(Innate): Gangplank's basic attacks apply a poison debuff for 3 seconds that can stack up to 3 times. Each stack deals 3 + (1 × level) magic damage per second and slows the target by 7%.
Tips :
Gangplank poisons his opponent, leaving a trail behind him.Gangplank's poison.
An excellent passive for the firstblood
This is a very powerful passive in the early for making a kill on an opponent who is weak and careless.The slow also allows you to stop the target escaping, or to help you jungler's gank.
Parrrley refreshes the poison on your target. Try to manage the stacks of you poison if you opponent is not being careful so that you can harass him to the max.
Each new stack of poison refreshes the older ones.
(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.
Tips :
Gangplank shoots a canonball at the target.Gangplank's harass spell.
He draws his pistol...
Applies the passive, lets you harass your target by dealing damage for little mana cost, but it also refreshes your poison. This makes it interesting to do the spell so that it hits the target before the end of the passive to keep the stacks and deal the maximum damage and slow the target.This spell also lets your farm under the tower or win more gold by farming without losing a lot of mana, if you don't miss! Basically you regain half of the mana by finishing a sbire.
The criticals with Parrrley hurt a lot, because the base damage is also critical! It is quite rare that an ability is critical like this, it makes Gangplank very dangerous with the critical and the infinite blade, however this makes him very weak. We can't have it all.
Gangplank's Parrrley resets his attack timer and activates the effects on impact, including the red buff.
All units killed with an effect on impact of this spell will give bonus gold and mana.
Parrrley is however blocked by Pantheons passive, Jax's E and Fiora's Riposte.
Cost: 50 / 55 / 60 / 65 / 70 mana
Physical Damage: 20 / 45 / 70 / 95 / 120 (+1.0 per attack damage)
Extra Gold: 4 / 5 / 6 / 7 / 8
(Active): Gangplank instantly removes all crowd control effects on him, as well as healing himself.
Tips :
He eats an apple and heals.Gangplank's anti-control and lane sustain spell
Gangplank eats much more than 5 fruit and vegetables per day
This spell puts an end to all controls, including suppressions like Malzahar's ultimate, except you cannot cancel the bumps.This spell removes blinds as wells, but not ignites or the damage reduction from exhaust.
The spell has a short casting time.
The heal of this spell is quite important once at the max level: 360 HP, which can easily allow you to hold in the lane.
Cooldown: 22 / 21 / 20 / 19 / 18 seconds
Heal: 80 / 150 / 220 / 290 / 360 (+1.0 per ability power)
(Passive): Gangplank's attack damage and movement speed are increased permanently.
(Active): Gangplank fires into the air, disabling his passive boost but inspiring himself to gain additional attack damage and movement speed, with nearby allied champions receiving half that amount, for 7 seconds.
Tips :
Gangplank fires into the air and boosts his teammates.Gives movement speed and attack damage.
Gangplank fires in the air, but where will the ball go...
A spell that lets you escape but also gives you DPS in 1 v 1 and in teamfight.The movement bonus and the damage given to all your teammates will make a difference in a teamfight and will let you recover all the assists of the teamfight, and therefore the gold.
The range of the spell is 1400, giving your teammates a very interesting boost.
The level 1 of the spell gives Gangplank a passive that boosts him by 8 attack damage and 3% movement speed, which isn't bad!
(Passive):
Passive Attack Damage Bonus: 8 / 10 / 12 / 14 / 16
Passive Movement Speed Bonus: 3 / 4 / 5 / 6 / 7 %
(Active):
Cost: 50 / 55 / 60 / 65 / 70 mana
Active Self Attack Damage Bonus: 12 / 19 / 26 / 33 / 40
Active Self Movement Speed Bonus: 8 / 11 / 14 / 17 / 20 %
(Active): Gangplank signals his ship to fire cannonballs upon a target area for 7 seconds. 25 cannonballs will drop over the duration and each will deal magic damage to all enemies hit. Enemies in the area of this ability are slowed by 25% for 1.25 seconds, with the duration refreshing if one stays in the area.
Tips :
Cannonballs attack the zone anywhere on the mapGangplank's spell to tease his opponents
Nice for a Kill steal
The damage of this ultimate varies a lot depending on your luck.The slow is applied even if your target is not hit by a ball.
This spell does not activate the effects on impact, and it doesn't work on the towers.
The spell gives vision in the zone where Gangplank casts the ultime, but you must not waste it considering the cooldown.
The bigger a champion is the bigger his hit box becomes to take the cannonballs.
Magic Damage Per Cannonball: 75 / 120 / 165 (+0.2 per ability power)
Cooldown: 120 / 115 / 110 seconds
Pros
- Strong in the early
- You can harass easily with Parrrley
- The ultimate lets you recover a lot of assists or kill without moving
- A good group buff with the E
- Quite easy to last hit
Cons
- Little control
- Needs to farm quite a lot
- Quite weak against certain champions in the lane
- Difficult to reach the carry in teamfight