Gangplank Rework

His Goatliness··12 votes·6,660 views

So, I'm a little sad to see GP is getting reworked, but it's possible that he could be infinitely more fun afterwards. I was thinking about a new kit for him. Feel free to provide your feedback/thoughts on it. It's just my ideas, but I'm hoping riot sees this thread and goes with a few of them. (wishful, I know.)


No Cooldown Passive: Grog Soaked weaponry- Gangplank's Flintlock Frenzy and basic attacks apply stacks of Grog. At 5 stacks the target is hit for a bonus 10/40/70/100/130(+10%AD) physical damage and slowed for 50% for 2 seconds. (stacks can be applied during the slow, but the 5th stack will not apply until 1 second after the slow is over). These stacks can be applied to more than one person.

Cost: 80 Mana-----Cooldown: 16 Q: Flintlock Frenzy- Gangplank pulls out two pistols, replacing his basic attacks and gaining 450 range for 2/3/4/5/6 seconds. During this time Gangplank gains 30/40/50/60/70% attack speed. These attacks slow for 5% for 4 seconds, which until the skill ends.

Cost: 75 Mana-----Cooldown: 20/18/16/14/12 W: ORANGES!- Gangplank consumes oranges, healing himself for 50/75/100/125/150(+35%AP), and gaining 25% movespeed for 3 seconds. The first physical damage he takes from champions for 3 seconds after using this skill does 50% damage to.

Range: 500-----Cost: 65/70/75/80/85 Mana-----Cooldown: 18/16/14/12/10 E: Cannon Shot- Gangplank summons a cannon from the ground which shoots a cannonball after .5 seconds Traveling 500 distance, and stunning enemies hit for .75/1.0/1.25/1.5/1.75 seconds dealing 75/115/155/195/235(+55%BonusAD) Physical damage. If gangplank is hit by the cannonball he will be launched forward the full distance the ball travels, grabbing enemies and bringing them with him on the way. (This would be a point and click and drag skill like Rumble's R or Viktor's laser)

Range: 700-----Cost: 100/125/150 Mana-----Cooldown: 130/115/100-----Width: 650 R: Broadside Blockade- Gangplank calls forth the broadsides of his ship for 6 seconds creating impassable terrain on both sides after .5 seconds. Cannons shoot every .5 seconds on the outside of the walls slowing for 10% dealing 75/100/125(+25%AP) and interrupting spells. After casting Ganplank can can right click the inside of his ship from 400 range to jump into the middle. While inside enemies and gangplank are given the "sea-legs" buff/debuff. Enemies are slowed for 20% while "sea-legs" afflicts them. Gangplank gains 10% Movespeed when affected by "sea-legs". Gangplank can recast to dismiss the walls. (This skill would also be a click and drag skill)


Notes: If gangplank were to grab an enemy, the stun would still apply on impact, and would end at the same time as if they got hit without gangplank there. Gangplank's R would come out of the ground, but would appear to come out of the water(Purely visual), and would behave the same way as jarvan's R walls. Think of it as two parallel Anivia walls with slightly smaller width about 450 distance apart. The cannons would not shoot on the inside.

18 Comments

FarRockBF2 votes

Honestly, I can think of one thing that would make GP awesome:

When he will crit (which animation is a gunshot), allow him to do so ranged. So if you get 100% crit, GP becomes RANGED. Right now with 100% crit he will walk up to the enemy and then shoot them in the face.

Ranged critplank would be awesome.

His Goatliness2 votes

but then you could just ghost any animation that wasn't a crit until you crit them. He would basically be a ranged champ.

doublelift fg1 votes

but then you can fix that

UPfreely1 votes

or you could just give him a skill like this:

Parley Passive: Every 5th/4th/3rd/2nd/1st Auto attack gains 400 range.

SouL1ess2 votes

E cannon shot stun - 1/1.25/1.5/1.75/2 1.1/1.2/1.3/1.4/1.5

AoE 2 second stuns are grossly overpowered in league.

