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Some ideas for gangplank (might be overboard)

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Senior Member


Hello, everyone! Just wanted some advice if any of these idea's for Gangplanks kit could be seen as adaptable or helpful for the way gangplank could/should be played. So here goes...

With gangplank really wallowing a lot lower in top lane teir, and with his damage solely coming from Parrleys and auto attacks, what if we rewarded closer ranged combat with a couple of tweaks to his Q and E, and reworked his passive slightly?

Q - Parrrley. Give it a bonus damage modifier based on how close he is to the enemy champion, even a little would help. This would encourage more face-to-face fights, rather then the whittle down game you have right now. Akali's Q and Kha'zix's Q are the closest in comparassion, giving bonus damage if you can hit the marked target/isolate the target. Hell, make it only work on champions if you think it could cause too much ease in other areas (jungle, for instance) As it stands right now, it's just completly ignorable.. to the point that -any- champ with more then one damage ability pre-6 will win every trade if they simply go in at your poke.

Recommendation - Physical Damage: 20 / 45 / 70 / 95 / 120 (+ 100% AD) ( +0-20% AD Based on the proximity of the Enemy)

E - Raise Moral. This one should strike fear into the hearts of enemies, considering this is a replacement of a second damage spell. Adapt the AD amounts to balance the kit better, but instead of giving bonus AD on the active, have the active potion of the ability give a AoE slow to all champions in range, 15/20/25/30/35% for 2.5-3 seconds instead. This would help his ability to gank, his ability to escape ganks while remaining on a longer cooldown, and would give him the ability to stick to a target more consistantly then his current passive. Also give his Ult a lot more 1 on 1 and teamfight utility, keeping them slowed into it more.

Recommendation - Passive Attack Bonus: 10/14/18/22/26
Passive MS Bonus : 2% / 4% / 6% / 8% / 10%
Active Attack Bonus : 10/14/18/22/26 (full to allies) 7 seconds
Active MS Bonus : 4% / 8% / 12% / 16% / 20% (half allies) 7 seconds
Active AoE Slow 15% / 20% / 25% / 30% / 35% for 2.5 seconds
Active range - 1200, or adjustable to balance.

Passive - Let Raise Moral have the slow, and instead let Grog-soaked blades do a stacking armor ignore with it's damage (hey, a pirates grog is strong stuff!) Bonus points if it can stack with his ultimate. Or make the bleed stronger as he levels

Recommendation - 3 + (1xlevel) a sec, 4-5-6% armor shred for 3 seconds, stacking 3 times. Applies with Q and R along with auto attacks.

3 + (1 x level from 1-7, 1.5 x level from 8-14, and 2 x level from 15-18), stacking three times. Applies with Q and R along with auto attacks.

This might be a lot to do to GP, but they are some ideas to keep him relavent to how newer AD's are.