@Riot Can you take a look at pantheon and finally fix him?

healinglolz·12/1/2015, 4:08:08 AM·1 votes·886 views

As you can see from http://www.lolking.net/champions and http://eune.op.gg/statistics/champion/ pantheon win rates are below 50% and it is mostly played in bronze-platinium(half of the games are in Silver tho), he is rarely played in diamond and never in master/challenger ... all of us know the reason why ... simple if the enemy team manage to survive till 20-25 min pantheon's team losses 90% of the times Also as you can see from http://champion.gg/statistics/#?sortBy=title&order=ascend he has only 46.53% win rate in the jungle!

How can pantheon jungle problem can be solved, easy question all you need to do is to make his E to deal full damage against the jungle mobs(could be against lane minions aswell :P) or the reduction to be just 20-30% and the 2nd thing which pantheon really needs is his ultimate to be finally fixed! The bug regarding his ultimate is that the jump and fall are taking 2 sec, instead jump - 2 sec, fall - 1,5 sec The Tooltips http://i.imgur.com/KQ5wEYp.png , http://i.imgur.com/bgJP8iy.png Jump http://i.imgur.com/JVy8LLg.jpg Fall http://i.imgur.com/gETPxt9.jpg

PS Will be great if his W is increased to 1,5(and the spell to be like kinda skillshot like tristana's W), this way pantheon will have a little bit more utility late game and also this will allow him to land his whole E and people to be closer to him instead to run out of his range and pantheon to be unable to finish them About the stun duration it can be 0.5 or just a slow effect for everybody in the circle and the 1,5 for the players which are in the middle/hit by Pantheon's Q(Q could apply some kind of debuff you know and W to kinda consume it and stun the target for the full duration)

http://forums.euw.leagueoflegends.com/board/showthread.php?t=1716420&page=15#post15854152

Regardless, this is was a significant functionality shift for visual clarity at the cost of expected gameplay. We will be fixing Pantheon. I don't mean this in the sense of reverting the change completely, because we still value visual clarity. If Pantheon needs a shorter channel / indication period before he lands, we'll look into that. We'll absolutely need to fix Pantheon's ability to be affected by AoEs before he lands (that's just bad). We're not doing great on trust in this regard, but I hope you can trust that we will find the healthiest change that retains Pantheon's feel without sacrificing visual clarity.

When are we going to recive the shorter channel or pantheon's immunity against AOE while falling?

I have an idea how pantheon ult can be fixed/balanced well basicly it can look something like:

0-1000 range 0,5 cast 0,5 drop 1000-2500 range 1 cast 1 drop 2500-4000 range 1.5 cast 1.5 drop 4001-5500 range 2 cast 2 drop

Ofc these numbers are rough and can be changed any time, just the pattern to look like this:

shorter range=shorter cast, bigger range=bigger cast

The reason why i am asking for this change/buff is simple cuz pantheon ult is the most in-consisntant in the game, it can no longer be used for zoning( way too many dashes,jumps etc + pantheon is so squishy if the team against his has brain they can cc him and kill him in few secs)ulting in team fights isnt great idea either, simple the cast is way too long and the team fight is nearly over(most of the times 1-2 players from pantheon's team are dead)

8 Comments

Bharhash12/1/2015, 4:19:06 AM3 votes

It has been repeated many times; win rates are not the sole indicator of how balanced a champion is.

Pantheon's in a pretty decent place, in my opinion. If there was anything that needed changing, his W could use an update so that he can use it to jump to allied minions, champions, and/or wards. But even then that's not necessary.

healinglolz12/1/2015, 3:13:22 PM1 votes

https://www.youtube.com/watch?v=fijItbSOWjg

Cool video regarding pantheon :PP

Bharhash12/1/2015, 3:35:01 PM1 votes

His clear depends a lot on what skill you start with.

Most people I've observed tend to start Q or E, but I've found that starting W gives him the best start since you can negate more attacks when you time its use appropriately.

Pantheon is not a tank. At best he is an off-tank. His role is not one of damage absorption. It's enemy disruption. Find their carry and blow them apart. And frankly, he can do that pretty easily. His passive makes kill secures pretty easy. Black Cleaver is almost the only damage item he needs to tear apart a non-tanking enemy.

Mana issue is about the only one I'll concede, and even that one is largely mitigated by using skills where appropriate as opposed to spamming them.

Pantheon should be played a lot like how you would play Rengar or Kha'zix. He has fantastic base move speed, and I personally favor Boots of Swiftness and MS Quints on him to just make him go that much faster. Ideally, you only ever jump on a target when there's only the one early on. Depending on farm and item build times, he can certainly do 1v2s then, especially if one or both are damaged. Pantheon should always be the one to engage a target. He should never be the one caught out.

Frozen Mallet gives him a substantial health boost and gives him sticking power by slowing his targets. Just between it and Black Cleaver, that's almost 1,000 bonus HP.

With flat armor runes, at level 18 he's got a natural 105~ armor value. If you're up against an AD heavy team, Randuin's Omen gives health, armor, and more slow. Alternatively, for more of that go-fast-go, you can pick up Dead Man's Plate.

Already there you've got 1,500~ bonus HP, 95 AD, 20% CDR, 75~ bonus armor, and that's just with 3 items. His Q has 1.4 AD scaling. His E has 1.2 scaling against champions. He doesn't NEED a whole lot of offensive items to start tearing apart squishy targets. So if you find yourself having trouble not dying at this point then you've got another two slots for more defensive items (Guardian Angel, Warmogs, Spirit Visage, etc). Or if you just HAVE to drop more damage then you have those options too.

Bharhash12/1/2015, 4:20:59 PM1 votes

You're right. It is bonus AD. That was a slip on my part.

That said, his Q has great base damage on its own. At rank 5, with 100 bonus AD (which is easy to get with FM, BC, and runes), then he'd doing 360~ Q damage every 3~ seconds. And since it's got 600 Range, unless they jumped over a wall then they're still gonna eat a spear. And if you've got them Boots of Swiftness then that one second is all you need to walk right back up to them.

No, Panth can't solo Dragon super early any more. But then again, most assassin jungles can't. You need some pretty strong life steal (AP Xin, Aatrox, Warwick) or a huge true damage chunking ability (Nunu, Cho'gath) to solo Dragon early game. So this isn't a problem with him. Just the role.