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User blog:MetalBiM/Gangplank Rework

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Gangplank Rework

1 Growth 18 1 Growth 18
Health 495 (+81) Attack damage 54 (+3)
Health regen. 4.25 (+0.75) Attack speed 0.651 (2.75%)
Mana 215 (+40) Armor 16.5 (+3.3)
Mana regen. 6.5 (+0.7) Magic resist. 30 (+1.25)
Attack range 125 (Melee) Mov. speed N/A

My personal rework ideas for Gangplank, the Saltwater Scourge.

Abilities

Grog Soaked Blade
Grog-Soaked Blade

Gangplank's basic attacks and abilities apply a poison for 3 seconds, dealing 10 + ( 5 × level ) (+ 10% AP) magic damage per second.


Parrrley
RANGE: 625
COST: 50 / 55 / 60 / 65 / 70 mana
COOLDOWN: 5
Parrrley

Active: Gangplank shoots a target enemy with his pistol, dealing physical damage. If it is killed with this ability, he gains extra gold and refunds half the mana cost. This ability can critically strike and applies on-hit effects, including his passive.

  • Physical Damage: 75 / 100 / 125 / 150 / 175 (+ 120% bonus AD)
  • Extra Gold: 4 / 5 / 6 / 7 / 8


Remove Scurvy
COST: 65 mana + 1 citrus stack
COOLDOWN: 10
Remove Scurvy

Active: Gangplank eats a large amount of citrus fruit, instantly removing all crowd control effects on him, as well as healing himself. Gaining a stack of citrus fruit every few seconds, effected by cooldown reduction, up to 3 stacks.

  • Heal: 80 / 150 / 220 / 290 / 360 (+ 90% AP)
  • Citrus Regen: 23 / 22 / 21 / 20 / 19


Rapid Fire
COST: 15% of maximum mana per parrrley
Raise Morale

Toggle off: Gangplank's gains bonus movement speed.

  • Movement Speed: 6 / 9 / 12 / 15 / 18%

Toggle on: While toggled on, Parrrley.png Parrrley's cooldown is reduced for the cost of extra mana each cast, still effected by cooldown reduction.

  • Parrrley's Cooldown: 3 / 2.5 / 2 / 1.5 / 1


Cannon Barrage
RANGE: Global
COST: 100 mana
COOLDOWN: 120 / 115 / 110
Cannon Barrage

Active: Gangplank signals his ship to fire a cannonball barrage upon a target 600-radius area for 5 seconds, granting vision of the area and slowing enemies inside it by 20%. 25 cannonballs randomly drop over on enemy units over the duration, prioritizing champions with lowest health, each one dealing magic damage to all enemies hit by the cannonball. Champions cannot be targeted by a cannonball more that once every 0.6 seconds.

  • Magic Damage per cannonball: 55 / 90 / 125 (+ 20% AP)


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