
Champion guide
Patch 26.15Gangplank
The Saltwater Scourge
- Fighter
- Top
- Mana
No barrels, no detonations. This Gangplank shoots a pistol, eats an orange to shrug off any crowd control, and shells the map from his ship. An old-school pirate who wins by taking other people's gold.
Where these numbers come from
They are pulled from the mode's own files for patch 26.15, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.
Base stats
- Health
- 576+81
- HP regen (per 5s)
- 0+0.75
- Mana
- 255+40
- Mana regen (per 5s)
- 7.2+0.7
- Attack damage
- 57+3
- Attack speed
- 0.651+2.75 %
- Armor
- 23.8+3.3
- Magic resist
- 31.25+1.25
- Attack range
- 125
- Move speed
- 345
Abilities
Passive
Grog-Soaked Blade
Gangplank's attacks apply a poison that deals magic damage per second, increasing with level.
QParrrley
5 ranks- Cooldown
- 5 s
- Cost
- 50/55/60/65/70 Mana
- Range
- 625
- Damage
- 20/45/70/95/120 (+100 % AD)
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.
WRemove Scurvy
5 ranks- Cooldown
- 22/21/20/19/18 s
- Cost
- 65 Mana
- Range
- 20
- Healing
- 80/150/220/290/360 (+100 % AP)
Consumes a large quantity of citrus fruit which clears any crowd control effects on him and heals him for 80/150/220/290/360 (+100 % AP) health.
ERaise Morale
5 ranks- Cooldown
- 20 s
- Cost
- 50/55/60/65/70 Mana
- Range
- 1,200
Passive: Gangplank gains 8/10/12/14/16 Attack Damage and 3/4/5/6/7% Movement Speed. Active: Gangplank fires his pistol into the air, disabling his passive boost and gaining 12/19/26/33/40 Attack Damage and 8/11/14/17/20% Movement Speed for 7 seconds. Nearby allied champions' gain (half of the bonuses) 6/9.5/13/16.5/20 Attack Damage and 4/5.5/7/8.5/10% Movement Speed for 7 seconds.
RCannon Barrage
3 ranks- Cooldown
- 120/115/110 s
- Cost
- 100 Mana
- Range
- 20,000
- Damage
- 75/120/165 (+20 % AP)
Signals Gangplank's ship to fire upon an area for 7 seconds, Slowing enemies in the area by 25% for the duration. Cannonballs rain upon the area, each causing 75/120/165 (+20 % AP) magic damage.
In short
Forget everything you know about the modern version: in this mode Gangplank is a fighter with no barrels and no chain detonation. Parrrley is an instant shot, short ranged but far longer than his sword, and it hands you bonus gold every time it finishes a target. The champion lives on that button: he farms from range, he pokes, and he funds his build at the same time.
Everything else is pure utility. Remove Scurvy strips every crowd control effect on you and restores health, one of the very few built-in cleanses in the mode. Raise Morale hands attack damage and movement speed to your whole team, and Cannon Barrage reaches any point on the map.
Strengths and weaknesses
His real strength is tempo. Parrrley has a very short cooldown and a manageable cost, so you never miss a ranged minion, you bank coins nobody else collects, and you keep constant pressure without ever stepping into your opponent's range. Add a built-in cleanse: compositions relying on one lockdown to delete you lose half their plan, and Cannon Barrage swings fights you aren't standing in.
The flaw is structural. Gangplank has no way to reach a target: no dash, no charge, no reliable slow. He loses most honest duels against fighters with a gap closer, and his passive poison does not make up the difference. Without an item lead he becomes a slow carry the enemy team can simply ignore.
Laning phase
Your lane is about never trading in melee. Take every low minion with Parrrley, keep the ability available to shoot your opponent when they step up to contest, and back off. A Gangplank trying to fight a real bruiser with his sword loses; a Gangplank chipping from range ends up three items ahead.
Save Remove Scurvy for what it's actually good at, cancelling the lockdown on a gank, not for topping off after poke. That's the difference between a jungler who kills you for free and a jungler who wasted the trip. Take Raise Morale early if your lane turns into a footrace: the movement speed gets you out of a dive as readily as it gets you into one.
Power spikes
Your first spike doesn't show on a health bar, it shows on your gold. From the earliest ranks of Parrrley you bank coins on every execute, which compounds into a full item over the laning phase and is the only genuine early advantage the champion owns.
The combat spike arrives with your first large attack item with an effect, when a sword swing stops being harmless. Cannon Barrage is a map spike rather than a duel one: it lets you join a river fight or rescue your botlane from your own lane. Your last threshold is defensive: once you can stand in a brawl, the Raise Morale aura stops being a bonus and becomes a reason to keep you alive.
Teamfights and positioning
You don't open fights, you set them up. Cast Raise Morale before contact while your team is still bunched, not mid-brawl when half your allies are out of range. Then place Cannon Barrage on the enemy retreat path or the entrance to the corridor, never on the spot where bodies are already swinging at each other.
In the fight itself, play second row. Use Parrrley on the enemy carry while you can't reach them, and only commit your sword to a target an ally has already slowed. Hold Remove Scurvy for the crowd control that would decide the fight, not the first slow you eat: spent badly, it just costs you your life two seconds later.