Gangplank [Gameplay Update Ideas]

Stacona·7/21/2014, 6:46:05 PM·3 votes·577 views

This gameplay update suggestion will move Gangplank from being this support, tank, bruiser, fighter, melee carry, pirate to being a pirate Marksman and/or Fighter. I will treat this like a champion concept while giving ideas for Gangplank that will help him out. This suggestion will lower/nerf his basic statistics to be in line with a normal marksman with the gained ability to always be a ranged champion if he so desires.

Basic Attack Range: 125 units

Parrrley (Passive): Gangplank's next basic attack within 5 seconds will critically strike whenever he casts an ability. If Parrrley takes down an unit then Gangplank gains 7 bonus gold and resets *Parrrley's *effect.

Weapon Swap (Q): Cooldown: 1 second Active: Gangplank switches between his pistol and his sword.

Pistol: Gangplank's basic attack range is increased by 400/425/450/475/500 units (525/550/575/600/625 units as his basic attack range).

Sword: Gangplank's basic attacks deal (+6/9/12/15/18%Total AD) magic damage per second and slows for 15/20/25/30/35% for 2 seconds.

Remove Scurvy (W): Cooldown: 24/22/20/18/16 seconds; Cost: 70 mana Gangplank eats a large amount of citrus fruit, instantly removing all crowd control effects on him, as well as healing himself for 12/14/16/18/20%(+1% per 10AP) of his missing health.

Raise Morale (E): Cooldown: 22/20/18/16/14 seconds; Cost: 50 mana; Range: 1000 units Passive: Gangplank is granted 3 bonus gold every time he takes down an unit. This bonus doubles to 6 when Gangplank takes down a large minion, large monster, champion, or structure.

Passive: Whenever Gangplank uses Parrrley then Raise Morale's cooldown goes down by 2 seconds.

Active: Gangplank fires into the air to grant him 50% movement speed for 4 seconds and nearby allied champions within range half this amount.

Cannon Barrage (Ultimate) (R): Static Cooldown: 2 seconds; Cost: 50 mana; Range: Global Gangplank signals his ship to fire a cannonball at the target location to deal 50/100/150(+60/80/100%Total AD)(+50%AP) physical damage to struck units in a 300 unit radius. Each cannonball takes 14/11/8 seconds to create and a maximum of 3/5/7 cannonballs may be stored at one time.

~ Stacona

6 Comments

MrBuffington7/21/2014, 11:34:33 PM1 votes

I'm wondering if your gameplay updates will improve the damage on his ult, at the moment it's super inconsistent and unreliable. Also does his passive proc on his weapon switch? Having a ranged crit every two seconds (or 1 second if you're in melee range) is sort of ridiculous. I like your change to his Q though, it's interesting, a lot like Jayce