Pantheon Rework idea (why delete from concepts?)
Not sure why this was deleted from concepts.
So I've had an idea for a Pantheon rework in my head for a while now and I ended up writing it all down on a google doc that I can't access from my phone. The goal was to give Pantheon more room to play around and be played around in lane and to make him less useless in the late game.
Main change: Pantheon is now a manaless champion.
Hold the torches and pitchforks, let me explain.
Mana is basically a restraining bolt for champions in the early game that gives them the ability to do multiple rotations mid to late game. For Pantheon, he starts to drop off by the time mana isn't a concern, which honestly kinda sucks. All of his abilities will receive increased cooldowns to compensate of course. No real scalings are going to be given however, this is a concept.
Passive: remains relatively unchanged. With the increased time between abilities, he should have a harder time stacking to get his blocks. I felt this was a unique aspect of his kit to be preserved.
Q (Skewer): Pantheon throws his spear in a straight skill shot that stops at the third minion/small monster or the first champion/epic monster hit. Upon hitting a champion or large monster, it skewers into them and gives the grounded conditions for X seconds or until Pantheon removes the spear (through auto attacking or hitting you with his W). Pantheon's Q cannot go on cooldown until he regains his spear, during this time he draws a gladius and gains access to his E, Targonian block.
Q passive: Spear AA range is 175, lower AS. Gladius AA range is 125, higher AS. Until his Q is off cooldown, Pantheon uses his gladius. Retrieving the spear doesn't automatically change his auto attacks.
Reasoning: I've liked the idea for a weapon swap in Pantheon's kit for a long time and swords were a common side arm. I also wanted to do more with his spear then just turn it into a skill shot, especially since just turning it into a skill shot would require it to hurt more (and no one wants that). So giving him some special utility seemed like the best option and makes him stronger against heavy mobility top laners.
E (Targonian Guard): Pantheon raises his shield and gains 1 block for X seconds. If he blocks a melee attack, he instantly retaliates with a quick stab (can function as an AA reset) that applies lifesteal (scales with rank). Functions as normal against turrets and ranged attacks. E passive: AA's only crit champions at 15% or lower max health.
Notes: his E I'll admit seems more open to abuse because of the block it generates. I want to give him an ability centered around his sword though and this is what came up. He cannot use this unless he has his sword out though, so he pretty much has to play aggressive to make use of it. This also removes most of his waveclear, making him more single targeted in lane. I added a lifesteal reward because someone pointed out that he lacked an actual reward for using this ability.
I kept the E passive because I liked it. It can be removed though.
W: Aegis tackle. -Pantheon rushes forward a short distance towards the target, knocking aside any minions or monsters in his path. Upon hitting a champion, he slows them by 50% for X seconds. If Pantheon has a block stack, he instead stuns the target for 1 second (flat). Can go over walls, but has a relatively short range (shorter than current).
Pantheon's current W is only there for getting a quick stun and a free block. There's little counterplay beyond hitting him with CC before he lands and being hit by that CC as Pantheon is incredibly frustrating because it's all your W is good for. This gives him a tactical retreat, and a bonus if he chooses to sacrifice some of his defense (losing a block). Also says "F you" to minion block.
Ult: remains relatively unchanged. Except now you land faster but also have much less damage. It's primarily a positioning ability, as using it for damage was often very wasteful.
Weaknesses: -Little to no waveclear. -Longish cooldowns. -Low health regen.
Strengths: -Strong against mobile or specific AA opponents (still counters Nasus) -More ways to play and be played around in lane (at least that's the intention) -Offers good map pressure and is a better splitpusher thanks to his Gladius.
Core items: Lucidity boots, Deaths Dance, Triforce (spellblade and AS).
Offensive items: Hydra (either depending on if he's built enough sustain or not), Duskblade, Infinity Edge.
Defensive: Steraks, GA (if AD goes through) and Deadmans plate.
Thoughts?