[Fan Rework] Gangplank: The Saltwater Scourge
As it stands right now, Gangplank is one of the least viable champions in this meta. He's meant to be played as a sustain heavy top laner, which is the current meta right now, but his exuberant mana costs and overnerfed abilities have caused him to be outplayed by any other top lane champion. In addition, atm there is really only two top laners that he counters, and that is Nasus and Renekton. The reason why Gangplank is the worst duelist in the game is simple: he has no inherent attack speed steroid. Jax and Olaf have their passives and their W, Yi has his passive and his ultimate, and Gangplank has... nothing.
So the simple fix would be to give him an inherent attack speed steroid right? I thought that at first, but then I realized something. Gangplank is inherently unlike any other duelist. While most duelists use their attack speed steroids to smack the crap out of top laners, Gangplank pokes, harasses, locks down, and crits champions that overextend. So instead of homogenizing Gangplank's kit as a typical attack speed BORK duelist that uses attack speed to beat down opponents, how about Gangplank slows enemy champion's attack speed the longer they duel him, and he gains critical strike chance so he can put them on his attack speed level, but have his natural affinity for crits burst them down quicker than they can? This would allow Gangplank to counter a lot more top laners (specifically
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) This is a very experimental kit, but I'd love to hear feedback.
Passive Grog Soaked Blade
Gangplank's basic attacks apply a poison debuff for 2.5 seconds that can stack up to 5 times. Each stack slows the target's movement speed by 7%, and their attack speed by 5 (1)/ 6 (5)/ 7 (9)/ 8 (13)/ 9(17)% for a maximum of a 35% movement speed slow and a 25 / 30 / 35 / 40 / 45% attack speed slow.
Q Parrrley Range: 600 Cost: 30 / 35 / 40 / 45 / 50 Mana Cooldown: 5
Gangplank shoots a target enemy with his pistol, dealing 12 / 24 / 36 / 48 / 60 (+110% AD) physical damage. In addition, for every stack of Grog Soaked Blade on the target, this ability deals an additional 1.2 / 1.4 / 1.6 / 1.8 / 2.0 % of the target's missing health as physical damage, to a maximum of 6 / 7 / 8 / 9 / 10%. If an enemy killed with this ability, he gains 2 / 4 / 6 / 8 / 10 extra gold and refunds half the mana cost. If the enemy is a large monster or champion, the mana refund and gold bonus is doubled. This ability can critically strike and applies on-hit effects, including Grog Soaked Blade (will only proc the execute on existing stacks of Grog Soaked Blade.)
W Remove Scurvy: Cost: 75 Mana Cooldown: 30
Gangplank eats a large amount of citrus fruit, instantly removing all crowd control effects on him, as well as healing himself for 80 / 150 / 220 / 290 / 360 (+ 100% AP). Every champion or large monster basic attack will lower the cooldown of this ability by 0.5 seconds, and every ability that hits Gangplank will lower the cooldown by 1 second.
E Raise Morale Range: 700 COST: 50 / 55 / 60 / 65 / 70 Mana Cooldown: 20
Passive: When Gangplank attacks an enemy, he gains a passive 5% critical strike chance that stacks up to 3 times. His movement speed is also increased permanently by 4 / 5.5 / 7 / 8.5 / 10%.
Active: Gangplank fires into the air, disabling his passive boost but inspiring himself and his allies to gain a 20 / 25 / 30 / 35 / 40% critical strike chance and 8 / 11 / 14 / 17 / 20% movement speed, with allied champions within range receiving half that amount, for 7 seconds. In addition, for the duration, if Gangplank's basic attacks fail to critically strike, his critical strike chance will increase by 10% (stacks up to 5 times) until he critically strikes, and resets on a successful crit.
R Cannon Barrage Range: Global Cost: 100 Mana Cooldown: 120 / 110 / 100
Gangplank signals his ship to fire a cannonball barrage upon a target 600-radius area for 6 seconds. After 0.5 seconds of channeling. an X mark appears on the target area instantly, and after 1.5 seconds of global audible cannon fire, vision of the area is granted, and enemies within the area will take 50 / 110 / 170 (+ 50% AP) magic damage every 0.5 seconds for 5 seconds, and slow enemies within the area by 35 / 45 / 55% for 1 second after the area is left.