Champion sheet · Top

Gangplank

Patches 16.19 to 16.21 · NA
Tournament presence · pick + ban
6.1%#110 of 173 champions
Pick
2.0%picked in 58 of 2,915 games
Ban
4.1%87 bans over 2,127 games, against 4.5% in soloQ
Win rate as Top53.8% between 42.6% and 64.7% over 52 gamesSoloQ 50.8%: no clear gap
Median length28.8 minsoloQ 28.8 min

Amateur: 2,915 games from amateur tournaments, last 60 days, NA. SoloQ Master+: 233,241 games on the same patches. An amateur figure in gold clearly differs from soloQ.

At a glance

Four answers, each one opens its chapter.
01 — What changes in tournaments

What changes in tournaments?

One clear gap between soloQ and amateur tournaments as Top.

  • DraftPicked less often in amateur play
    Amateur
    0.8%
    SoloQ
    2.1%
    0.8% of the role's picks in amateur play, against 2.1% in soloQ.
02 — How to play it

How to play it?

Deathfire Touch, then Essence Reaver, The Collector, and Infinity Edge: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesDeathfire Touch67% · 7,433
Same in amateur play
SpellsFlash + Ignite87% · 9,700
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 99% · 85 games
Core (3 legendaries)16% · 960
16%of soloQ games
  1. Essence Reaver
  2. The Collector
  3. Infinity Edge
Amateur: Essence Reaver, Lord Dominik's Regards, Infinity Edge (21%), gap not settled

Not collected in soloQ: starting items, 4th item, and skill order.

03 — In a comp

What does it bring to a comp?

Team damage first: more damage than 100% of top laners.

  1. Team damagetop1%28% · top laners: 20%

Read on tournament games from 2026-04-15 to 2026-10-12 (44,638 games) · same reading as the draft review · compared with other top laners

What marks it

  • Damage

Like other top laners

  • Absorbs damage
  • Plays teamfights
  • Takes its kills in duels

What it is not

  • Carries its own kills
  • Little CC
  • No poke
  • No split-push

Damage / min by phase · at equal gold

Rank 88 in lane, 76 in mid game and 93 in late game, out of 100 top laners.

680+81 vs 599
934+67 vs 868
1,267+188 vs 1,079
Lane · 5–14 minMid game · 15–22Late · 23–30
Gangplanktop laners

Gold vs. direct opponent

At 20 min, ahead of 97% of top laners against the direct opponent.

top laners

Where it stands among top laners · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 88 of 100 among top laners680 · median 599
  • Damage in mid game · rank 76 of 100 among top laners934 · median 868
  • Damage in late game · rank 93 of 100 among top laners1,267 · median 1,079
  • Gold at 15 min · rank 97 of 100 among top laners+594 · median +119
  • Gold at 20 min · rank 97 of 100 among top laners+1,075 · median +100
  • Absorbs damage · rank 28 of 100 among top laners581 · median 970
  • Plays teamfights · rank 37 of 100 among top laners51% · median 53%
  • Takes its kills in duels · rank 41 of 100 among top laners27% · median 28%
  • Lets allies carry kills · rank 6 of 100 among top lanersrank 6 of 100
  • Crowd control (CC) · rank 22 of 100 among top laners0.5 · median 0.8
  • Team damage · rank 100 of 100 among top laners28% · median 20%
04 — With / against

With whom, against whom?

No opponent with a clear gap to expected in amateur play: win rates remain ranges.

in

Best results

Ranked by the gap to expected in amateur play, at the lower bound of its interval, at most 5 per role. The other source is a reference.

Against

Topgap to expected

No positive gap in amateur play.

Junglegap to expected

No positive gap in amateur play.

Midgap to expected

No positive gap in amateur play.

ADCgap to expected

No positive gap in amateur play.

Supportgap to expected

No positive gap in amateur play.

With

Midgap to expected

No positive gap in amateur play.

ADCgap to expected

No positive gap in amateur play.

Supportgap to expected

No positive gap in amateur play.

Matchups and allies

One group per role of the other champion, five cards first. The bar is the win rate range, the tick marks 50%; the colour of the gap gives our reading, it sorts nothing.

Sort by
Top2 champions
  • Sion7 games
    —SoloQ: 52.3% · 302 g
  • Shen5 games
    —SoloQ: 53.3% · 246 g
Jungle3 champions
  • Wukong9 games
    —SoloQ: 50.7% · 426 g
  • Skarner6 games
    —SoloQ: 36.3% · 80 g
  • Jarvan IV5 games
    —SoloQ: 52.1% · 376 g
Mid2 champions
  • Ahri6 games
    —SoloQ: 49.0% · 506 g
  • Syndra6 games
    —SoloQ: 49.9% · 497 g
ADC2 champions
  • Sivir7 games
    —SoloQ: 54.6% · 227 g
  • Caitlyn6 games
    —SoloQ: 49.1% · 652 g
Support1 champion
05 — In draft

Ban it or pick it?

Fallback pick: comes out late in the series, once the pool has emptied.

Pick rate as Top

Amateur tournaments, compared with soloQ
  • SoloQ Master+2.1%9,679 picks of 466,476ban 4.5% · patches 16.19 to 16.21
  • Amateur tournaments0.8%36 picks of 4,328ban 4.1% · patches 16.19 to 16.21
  • Pro0.4%9 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

8.5% on 16.21
16.1216.21
Pick + ban, all regions, one point per patch; a patch without a measure leaves a gap.

Within the series

Fearless series only · as Top
  • 1.5%G112 games of 817
  • 2.1%G217 games of 817
  • 2.5%G3+9 games of 354
Once picked, the series moves on to

Not enough series yet: published from 30.

Amateur: amateur tournaments created with tournament codes; soloQ: Master+, same patches. An amateur figure in gold and each card of “What changes” flag a gap that the volumes of both sources settle. Build: shares only, no win rate, which mostly follows game length. Gap to expected (lolalytics' Delta 2): the pair's win rate minus the one the two champions' own strength predicts, their win rate in their role in the same source; it is coloured when its 90% interval excludes 0, teal favourable, orange unfavourable. Under 30 games: games only.