Waffle's Pantheon Rework idea. (Thoughts? Feedback? Post it inside!)

Blitzidious··2 votes·572 views

This is just an idea that came into my mind about a Rework for Pantheon. Why I would even think about a Rework for him? Because of his late game, and the current situation of the Juggernauts. As someone stated on these boards, he counters few, but many counter him. I do apologize for not providing a link, for the life of me, I cannot find that post. But, nonetheless, I'm getting tired of typing this bit, and want to actually start on the good bit.

Pantheon, the Artisan of War.

I'm not good with numbers, so i'm leaving numbers alone with this, I'll just be supplying the base idea of the ability. I'd also like to point out, that the "Someone" had also mentioned that his stats, say, his scaling health, are on the low side for things like the jungle, this will more than likely make laning against these new Juggernauts more than abysmal. On the PBE, there was a recent change to his attack speed, and his auto attack delay, could Riot actually have noticed this?

Current Q- Spear Shot: Pantheon Hurls his spear at an opponent, dealing damage. Range: 600. Ability Type: Targeted. Just a generic, targeted, nuking ability. it serves for one purpose, poking, and my plan, is to make it better at that, with some, additional traits. Proposed Q- Spear Shot: Pantheon Hurls his spear a direction, on contact with an enemy, it deals damage, and applies on hit effects. If his spear makes contact with an enemy, and kills it, it will continue on its path, until it reaches it's designated end, or hits another enemy. This effect can occur a set amount of times per throw, this limit is increased on each rank up of the ability. If no enemy is struck by the spear, it digs itself into the ground at the end of its range. Pantheon can control the distance in which he throws his spear, to a maximum of 900, to a minimum of 600. At max Rank, Casting Spear Shot grants a stack of Aegis Protection. Range: Max- 900. Min- 600. Type: Line Skillshot.

Current W- Aegis of Zeonia: Pantheon leaps at an enemy, dealing Magic Damage and stunning them. Refreshes his stacks of Aegis Protection. Range: 600. Type: Targeted. Oh yes, more traits. Proposed W- Aegis of Zeonia: Pantheon Leaps at an enemy, dealing Magic Damage and stunning them. Pantheon can cast this on his Spear that is dug into the ground, leaping to it, and immediately refreshing the cooldown of his Q. He does not Refresh his Aegis Protection stacks while leaping to his Spear, only to enemies. Range: 650. Type: Targeted. Now, the interaction between the Q and W is what I need some feedback on. I know it isn't the most balanced thing, and definitely unreliable if put into play with common builds of pantheon, so, Most definitely, a Cooldown increase on his Q would be in order, especially with how much stuff it can do now, right?

** E- Heartseeker Strike:** I'll make it simple. The only thing I want to change with this ability is the Passive, and adding one thing to the last two ranks of E. Rank Up: At Rank four and five, the number of flurries pantheon performs increases. This does not increase the duration of Heartseeker strike, just adds additional flurries to the three. Current E Passive- Certain Death: Pantheon's basic attacks and Spear Shot gain 100% critical strike chance against targets below 15% Health. Pretty good ability, it gives people a reason to still fear pantheon late game, as he can still rip you a new one with this, but, we'll just see how we can make it better. Proposed E Passive- Certain Death: Pantheon's basic attacks and Spear Shot gain 100% critical strike chance against targets below 15% Health. At rank four, all physical damage pantheon deals gains a 100% chance to critically strike targets below 15% Health. (Heartseeker, Spear shot, and Basic attacks crit.) At Rank five, the health threshold for critically striking increases to 20%. Heartseeker Strike critically strikes at a reduced effect. Whooo. This is actually my favorite part of the rework. It gives Pantheon players an option, should I max Q first for poke, or E, for Burst?

Current R- MANDROP Pantheon composes himself then leaps into the air to a target, striking all enemy units in an area. Enemies closer to the impact point take more damage. I'll just jump straight into what I'd like to be, different. Proposed R- MANDROP Pantheon composes himself then leaps into the air to a target, striking all enemy units in an area. Enemies closer to the impact point take more damage. The closer Pantheon is to the location he's targeted, the less time it takes to land there. Passive: Art of War: Pantheon ignores a percentage of damage taken by enemies that were struck in the center of the Mandrop. Pantheon gains increased movement speed for each enemy struck by the Mandrop, the amount of movement speed gained is dependent on where they were. (Gains the most Movement speed from enemies struck in the center. Gains none from those just barely inside the Mandrop radius.)

Well, I'd like to know your opinions on this, so, feel free to post! Please! I'm lonely. :(

3 Comments

pripustas2 votes

You do understand, that this new Q would even further nerf Pantheons late game damage?

Blitzidious1 votes

Through compensation of gains(if they are, even), or unreliability of landing skillshots? What would you recommend to remedy this?

pripustas1 votes

He already can't rely on ult for damage. So by making Q a skill shot you take out even more of his already weak power late game. Also his Q is already very good at poking in lane, so that would be nerfed with a skill shot too.

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