Gangplank, the Saltwater Scourge

Overview:

As controversial as the context surrounding Gangplank's VGU was (it turns out people don't like it when you take away their champions!), it ended up refining what was already cool about him while giving him some cool new tricks. It also took Gangplank's character from "Piratey McPirate" to "determined, grizzled, and torturous scourge of the seas" - which feels a fair bit more compelling.

The problem, however, is that some of these cool new tools and his new identity are fairly at odds. After all, his squirrely hit-and-run playstyle and slapstick barrel-exploding minigame is a bit jarring, coming from the man who was introduced carving scrimshaw into the bones of an interrogation victim. My initial Gangplank redesign was no less "Piratey McPirate," so a return to the drawn-and-quartering board is necessary.

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On top of addressing some minor lapses in internal synergy (such as his original ult's magic damage and AP scaling in a crit-heavy kit), this (re)redesign's goals are to both retain as much of current Gangplank's iconic qualities as possible, and drive home his new identity as the Saltwater Scourge.

Just like his in-universe counterpart, this new Gangplank is cold, deliberate, and torturous - leaving his mark in whichever unfortunate soul is standing on the other side of his lane. With a mix of brutality and cunning, he has the tools to shut down enemy sustain, while chuckling bitterly in the face of more aggressive foes that want a fair fight. 

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Gangplank's strategic niche as a mid-ranged skirmisher with tools that focus on keeping enemies on the back foot is largely unchanged, and his ultimate (while no longer magic or global) still serves as a handy mid-fight disruption tool and can be upgraded through judicious use of Parrrley.

He also gets to keep his fruits and barrels, albeit in less whimsical forms - with his iconic oranges adding a citric bite to his blade, and a kicked powderkeg discouraging foes who would be foolish enough to pursue the old sea dog head-on.

All values in blue are meant to give a general idea of the ability's properties, and are subject to change.

Class: Juggernaut

Recommended Positions: Solo Sidelane

Complexity: Low

Innate: Scrimshaw

Gangplank begins carving his Jolly Roger into enemy champions he attacks, dealing

11 to 45 (based on level) + (20% bonus AD) physical damage every second for 5 seconds.

 

Damage from Scrimshaw has a 25% chance to mark the target for 3 seconds, guaranteeing that Gangplank's next attack or Parrrley against them critically strikes. This effect can only occur once every 5 seconds.

Gangplank's other abilities gradually complete the Jolly Roger and refresh its duration.

Q: Parrrley

Gangplank shoots the target enemy with his pistol, dealing 20/45/70/95/120 + (100% total AD) physical damage and applying on-hit effects. Parrrley can critically strike.

If Parrrley kills the target, Gangplank plunders 3/4/5/6/7 gold and 4/5/6/7/8 Silver Serpents, the latter of which can be spent to upgrade Dead Man's Ship. Killing a minion also restores

30 mana and 50% of Parrrley's cooldown.

Shooting an enemy affected by Scrimshaw adds Biting Lead to its effects, increasing its maximum duration by 3 seconds. 

Range: 625

Targeting Type: Targeted  

Cooldown: 5

Cost: 60/55/50/45/40 mana

W: Remove Scurvy/Orange Slice

REMOVE SCURVY: Gangplank deftly peels an orange with his cutlass and takes a bite, cleansing himself from all crowd control, healing himself for 25/40/55/70/85 +

(7% missing HP), and allowing him to use Orange Slice within the next 5 seconds.

 

Gangplank will continue eating the orange over the next 2 seconds or until Orange Slice is used, healing himself for 25/40/55/70/85 + (7% missing HP) every second and disarming himself for the duration.

ORANGE SLICE: Gangplank slashes at enemies in the target direction with a citrus-soaked blade, dealing 25/50/75/100/125 + (65% total AD) physical damage to enemies hit.

Slashing at an enemy affected by Scrimshaw adds Stinging Citrus to its effects, causing it to ignore 60% of the target's armor. 

Range: Self (Remove Scurvy), 425 (Orange Slice range), 130° (Orange Slice angle)

Targeting Type: None (Remove Scurvy), Skill Shot - Cone (Orange Slice)

Cooldown: 20/18/16/14/12

Cost: 80/90/100/110/120 mana

E: Blow The Man Down

Gangplank kicks a powder keg in the target direction that trails gunpowder behind it and detonates 2 seconds after it reaches its destination, dealing 80/105/130/155/180 +

(100% total AD) physical damage to nearby enemies and enemies standing within the gunpowder trail.

The powder keg will stop early if it hits impassible terrain or an enemy champion, slowing nearby enemies by 40/50/60/70/80% for 2 seconds. 

Unleashing a gunpowder explosion upon an enemy affected by Scrimshaw adds Powder Burns to its effects, reducing the healing the affected enemy receives by 30%.

Range: 925 (range), 225 (slow radius), 325 (explosion radius)

Targeting Type: Skill Shot - Line

Cooldown: 12/11/10/9/8

Cost: 60 mana

R: Dead Man's Ship

Gangplank commands a doomed ship to sail from behind him towards the target location, scuttling itself once it reaches its destination and applying Scrimshaw to enemies caught in the debris. The Doomed Ship leaves a Shipwreck at its destination for 8 seconds, slowing enemies within by 30/45/50%

 

Gangplank can purchase upgrades for his ships in the store at the cost of 500 Silver Serpents each, which improve Dead Man's Ship:

 

Coat of Arms: Loads Gangplank's ships with bullets and other munitions, adding Biting Lead to Scrimshaw's effects and dealing 150/225/300 + (35% bonus AD) physical damage to enemies caught in the debris.

Peal Out: Stocks Gangplank's ships with crates of oranges, adding Stinging Citrus to Scrimshaw's effects and increasing its maximum range and speed by 30%.

Sea Smoke: Crams Gangplank's ships with leaking powder kegs, adding Powder Burns to Scrimshaw's effects and stunning enemies within the Shipwreck for 0.5 seconds every seconds.

Range: 850 (target range), 600 (effect radius)

Targeting Type: Skill Shot - Circle

Cooldown: 120/90/60

Cost: 100 mana