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(Suggestion) Pantheon Mechanics Revised

Witch Crime··13 votes·4,310 views

Pantheon has long been one of my least favorite characters in League, both to play as and especially to play against. The main reason for this (along with his generic Greco-Roman soldier design) is because his kit is mechanically simplistic and straightforward in a way that can be extremely oppressive to his opponents in lane, making him near Garen levels of braindead to play as and often thoroughly frustrating to play against. Because I love both League and game design/balancing, I've done a lot of thinking about what could be done to change Pantheon for the better in a way that focuses on some of his strengths while accentuating or creating necessary weaknesses to allow for a better overall experience. In this post, I will lay out the primary problems I see with Pantheon as well as my suggestions for how these problems could be addressed. The hope is that these changes will add some additional considerations and interactions to playing Pantheon successfully while also granting Pantheon's opponents clearer openings to retaliate.

First, the main problems with Pantheon that I'm looking to address with my suggestions:

  • Safe, high damage poke with an extremely low cooldown and negligible mana costs. In my opinion, Pantheon's Q (Spear Shot) is the biggest offender and problem with Pantheon. It may not be much of a problem on its own, but it's a nightmare in the context of Pantheon's kit. This spell can chunk all but the tankiest lane opponents down in a fairly short time with no counterplay outside of staying out of the spell's range. Some might argue that mana costs make this spell prohibitive and that Pantheon's lane opponent can just take the hits until he's out of mana. The problem that I see with that argument, based on experience in play both as and against Pantheon, is that unless Pantheon's opponent has a really powerful sustain mechanic that allows them to heal without having to be in range of Pantheon's spears (Garen, Mundo, Trundle come to mind) then the spears will chunk the opponent down enough that they will burn through all of their corrupting flask charges/potions before Pantheon burns through his corrupting flask. If their sustain mechanic requires them to be within range of Pantheon (anything that requires them to hit Pantheon or minions to get their sustain, such as Maokai, Fiora, Irelia, Olaf, Renekton, Tryndamere, Warwick, Nasus, etc.) will take more damage than they will be able to sustain by being within the range of Spear Shot. The "counterplay" to this ability is knowing that you're going to be against Pantheon and picking one of a small group that can deal with this better than most other champions, hoping that Pantheon is somehow bad enough at League of Legends to be unable to manage mana in any way, putting yourself at a disadvantage by using a full rune page of flat armor and maybe some health regen, and/or staying out of range and denying yourself large amounts of CS (unless you're a ranged champion that still may have problems which I address below, or someone with a low/no cost, low cooldown ability that you can use to farm from safety, such as Mundo). This ability leads to either easy kills against opponents who try to CS or easy denial of gold and experience through the sheer threat of poke when combined with the additional power of Deathfire Touch and Spear Shot's interaction with Pantheon's Heartseeker Strike, which grants Spear Shot 100% critical chance when the opponent is at 15% health or below. Furthermore, because this ability has a 140% bonus AD ratio, Pantheon can often use a lead over an enemy to make the situation worse faster than his opponent can get items to help them deal with him.

  • Zoning ability and limited opportunity for opponents to retaliate or trade effectively. I've often seen Pantheon called the "win lane" champion because he's so effective at winning a lane against almost any opponent, assuming zero jungle influence. I believe this is largely because he's very difficult to trade with effectively. Pantheon has extremely effective and potentially lethal poke as discussed above, giving him strong zoning capabilities. He also has the passive ability to block not only champion auto-attacks (including any on-hit effect from abilities, such as Jax W, Fiora Q and vital procs, Darius W, Nasus Q, etc.) but also turret shots. This refreshes on every four auto-attacks and ability casts. Additionally, he can instantly refresh this block with a gap-closing, point-and-click, near instant stun from his W, Aegis of Zeonia. Like Spear Shot, the passive and W would not be much of a problem on their own. However, in the context of Pantheon's potent poke power, the ability to stop an auto-attack or tower shot and then stun someone and block another auto-attack/tower shot becomes a huge deterrent to attempting to fight him at all.

  • Spear Shot is used to chunk the opponent down from afar as soon as they walk into range and will be up in a matter of seconds. If the opponent is melee and wants to try to trade back with Pantheon, they will need to close the distance (no big deal in most cases, but not all have gap-closers), go through Pantheon's passive before they can start getting any auto-attack damage, get stunned, take another Spear Shot and maybe Heartseeker Strike, and will have to go through his passive again before they can get another auto-attack off. Most champions will have lost the trade by this point unless they are already ahead, had a better/faster CC combo paired with a lot of damage, parried the stun as Fiora, picked Garen, or are receiving a gank from their teammates.

  • Most importantly, however, is that most melee opponents can and will be zoned away from Pantheon due to the damage of Spear Shot, meaning he can easily get his passive back up any time it's down--he has free reign over minions and only needs to last hit four of them to get it back. Furthermore, trading with him in lane is extremely risky unless you are already significantly ahead because, much like Garen, it matters little how close your trade is--when you reach a certain health threshold (15%, in this case), he will be almost guaranteed to kill you before you can kill him (or escape, if you realized your mistake far too late).

