Gangplank [Rework Concept]
With my ideas here I want to do some things with our beloved pirrrrate! Things I want to keep about Gangplank is bonus gold for doing X action, keep the fact that he has two weapons and expand on this further, eat oranges and everything be K since this a very staple move to Gangplank, keep Raise Morale as a team spell but changes will be made to make it as an impact action rather than this aura of stats, and make Cannon Barrage feel like both a barrage and grant Gangplank full control since he is the captain and make the cannon balls feel like they are cannon balls. A new role will emerge for Gangplank with my ideas, however, which is marksman. I will try to keep Gangplank as a top lane champion now, but my ideas will give Gangplank a way to be ranged all the time if he chooses to do in case you want to play him in the bot lane with a support or be a lane bully up top with the range. Parrrley will be his new passive, by the way, which will emphasize on the fact that it is the last bullet in his gun to try to take the enemy down before he dies since the other reason for parley is 'taking the easy way out' with your last bullet, but this is a direct denile and something that should never be in League of Legends so he will get a passive similar to Zyra and Kog'Maw instead.
Parrrley (Passive): When Gangplank's health reaches 0 HP he is forced to use his pistol to run around for up to 3 seconds to try to fire off one last bullet at an enemy to deal 100(+25*Gangplank's level) true damage to his target before he dies.
Weapon Swap (Q): Cooldown: 2 seconds Pistol: Gangplank's basic attack range is 525/550/575/600/625 units. Gangplank's first shot after swapping into his pistol will grant +4/5/6/7/8 bonus gold if it executes an unit (double the bonus gold executing large minions/monsters and champions).
Sword: Gangplank deals (+12/14/16/18/20%Total AD) bonus magic damage and slow his target by 15/20/25/30/35% over the next 2 seconds.
Remove Scurvy (W): Cooldown: 24/22/20/18/16 seconds; Cost: 40/45/50/55/60 Mana Gangplank eats citrus fruits to remove any crowd control from him and heal him for 12/14/16/18/20%(+1% per 25AP) of his missing health.
Raise Morale (E): Cooldown: 10 seconds; Cost: 80 Mana; Range: 1000 units Gangplank fires his pistol in the air to boost him and his team's morale causing their next basic attack to deal (+40/50/60/70/80% of their Total AD)(+50% of their AP) bonus magic damage within the next 6 seconds and 15% movement speed for 2.5 seconds.
Cannon Barrage: Cooldown: 120/100/80 seconds; Cost: 100 Mana; Range: 2000/2500/3000 units 1st Cast: Gangplank summons a mini battleship to ride on gaining 10/20/30% increased movement speed for the next 15 seconds or until he runs out of cannonballs. Gangplank cannot attack while he is on his ship.
Next 3 Casts: Gangplank fires a cannonball at the target location, up to 3 times, to deal 100/160/240(+100%Bonus AD)(+50%AP) physical damage and slow struck units by 40% for 1/1.25/1.5 seconds.
5th Cast: Gangplank fires a larger cannonball at the target location that ends up blowing up his ship when fired, but knocks-up struck units for 1/1.25/1.5 seconds and dealing 200/300/400(+200%Bonus AD)(+100%AP) physical damage.
Passive: Raise Morale's movement speed is increased to 30/45/60%.
Some after notes, current Parrrley is 4 seconds, Weapon Swap to get the bonus execute gold is a 4 seconds cooldown, this is like a reload system in league swapping to your sword and then swapping back to your pistol to try to get bonus gold for successfully executing with your first shot; the strength for the sword is to give incentive for being melee, the effect is a stronger version of his current passive and now scales into the game, his melee range is 125. Remove Scurvy is essentially the same ability, but with a notable difference, where instead of getting a flat heal he heals passed on a % of his missing health this is so that he can never top off his health with Remove Scurvy while functioning the same; on another note if you happen to go tank-plank the heal may be better in some cases since it is now a % value, but damage plank is more viable since he can be a full-fledged marksman if he so pleases or be a bruiser or tank the options are available for his lane, role, and build. Raise Morale got changed to do the same thing but as one powerful moment instead of an aura ability, I decided to have the movement speed portion attached to his ultimate to control how much power he gets based on where the game is at; Raise Morale should now feel as if a gang of ruthless pirates in charging at you with no mercy. The Ability Power ratio on Raise Morale is for mages can take in the fun of the raid, it is not actually for AP Gangplank (please don't do AP GP unless you just want to have fun in normals or ARAM). Cannon Barrage I wanted this ability to both feel like Gangplank is a captain and give him control of where the cannonballs land and have the ultimate feel an impact on the game in both damage and utility like cannonballs are actually being fired at the enemy instead of a somewhat useful AoE slow and magic damage per second but does not feel like it has the impact of an ultimate.
Hope you enjoy the ideas, and have a nice day! ~ Stacona
NOTE: Because of Gangplank's ability to be a marksman here all of his stats will be getting nerfed aside from mana and mana regen to better match that of a ranged champion's stats.
After Thought: I did not think about this originally until it was brought up, but Gangplank's Raise Morale's cast time will no longer stop his movement when used to create fluency with this spell. Also the cannon balls' AoE is about the size of Xerath's ultimate and the big one like the size of his W.
EDIT: Raise Morale now starts with movement speed right away, but the amount it grants increases with his ultimate.