Pantheon Retune/Rework

As a moderate Pantheon player, I think Pantheon is in a good spot right now, but his laning phase and early jungling doesn't allow much counterplay, and he falls off hard late game. I made some changes here and there to "balance" (quotation marks because filthy silvers like me don't know the game) him out and I'd like to hear your guys opinion on them, thanks in advance.
**Passive: Aegis Protection Pantheon gains stacks of Aegis while out of combat, stacking 2.5 per second and capping at 30 stacks. After he has been in combat for 2 seconds, his stacks start to decay at a rate of 4 per second. While Pantheon has stacks available, he takes 9%/12%/15% reduced damage. Pantheon only recieves half this bonus when damaged by towers. **
- Adds more decision making to his jungling and laning, forcing him to make choices on when to and when not to play aggressive, all-in, harass, gank etc.
- Gives the enemy laner a form of counterplay to his currently oppressive laning when his passive is down.
- Gives Pantheon more of a role of a fighter (as he's listed by Riot) at all stages in the game; he can be very squishy when building full damage/armor pen
- Pantheon's early tower dives could more often than not be BS
- Fits thematically with the whole spartan shield stuff
Q: Spear Shot - ** PHYSICAL DAMAGE: 45 / 85 / 125 / 165 / 205 (+ 1.1/1.2/1.3/1.4/1.5 bonus AD)** Cost -** 40 mana ** Cooldown - ** 5 seconds** ACTIVE: Pantheon hurls his spear at a target enemy unit within 650 range, dealing physical damage.
- Damage shifted so his spears wont chunk you so easily early game, and balances out the damage in his combo now that his W and R scale physically
- Range increased so he can fare with the many ranged top laners better and to compensate for his nerfed damage, CD and mana cost on his spears early
- I couldn't think of anything that wouldnt be too similar to Olaf or Nidalee's Q lol
W: Aegis of Targon - PHYSICAL DAMAGE: 5 / 25 / 45 / 65 / 85 (+ 1.0 AD) Cost -** 70 mana** Cooldown - ** 14 / 13 / 12 / 11 / 10 ** Pantheon leaps upon a target area within 600 range, dealing physical damage and slowing enemies for 15/20/25/30/35% for .5 seconds in a 200 damage radius. If Pantheon has stacks of Aegis Protection while he hits an enemy, he stuns them for 1 second instead and gains 15 stacks of Aegis instantly. Pantheon gains 10 stacks for every champion that is damaged by this ability. Pantheon can only slow/stun the closest enemy to his landing spot
- Made a skillshot since free targeted stuns aren't that fun
- Still has similar interaction with his passive
- Mana costs increased because this ability actually does damage now
- (What is Zeonia?)
E: Heartseeker Strikes - UNCHANGED E PASSIVE - Certain Death: Pantheon's basic attacks and Spear Shots against non-minion enemies deal 175% bonus damage and **apply grievous wounds for 5 seconds. **
- Grevious wounds help against the Mundos, Fiddlesticks, Aatroxes, Warwicks you'll face, and fits thematically with the oh-so-scary Certain Death

- Removed his Certain Death's effect on minions because it had an effect on last hitting similar to Zed and bonus damage was lowered to prevent those level 2/3 cheeses we all know and love lol
- Heartseeker Strike was in a pretty good spot because enemies could simply just walk out of it and you had to have some form of CC to get all 3 strikes. With his new W, you'll just have to hit his skillshot stun/slow.
- (Strikes > Strike)
R: Grand Skyfall - PHYSICAL DAMAGE: 300 / 400 / 500 (+ 2.0 bonus AD) MINIMUM PHYSICAL DAMAGE: 150 / 200 / 250 (+ 1.0 bonus AD ) Cost - 100 mana Cooldown - ** 150 / 140 / 130 seconds ** ACTIVE: Pantheon begins channelling. If Pantheon goes uninterrupted for 1.5 seconds he will leap into the air, becoming untargetable. Pantheon will then begin plummeting toward the ground at the target location within 5500 range, striking after 1.5 seconds and becoming targetable once more. Enemies within a 700-unit radius of the point of impact will take physical damage and are slowed by 35% for 1 second. The physical damage diminishes over the area down to 50% to enemies at the edge. If the channeling is cancelled, Grand Skyfall is put on a 15 second cooldown.
- Magic Damage and AP scaling removed because it didn't really fit thematically and Pantheon couldn't efficiently build AP in conjunction with his other skill scalings
- Cooldowns adjusted a bit because stuff