Reworking Gangplank - Ideas for Riot
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.
to make him more versatile
-MONEY MAKIN'