My Take on Gangplank Rework/Altering Values

Veximus··2 votes·398 views

Gangplank Since we've started seeing a lot of reworks for less-played champs in the past season, I would like to start pinpointed the champs that you never see being played in ranked. Here's my take on a way to make Gangplank viable, without really changing his kit too much or making him more OP than other currently popular champions.

Passive: Grog-Soaked blade should still have the same stacking slow that it currently does now, but the poison damage should scale off AD and continue to deal magic damage over time (very similar to how Darius stacks his). In it's current state, the passive only tickles from mid-late game. it's barely noticeable.

Q: I think there's too little of an uptime in GP's offensive play. Not sure what I'd do here since his Q is somewhat the most iconic part of his kit, allowing him to harass. Maybe a little overall cooldown reduction?

W: Heal should still scale off AP, and it should still break out of CC. Make W also cause his next attack to deal % max health based magic damage (similarily to gragas W). This gives GP players a choice to use W offensively or defensively, or both if timed well. Magic damage so that it prevents GP from one shotting after IE and LW.

E. Can remain the same. Maybe make it stronger overall, and disable the passive during cooldown.

R. I believe his ult should scale off AD as well as it's current AP scaling, but also apply Grog Soaked Blade stacks (similar to MF's Bullet Time). Makes his ult much much much more devastating to fight in it.

Any ideas? I don't really think this would make him OP - just more reasonably viable in today's meta.

1 Comments

Darth Valer1 votes

You didn't propose that many changes xD Anyhow I agree the passive, Q, W and R should be the same with minor tweaks. The passive should have better scaling mid-late game (perhaps allowing more than 3 stacks to be applied when you reach certain levels). The Q looks fine now, it's weak enough early on not to be toxic for opponent laners and easily countered by armor when you stack crit chance and Ad (perhaps it's countered too much :C). The W is good although it might be tweaked in a less direct way. If his future identity will be bruiser-like, it might grant an "orange-y" aura with CC cleanse on activation and a health regen/damage reduction for its duration. His E, instead, should be completely changed imho. It should either be hard CC or serious mobility. Possible ideas might be a Flee status applied to enemies affected by his passive stacks when he shoots his gun in the air (current E animation) or a dash (that maybe can only target enemy units, since an escape + cleanse would be too much) which leaves a trail that speeds up allies who walk on it. As for his ultimate, I think it should keep ap scaling but have increased base damage. Plus, it would be nice if it dealt more damage the nearer it was cast, thus making it an offensive skill in in lane and an utility one outside.

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