's knockup buys time for his cooldowns; exiting the spin is priority.
    • Armor is efficient because his kill pattern is mostly physical burst plus autos.
    BuyNinja TabiRanduin's OmenGlacial Shroud
  • Zilean

    ZileanEven

    Zilean is hard to pin down and can revive himself, but he lacks sustained duel damage if Gangplank survives the bomb cycle.

    Watch for Chronoshift denies your first kill and can make you overcommit while Time Bomb and Time Warp buy enough time for the revive.

    How to beat

    Use Parrrley to pressure without chasing through repeated Time Warp slows. If Chronoshift is active, either disengage until it expires or force the revive only when Cannon Barrage is already covering the ground where he will stand back up.

    Later Zilean will rarely choose a pure side-lane duel; his value is saving carries and speeding fights. Gangplank should pressure him when alone, but in teamfights use Cannon Barrage to separate Zilean from the target he wants to revive or to punish the revive location.

    • Do not blow your full chase into Chronoshift unless the revive location is controlled.
    • Time Warp can be a slow on you or speed on him, so expect one more spacing reset than usual.
    • Bomb damage is delayed; backing out before it pops can deny his clean trade.
    BuyMercury's TreadsHexdrinker
18
Attack damage
308.7
Ability power
30
Armor
144.9
Magic resist
132.1
Attack speed
1.151
Cooldown reduction
13%
Critical strike chance
50%
Move speed
419.96
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
2,341
Health regen
17.75 / 5s
Mana
1,135
Resource regen
19.1 / 5s

Offense

Attack range
125
Crit chance
50%
Crit damage
250%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
43%
Lethality
6
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at this build's ranks
  • Q

    Parrrleyrank 5/5

    Shot Damage
    437
  • W

    Remove Scurvyrank 5/5

    Heal
    390
  • R

    Cannon Barragerank 3/3

    Damage
    174

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second634
Attacks per second
1.151
Average hit
551
Normal hit
314.9
Critical hit
787.2
Armor after penetration
0
Magic resist after penetration
0
Damage increase
+2%
Time to kill
1.6s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
108
Ability power
0
Armor
79.9
Magic resist
52.5
Attack speed
0.955
Cooldown reduction
0%
Critical strike chance
0%
Move speed
345
18

Resources

Health
1,953
Health regen
17.75 / 5s
Mana
935
Resource regen
19.1 / 5s

Offense

Attack range
125
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at max rank
  • Q

    Parrrleyrank 5/5

    Shot Damage
    228
  • W

    Remove Scurvyrank 5/5

    Heal
    360
  • R

    Cannon Barragerank 3/3

    Damage
    165

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second103.2
Attacks per second
0.955
Average hit
108
Normal hit
108
Critical hit
216
Armor after penetration
0
Magic resist after penetration
0
Time to kill
9.7s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
345.7
Ability power
30
Armor
95.2
Magic resist
71.47
Attack speed
1.437
Cooldown reduction
15%
Critical strike chance
55%
Move speed
438.68
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
2,434.64
Health regen
17.75 / 5s
Mana
1,135
Resource regen
19.1 / 5s

Offense

Attack range
125
Crit chance
55%
Crit damage
250%
Life steal
12%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
43%
Lethality
0
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at this build's ranks
  • Q

    Parrrleyrank 5/5

    Shot Damage
    466
  • W

    Remove Scurvyrank 5/5

    Heal
    390
  • R

    Cannon Barragerank 3/3

    Damage
    171

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second906.7
Attacks per second
1.437
Average hit
630.9
Normal hit
345.7
Critical hit
864.3
Armor after penetration
0
Magic resist after penetration
0
Life steal healing
108.8 / s
Time to kill
1.1s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.