Reworking Gangplank - Ideas for Riot

HBAFreightTrain·2/25/2014, 10:03:46 PM·1 votes·617 views

How many times have we been told that a Gangplank rework is on the way? Then we hear silence from Riot on the issue for a couple of months until they finally admit that it's on the backburner again. This latest one is no different: he's gone from HOT HOT HOT to the beginning stages and now we're hearing about champions that were colder than he was and their reworks. Clearly Riot doesn't know what to do with Gangplank. If we want the pirate to get his overdue rework, we have to provide the ideas ourselves.

This is my latest kit idea for Gangplank:

Passive: Grog-Soaked Blade - Gangplank's basic attacks apply a poison that deals an additional (level x 2) magical damage per second for three seconds. This poison can stack three times. On every third hit, Gangplank deals an additional(Level x 2 + 0.3AD) magical damage.

Notes: Gangplank's permaslow is being removed. Increasing the damage of his passive is his compensation.

Q: Parrrley - Gangplank shoots a target unit for physical damage (25/50/75/100/125 + 1.1AD). This ability can critically strike and applies on-hit effects. If Gangplank kills the target, Gangplank gets 5 bonus gold and half of the mana cost/cooldown are refunded. Mana Cost: 40/45/50/55/60 Cooldown: 9/8/7/6/5 sec. Range: 650

Notes: Parrrley does more damage with a little more range but it's on a longer cooldown. If you use it to farm, the cooldown is halved so you'll actually farm a little better than live. This solves the toxic poke hard out of lane game but allows for nice harass or all-in potential. At max rank, it's the same cooldown as live.

W: Remove Scurvy - Target allied champion eats a vast quantity of citrus fruit which restores health (50/85/120/155/190 + 0.7AP). If Gangplank uses this ability on himself, he removes any crowd control effects on himself and he gains a 30% move speed bonus for three seconds. This ability does not have a cast time. Mana Cost: 70 Cooldown: 15 sec Range: 650

Notes: Reduces Gangplank's sustain in lane but allows him to heal others now. It's a shorter cooldown cleanse and he gets a small dash for it if you use it as a one point wonder. Support Gangplanks can max this and have the option to build AP for better heals.

E: Run 'em Thru - Passive: Gangplank gains 2/4/6/8/10% additional attack damage and 3/4/5/6/7% additional move speed. Active: Gangplank inspires his crew by gutting his enemies. Gangplank impales his victim on his sword dealing physical damage (35/75/115/145/175 + 1.1AD) and slows the target's attack speed and movement speed by (20/25/30/35/40%) for two seconds. Mana Cost: 30/35/40/45/50 Cooldown: 7 sec Range: 145

Notes: A second damage ability goes a long way toward solving Gangplank's damage issues. Since his slow was removed from the passive, a crippling strike seemed appropriate. Instead of sticking like glue and whacking people in the back all the way to turret, Gangplank will do more burst style damage like other top laners do. This ability works well as a support crippling the ADC who let you get too close and allowing you to quickly burst down your enemy.

R: Cannon Barrage - Signals Gangplank's ship to fire upon an area for 5 seconds, slowing enemies in the area by 30% for the duration. Cannonballs rain upon the area, each causing magic damage (70/120/165 + 0.3AP).

Notes: Shorter duration but greater chance to hit with cannonballs, better slow and better scaling with AP. It gives the AP Gangplank a better reward for building AP since his heal won't scale as well with AP as it used to.

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Impact: Gangplank loses his toxic elements (super strong poke combined with super strong sustain and the permaslow), his team buff (either too strong or too weak), and gains a lot of damage as compensation. He gets a stronger support identity with a crippling effect and a heal to go with his poke damage. His damage in top lane will have to be respected but opponents won't autolose trades if they can't all-in since his sustain is no longer crazy high.