I also have a problem with the permanent 70% attack speed on Q, since the downtime is easily overcame by 20% CDR.

Aside from that I think the rework is fine. Keeps to the theme of piracy and isn't that far off from current GP (aside from you being a better Kayle of course)

P.S. Grog-soaked weaponry is missing a duration for the 50% slow

His Goatliness1 votes

Ah thanks. I'll fix that. I think I'll raise the cd on his Q too. Seems to be the general consensus.

Kem De La Krem2 votes

welcome ekko an assassin with an aoe 2.5 sc stun :D

SouL1ess1 votes

I don't think he should have 2 fucking AoE long-duration stuns as a skirmisher but hey it's Riot's game.

doublelift fg1 votes

no, 16* 0.4 (40% cdr)=6.4, it will have 9.6 cd and op told that the duration is 6 seconds, maybe reduce it to 4.

But do you remember that kayle can have 100% downtime with cdr on her E?

SouL1ess2 votes

because he changed the CD at rank 5 from 9 seconds to 16.

My post was before he edited.

His Goatliness1 votes

I know it seems like a wall of text, sorry.

LilxPaprika1 votes

Nice, I'll read through yours in mean time might I interest you in my idea:http://boards.na.leagueoflegends.com/en/c/gameplay-balance/ERUHXMtc-gangplank-passive-idea

Well heres my verdict, Im all for exploring wild ideas/concepts, also gangplank could use a bit of freshening up. Keep him zesty like his oranges. So if I'm reading it correctly you'd give him like a braum passive but a frog instead of shield might appear here. As for his q 7 sec is awful long and a lot like Tristan's q, I like the idea of having dual wielding guns though. With that cool down it would be like kayle e but even more so. No sense in not having it up always up unless it cost an inordinate amount of mana or could perhaps be interrupted.

Summoning the cannon spell..2 sec aoe stun is like kalista ult .. And relocating champions a bit much for an ability this has more of the characteristics of an ultimate.

Tanimuara1 votes

I like your idea's for his dual pistols it would give hima more piratey feel. His passive may be a little excessive with a 5 stacks...although if it was more like at the 5th stack it applies a 50% slow that may be better. I really like the cannon idea but it sound like too much for a normal ability. I also enjoy your version of his RRRR! Gangplank A real pirate ship would be very cool to have in game... and making it like anivia's wall would give it more teamfighting potential as well as locking enemies in the Jungle..

Overall not bad i would love to see some of these changes in GP.

His Goatliness1 votes

That's what I was implying. At 5 stacks he gets a 50% slow on the target. it would be the same concept as gnar W.

Baron of Bread1 votes

I really hope the rework doesn't go this far. They really need to keep the ult and the oranges the same to preserve the GP feel. The rest could be changed, but it would be a good idea to keep some form of critplank around.

MetalGearTeemu1 votes

[{quoted}](name=Baron of Bread,realm=NA,application-id=3ErqAdtq,discussion-id=5JRJc01c,comment-id=0005,timestamp=2015-05-28T01:02:32.296+0000)

I really hope the rework doesn't go this far. They really need to keep the ult and the oranges the same to preserve the GP feel. The rest could be changed, but it would be a good idea to keep some form of critplank around.

to my knowledge red has confirmed both that oranges are staying and that Parrrley is NOT becoming a skillshot. So I remain confident that the core plank feel is going to remain. Which is good, i still regularly pull out plank as my go to early toplane pick since he can farm through just about any counterpick comfortably.

I do worry for R though, people think barrage is a weak ultimate, but with tanky deathball starting to trend reasonably low cooldown global push has potential to pay out in extended games. Plank being able to join his team and still stop a push, or push top and bottom at once while sitting on teleport is extremely strong

Nightmist Dark1 votes

the 2 guns thing seems cool, reminds me of 300 heroes GUNDAM hero lol

7thHeaven1 votes

Do somethings after xxx hit is toxic mechanism, DOTA have removed it long time ago.

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