
Base stats
Values at level 1
1
Health
630
+114 / lvl
Health regen
6
+0.6 / lvl
Mana
280
+60 / lvl
Mana regen
8
+0.7 / lvl
Armor
31
+4.7 / lvl
Magic resist
32
+2.1 / lvl
Attack damage
64
+4.2 / lvl
Attack speed
0.658
+3.2% / lvl
Attack range
125
Does not scale
Move speed
345
Does not scale
Abilities

P
Trial by Fire
Innate: Periodically, Gangplank empowers his next basic attack to set the target on fire, dealing them (+ 10% bonus AD) bonus true damage every 0.25 seconds over 2.5 seconds.Turrets are dealt 50% damage. If Gangplank successfully hits a target with Trial by Fire, he gains bonus movement speed for 2 seconds. Every time a Powder Keg explodes, the cooldown for Trial by Fire resets and Gangplank gains its bonus movement speed. Trial by Fire cannot be applied with Parrrley nor Powder Keg.
- Cooldown
- 15s

Q
Parrrley
PhysicalActive: Gangplank fires a shot at the target enemy that deals physical damage, applies on-hit effects as a ranged attack, and triggers on-attack effects. Parrrley can critically strike. If Parrrley kills the target, Gangplank plunders gold and 20px
- Cooldown
- 4.5s
- Cost
- 50 / 45 / 40 / 35 / 30 Mana
- Range
- 625
- Physical Damage
- 10 / 40 / 70 / 100 / 130 (+ 100% AD)
- Gold Plunder
- 3 / 4 / 5 / 6 / 7
- Silver Serpent Plunder
- [[File:Silver Serpents.png

W
Remove Scurvy
Active: Gangplank consumes a large quantity of citrus fruit, cleansing himself from all crowd control and healing himself.
- Cooldown
- 22 / 20 / 18 / 16 / 14s
- Cost
- 60 / 70 / 80 / 90 / 100 Mana
- Range
- 400
- Heal
- 45 / 70 / 95 / 120 / 145 (+ 90% AP) (+ 13% missing health)

E
Powder Keg
PhysicalActive: Gangplank consumes a charge to place a powder keg at the target location that lasts for 25 seconds and will connect to other kegs with overlapping connection radius through a trail of black powder. The keg starts with 3 health and loses 1 every seconds until it is left with 1 health. Gangplank periodically stocks a Powder Keg charge, up to a maximum. Kegs can be attacked by enemies or Gangplank (including his Parrrley), dealing 1 damage to it. When an enemy destroys it, it is safely defused. When Gangplank destroys it, it explodes and also triggers a chain reaction that explodes other nearby connected kegs with a 0.3-delay between explosions. The explosions also grant sight of their radiuses for 2 seconds. Enemies caught in an explosion are dealt the triggering attack's damage and slowed for 2 seconds. Against champions, the explosion also deals bonus physical damage. Each enemy can only be hit once per chain and the damage dealt ignores 40% of the target's armor. The triggering attack on the keg can critically strike, causing the explosion to deal the attack's critical damage.
- Cooldown
- 0.5s
- Cost
- 1 Mana
- Range
- 1000
- Maximum charges
- 3 / 3 / 4 / 4 / 5
- Slow
- 40 / 50 / 60 / 70 / 80%
- Bonus Champion Damage
- 75 / 95 / 115 / 135 / 155

R
Cannon Barrage
MagicActive: Gangplank shoots a flare into the air, signaling his ship off-shore to fire upon the target location, calling down 12 waves of cannonballs in clusters of 3 every 2 seconds, each wave in a cluster hitting 0.25 seconds after the other, and granting sight of the area for the duration. Each wave deals magic damage to all enemies within the area and slows them by 30% for 0.5 seconds. While within the shop area, Gangplank can purchase upgrades for his ship at the cost of 500 Silver Serpents each, which improve Cannon Barrage with new effects: Death's Daughter: A large cannonball lands in the center of the barrage after the first cluster of waves occur, dealing a cluster's worth of true damage to enemies within the impact and slowing them by 75% for 1 second. Fire at Will: Cannon Barrage fires 2 additional clustersover its duration; 18 waves of cannonballs are called down in clusters of 3 every 1.33 seconds. Raise Morale: Cannon Barrage grants Gangplank and all allies within the area 40% bonus movement speed, lingering for 2 seconds.
- Cooldown
- 160 / 140 / 120s
- Cost
- 100 Mana
- Range
- Global
- Magic Damage Per Wave
- 40 / 70 / 100 (+ 10% AP)
- Magic Damage Per Cluster
- 120 / 210 / 300 (+ 30% AP)
- Total Magic Damage
- 480 / 840 / 1200 (+ 120% AP)
- True Damage with Death's Daughter
- 120 / 210 / 300 (+ 30% AP)
- Total Mixed Damage with Death's Daughter
- 600 / 1050 / 1500 (+ 150% AP)
- Total Magic Damage with Fire at Will
- 720 / 1260 / 1800 (+ 180% AP)
- Maximum Mixed Total Damage with Fire at Will and Death's Daughter
- 840 / 1470 / 2100 (+ 210% AP)
Skins
13 in the archive