5 Comments

shadwraith992/25/2014, 11:12:38 PM2 votes

I like the things you did with Parley and his passive. I believe parley should be used for farming rather than constant poke, I also liked the fact you eliminated the slow on his passive. Now to the things I don't like so much, first, his heal. I don't think his heal should heal allies, it will allow GP support to become a noob pick, plus with the changes to parley, making him a farmer, wouldn't make him a good support as well. So what I would do, to enhance his top lane power and sustain, as well as forcing more people to farm with his q, is that every time GP kills a minion, he gains a stack of remove scurvy, for each stack, he gains a certain amount of health. This gives him fair sustain as long as he farms. Also, his E is ok, could use some tweaks, I thought his raise morale was fine as it was, maybe shift his cleanse from his w to his e. And then there's his R, I don't think AP GP should be viable. I feel like it should be a great threat, not global though, the range should be reduced, but I feel it should decrease enemy movement and attack speeds, trying to disrupt a fight, and help his team greatly, as well as being a part of his damage kit, with these buffs to his ult, his ult's range should be decreased greatly, and its CD should be increased. These changes I feel will make Gangplank a great solotop champion with sustain, damage, and a great engage/disengage, rather than a constant poking and critting and slowing and chasing GP like now.

put bebe in me2/26/2014, 1:54:41 AM1 votes

i would like to see something happen to Gangplank to make him more versatile -MONEY MAKIN'

Remlap12232/26/2014, 3:53:16 PM1 votes

Remlap1223's Gangplank Rework New stats: Attack Power: 7 Defense Power: 7 Ability Power: 7 Difficulty: 7

Passive: Grog-Soaked Blade: Gangplank's basic attacks apply a 10% slow for 3 seconds that stacks 3 times. At 3 stacks, the enemy takes 3(xlevel) true damage for 5 seconds, and recieves 25% less healing from outside sources.

Q: Parrrley: Gangplank aims his pistol, slowing his movement speed by half, and increasing range and accuracy over time, up to a range cap. If Gangplank hits a target (skillshot), they take 35/70/105/140/175(+100%AD)physical damage and immediately have 3 stacks of grog-soaked blade applied. If Parrley kills its target, it's mana cost is completely refunded, and Gangplank gains bonus gold. Mana cost: 50/60/70/80/90 Range: 400-1000, Gold Bonus: 5/7/9/11/13 Cooldown: 15/13.5/12/10.5/9

W: Remove Scurvy: Gangplank targets himself, or an allied champion, removing crowd control effects on them, healing and restoring mana over 10 seconds, and lessening the effects any incoming crowd control by 50% while the buff is still active. Health regen over time: 100/125/150/175/200(+100%AP) Mana regen over time: 25/50/75/100/125(+100%AP), Mana cost: 65/90/115/140/165 Cooldown: 36/34.5/33/31.5/30

E: Pirate's Code: Passive: Gangplank gains 1/2/3/4/5 gold on enemies that he has damaged, but not killed. Active: Gangplank charges for one second,then rappels to the Crow's Nest, gaining vision for his team over a 2000 range in a cone shape from the direction he was facing, and becomes untargetable. After one second, he swings down from a rope, and strikes the closest enemy with a powerful kick that deals knocks them back 500 units in the direction he was facing and deals 100%AD + (1/1.5/2/2.5/3% Gangplank's maximum health) physical damage. The greater Gangplank's movement speed, the faster he swings towards the enemy. Radius: 600 Mana Cost: None Cooldown: 50/47.5/45/42.5/40

R: Cannon Barrage: Gangplank marks 3 spots on the map to be fired upon by his ship's cannons in sequence. Cannonballs have a radius of 150, and do 200/250/300 (+20%AP)(+10%AD) physical damage. If a cannonball falls directly on an enemy, they are knocked airborne and stunned for 3 seconds. If an enemy walks over where a cannonball has landed, they are slowed by 50% until they leave the area. Each area that Gangplank marks will have five cannonballs land on the area. The craters will last for 10 seconds after the cannonballs have landed. One cannonball lands every 2 seconds. Range: Global. Radius: 450. Cooldown: 130/115/100 Mana cost: 100/125/150

Let me know what you guys think...