Active: Gangplank fires into the air, disabling his passive boost but inspiring himself to gain additional attack damage and movement speed for 7 seconds, with allied champions within range receiving half that amount.
When the active buff expires, Gangplank regains the passive bonuses of Raise Morale. It is not removed for the duration of the ability's cooldown.
Raise Morale's active is not an aura, and allies who move near Gangplank after the skill is used will not receive the buff. Likewise allies will keep the buff for the full duration once gained even if Gangplank dies or they move away from him.
COST: 100 mana
COOLDOWN: 120 / 115 / 110
Active: Gangplank signals his ship to fire a cannonball barrage upon a target 600-radius area for 6 seconds, granting vision of the area and slowing enemies inside it by 25%.
Cannon Barrage grants vision of the targeted area to Gangplank's team for the duration.
Cannon Barrage can damage targets outside the displayed killzone. While the cannonballs' AoE center is always within the displayed killzone, their radius can extend beyond it. Since the slow and damage parts of the ability are separate though, targets damaged like this will not be slowed.
Slows will linger for 0.25 seconds after leaving the marked area.
Hit-Box size plays an important role during Cannon Barrage. Targets with smaller hitboxes (like minions or Teemo) are statistically less likely to get hit from a cannonball and are therefore likely to take less damage. Targets with larger hitboxes (like Cho'Gath ) are likely to get hit with more cannonballs and take more damage.
Cho'Gath with 6 stacks of Feast and 2 other enlarging buffs (Wild Growth and Storm Shield) will be big enough to get damaged from every single cannonball if he is in the dead center of the ability.