Gangplank's basic attacks apply a poison debuff that can stack up to 4 times. Each stack deals has additional effect.
Single Stack: Deal 4+2*level + (10% of AP) magic damage per second for 5 seconds.
Two Stacks: 15% attack speed slow for 4 seconds.
Three Stacks: 20% movement speed slow for 3 seconds.
Four Stacks: Target deals 20% less damage for 2 seconds.
Five Stacks: Deal 8+4*level + (20% of AP) magic damage per second for 2 seconds. (In addition of first stack damage)
Is an on hit modifier.
Perma slow is still here, but removal of instant slow, plus great dueling potential.
COST: 50 / 55 / 60 / 65 / 70 mana
Active: Gangplank shoots a target enemy with his pistol, dealing physical damage. This ability can critically strike and applies on-hit effects, including his passive.
Physical Damage: 20 / 40 / 60 / 80 / 100
AD scalling: 90 / 95 / 100 / 105 / 110 % total AD
Parrrley is a single targeted ability.
Still unsure of a crit over 100% is good thing to do, but Jayce got it, so why not GP? lower base damage and increase cooldown a bit.
COST: 65 mana
COOLDOWN: 22 / 21 / 20 / 19 / 18
Active: Gangplank eats a large amount of citrus fruit, instantly removing all crowd control effects on him, as well as healing himself.
Heal: 80 / 150 / 220 / 290 / 360 (+ 100% AP)
Remove Scurvy is a self-target ability.
COST: no cost
Active: Gangplank builds up movement speed over 2 seconds, then lose it gradually after 5 seconds over 2 seconds (2-3-2, 7 seconds total), with allied champions within range receiving half that amount.
Once during the duration if Gankplank kills a minion/monster or attacks a champion he gains bonus gold.
Movement Speed Bonus: 16 / 18 / 20 / 22 / 24%
Kill bonus gold: 10 / 12 / 14 / 16 / 20
Champion hit bonus gold: 1 / 2 / 3 / 4 / 5 (+1 gold for each 6 farm the enemy has)
Rework, feels like the same ult but with less random elements, the outer wave will land first so it is riskier to hit escaping champions with the edge of the AoE and giving them the safe zone counter play. Also solves the RNG problems, numbers might feel too much, but I think it is fair given it's built-in weakness.
Boosted his AD per level to compensate the removal or his E passive.
Click show details to show my comments for each section.