Can Gangplank's ultimate be reliably controlled?
So I am playing pretty actively with Gangplank the last time (mainly because of his Remove Scurvy ability). But i have noticed that his ult is pretty unreliable. Yes you can use it cross map to steal baron or secure a kill or something but accuracy is a big issue. I have seen enemy champs just walk through the entire area (max upgraded) without even getting hit. I was wondering if there were area's where cannonballs hit more often or how to use this properly since in my opinion this is not the scariest anti-flee ability.
It's totally random. I tend to place it in areas that are congested, like tri-bush area in jungle, the paths close to the blue on each respective side, near the wraiths, wherever there's a teamfight. Try to actively see where your jungler is, and use it when he ganks for easy assists. Also if I plan on diving my enemy I place it between him and his path to his tower.
This is anecdotal, however in response to your OP, yes it is unreliable.
EDIT: you may or may not play these champions, but if you play Karthus, Soraka, or Shen, you should have a pretty good understanding of how to watch the mini-map and be a good global presence. Use GP's Ult in similar situations that you'd use theirs. (I.E. try to secure kills or score a few easy assists, even if it doesn't turn the tide of the teamfight, you'll get cash if an enemy dies and you don't have to leave lane.)
Gankplanks ult says:
25 cannonballs randomly drop over the duration, each one dealing magic damage to enemies within a radius of 150(Radius of ult is 600).
So you can not be sure that you will hit the enemy with it.
I think his ult is better to be used for its slow since it can help your allies to catch up or get away from an enemy while doing some additional damage.
In team fights I can be very handy since five enemy are in your ult range, your chances of hitting at least one is very high. This will also make it harder for them to escape.
No, Cannon Barrage drops 25 cannonballs randomly in the affected area. The chances of an enemy being able to walk through it unscathed, however, are pretty slim.
As far as anti-flee abilities go, however, it seems fairly reliable. I can think of only a couple that might be superior, and they have their own downsides.
- Twisted Fate's Destiny: Can easily leave you stranded in enemy territory, isn't global.
- Ashe's Enchanted Crystal Arrow, Lux's Final Spark, Draven's Whirling Death, Ezreal's Trueshot Barrage: Less Reliable due to only affecting a single line, Final Spark isn't global.
- Pantheon's Grand Skyfall: Similar to Cannon Barrage, but also has Destiny's downsides.
- Karthus' Requiem: very long cooldown