Pantheon's Rework suggestion

Hacell·10/23/2015, 6:14:48 AM·1 votes·860 views

While i'm still thinking of reworks Pantheon of course came up. He may not be lacking but the connection between his skills and the fact that 2 of them cant miss is just way too overpowered let alone his ult is more for pushing enemies towards somewhere or just getting somewhere. I thought of this set to make him less of an orderly warrior who pretty much follows the same procuder over and over, and more into being an adapter.

Pantheon Rework:

Okay first off pantheon no longer uses mana. (Why does a Spartan need mana to throw a spear or hit an enemy with a shield?). Pantheon now uses stamina (Note: I leave the amount to you guys)

Passive: Pantheon's basic attacks now deplete a portion of his stamina to increase their damage by 10%. If Pantheon stays in combat for more than 10 seconds, he will begin to deal even more extra damage requiring even more stamina. Pantheon's max health will also increase his stamina bar. That's a lot of adrenaline!) If pantheon runs out of stamina, he will temporarily lose 50% of armor and magic resist for 5 seconds.

Q(Passive): Pantheon gains extra range on his basic attack while his spear is equipped. (you're still going to be throwing them) Spear will be reequipped after the cooldown timer resets. When this spear is fired, pantheon will pull out a sword from his side to replace his spear while it is on cooldown.

Q(active): Pantheon takes a throwing stance with his spear. He will begin to charge this skill shot to increase its range. Pantheon must charge this skill for at least 1 seconds before he can activate it. Pantheon will have 3 seconds to fire this shot but cannot attack while charging. Once the shot is fired, all targets hit will be pushed to the end of the skill shot's destination. If an enemy is facing away or moving away from pantheon, they are dealt extra damage. (You dare flee?) (note: The cooldown timer on this skill is now longer).

W: Pantheon prepares to dash forward. After getting delayed .75 second, he then bashes all enemies before him with his shield as he dashes forward. All targets take physical damage and are stunned for .25 sec. (Note: Now he doesn't stun you everytime, well if you're good)

E(Passive): Every 8 seconds pantheon can block one basic attack or turret shot.

E(active): Pantheon pulls up his shield. This skill can stay permanently active but pantheon will lose stamina each time he is hit by an attack or skill and will have a movement speed reduction of 15%. Stamina will not regenerate while skill is active and pantheon must deactivate this skill to regain stamina. Deactivating this skill puts it on a 2 second cooldown timer. With pantheon's shield up, all enemy crowd control effects on pantheon turn into a slow reducing pantheon's movement speed by 60% for .25 seconds.

R: Pantheon's new ult has less range (hear me out). Pantheon will now have a small range on his ult and will now run forward as it charges. As he jumps, enemies will have only .1 seconds to evade him as he jumps in bashing his spear into the ground. there will be two damage radius as usual. The inner area will now be bigger and will stun all enemies hit. The outer one will deal less damage as always. (having less time to react should make up for the loss in global range but also make this viable for something other than a warning sign of where not to be.

This sort of new change is definitely different fro his current skill set but that's what's great about it. He is no longer undodgable and is more of a juggernaut. His current E, in my opinion, is completely lacking in reasoning even if it did good damage. This suggested skill set I made is making pantheon more stronger the longer a team fight lasts making him more useful in being a juggernaut over a bruiser. The ulti I mentioned takes away his global presence but makes his R more viable for engaging headstrong.

REEDITED

2 Comments

Darth Valer10/23/2015, 9:49:29 AM2 votes

In my opinion Pantheon is not that bad a champ right now. His problems are:

  1. Itemization: Brutalizer is only viable for him in the jungle. Plus, bruiser itemization favors more autoattackers and sustained damage than AD casters and bursty mofo's.
  2. Mechanics: He's a completely binary champ with little outplay potential. His ult is funny, tho. The fact he has two point-and-click spells is not overpowered, but limits his gameplay complexity.

He's not flexible (he can go damage or tank but he lacks full effectiveness after a certain time threshold at both). For the philosophy of the time he was designed, he's very balanced, though.

I like some of your ideas but he seems too overloaded (three instances of hard CC, crowd control immunity, damage reduction, mobility, poke&initiation in a single guy).