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Gangplank [Gameplay Update Ideas]

Stacona··1 votes·421 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

2 Comments

Tritus11 votes

I Love Ganplank as a champ. Come on he's a fricken pirate. The passive is cool but its a little overpowered, especially with a 1 second cooldown on Q. Thats a whole lot of crit. I love his W and E and his ult rework looks cool, but i think the slow is essential to the ult. I have saved many teammates because of it. His new Q needs work. Why would i not just keep the gun mode active? There has to be some reason why one weapon is better than the other. I think it would be cool to have a better grog soaked blade on the sword with better AP scaling, then ap gankplank would be more viable. Just my thoughts though. Good work

Stacona1 votes

Weapon Swap (Q) would be considered a toggle ability which means things like Sheen and Parrrley (Passive) will not trigger when he switches between his pistol and sword, just figured this would have been obvious. Only his sword carries his old passive, i made his passive still strong early on but scale better with scaling based on his total attack damage so it gets better when you level him up and get better items plus the slow goes up per rank so it is slightly better than a fully stacked passive of what it currently is. I tried to focus on gangplank being as a ranged champion, just whenever a bruiser is in melee range to you then you can swap weapons for extra damage and slow- but as i said i focused on him being mostly as a marksman that deals high damage, scales well, and with some team utility. cores aspects to GP that i think should be intact is crit plank, everything k with oranges, get much gold, global ult with you ship firing captains, and of course you are a pirrrate. For his ult though, a slow would mean if one cannon hits, they all hit, so this needed to be taken away. But the thing i wanted to remove was the randomness of his current ult so to do that i turned it into a skill shot, and to keep it being a barrage it has an ammo system, so this makes GP feel like a captain of his ship by telling his ship exactly to where to fire at and it will feel rewarding landing your cannon balls on the enemy's face- plus since it is no longer random the enemy team can make a conscious choice to dodge cannon balls rather than hope to get lucky

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