  • Additionally, Spear Shot has a range of 600, near or greater than the auto-attack range of many ranged champions. While ranged champions will have a better time farming, they will also be relatively squishy. This only makes Spear Shot stronger as it does not take many Spear Shots before Pantheon can move in for the stun and kill. This means ranged champions shouldn't fare much better against Pantheon unless they have greater range and very effective abilities for keeping Pantheon away (I'm thinking of Quinn, though I'm not sure her E could save her from continued Spear Shots if her blind is down). Also notable here: Pantheon is one of two champions, along with Master Yi, with a base movement speed of 355, the highest in the game. This is important for ranged champions as they often have lower base movement speeds. Pantheon will have a much easier time walking up enough to get in range for Spear Shot poke even if they're walking away to stay out of range because of this, particular early on.

  • This ability to zone with minimal opportunity for his opponents to retaliate means that Pantheon can farm relatively freely while his opponents will often struggle to pick up last hits without taking a disproportionate amount of damage. He also has a very easy time last-hitting due to the 100% critical chance on enemies at 15% health combined with being an AD champion, so his kit can even help mitigate poor CS skills that might otherwise hold back a lesser player.

  • Lack of exploitable weaknesses This essentially goes hand in hand with the point about Pantheon’s lane opponents having limited ability to trade effectively with Pantheon, but it is necessary to address the opposite perspective when making any argument, and so I must address Pantheon’s weaknesses specifically. Like every champion, Pantheon does indeed have weaknesses. However, his weaknesses are very well covered by his strengths or are not something that can be taken advantage of by a lane opponent. One of Pantheon’s weak areas that I’ve seen cited is in his mana usage. The argument was that if you push hard early, Pantheon will have to burn mana to wave-clear. I would respond to this argument by simply pointing out that while most champions try to push the wave early, Pantheon can Spear Shot them several times, either pushing them away from the minions or getting them dangerously low if they really commit to it. At that point there’s no real reason for him to spend mana on wave-clear unless he’s just really bad at League of Legends—he can just last-hit under tower, especially once he gets the Heartseeker Strike passive. He doesn’t have to push the wave, especially because his opponent now has to come to him at a vulnerable position in the lane if they want gold and experience, making it even easier for Pantheon to deny them gold and experience with his poking and zoning capabilities. The main weakness I would personally cite on Pantheon’s part is mobility—he has nothing to escape a gank without Flash unless the lane/jungle don’t have the hard cc to stop his ult or the damage to kill him before it goes off. The problem with this weakness on any champion is that if the only way to win your lane is to hope for some good ganks from random players you don’t know or trust, that’s not a very useful weakness. That’s not a weakness you can exploit by playing more skillfully than your opponent. This can be especially problematic against a character that does as much damage as Pantheon, as if his lane opponent is low then they will not be able to participate in the gank without dying, and if the jungler doesn’t realize how much damage Pantheon does and comes in at low health before they can be told otherwise, Pantheon can probably kill them. Once Pantheon gets his ultimate and some ward coverage, he can see a gank coming and ult out before it has a chance to go off. His other weaknesses are things like falling off late-game (I’ve addressed this below), and being kind of terrible if he falls behind early, which honestly shouldn’t happen unless he’s in a very rare “bad matchup” or he was well ganked.

  • Heavy early game strength can mean there is no late game. Pantheon is often considered an early game champion, and he does indeed fall off compared to many opponents... Eventually. While it's not bad for a champion to have an identity as an "early game" champion, it seems to me that it's a poor idea to have a champion that can win lanes against a large number of his likely opponents simply because he can do so much to his opponent and go unpunished while they can do so little to him without severe punishment. Furthermore, in a meta where snowballing happens quickly and readily, Pantheon can snowball very hard early by building damage and armor penetration, completely shutting down his lane, and controlling the map through long-range gank pressure and roaming with his ultimate. If he doesn't snowball hard and should his team need it, he can transition into a bruiser/tanky build and still be effective due to the utility of his low cooldown stun and his map mobility. Also, 100% crit chance on a ranged ability on targets that get low is always pretty good, even without damage. A half-decent Pantheon player can have a huge effect on the map should he/she get a kill or two early due to the mobility that Pantheon's ultimate provides and the fairly insane AD ratios on his abilities (again, Spear Shot has a 140% bonus AD ratio, while Heartseeker Strike is effectively 78-279 + 300% bonus AD over .75 seconds). If Pantheon starts getting ahead (and he should in most matchups) with an item or two under his belt before anyone else he, can do a lot to help snowball other lanes and take control of objectives unless his team was feeding out of control already. Even if the player can't pull that off, Pantheon can often have the effect of slowing the enemy laner's scaling by ten or more minutes unless he's ganked early, often, and effectively.

Now then, on to the actual suggestions.


The goals that I'm looking to address with my suggested changes to Pantheon are as follows:

  • Maintain/emphasize existing strengths that match the character's paradigm and lore
  • Introduce clear weaknesses/openings in Pantheon's laning play patterns
  • Provide incentives for Pantheon to interact with his lane opponent with more commitment than simply tossing spears at them whenever possible
  • Create more meaningful decisions in when and how Pantheon uses his abilities without increasing the required mechanical skill of the player or simply gating his abilities behind higher mana costs or cooldowns
  • Pantheon should appropriately feel more like a powerful melee combatant rather than a fighter playing at being a ranged caster who is afraid to move in until he's sure he can win
  • Accomplish the goals above without really changing the basic nature of Pantheon's abilities--he would feel similar and familiar, but more would go into playing him than "If enemy in spear range, then press q"

Keep in mind that my suggestions are purely mechanical and would likely require damage numbers to be reconsidered according to how these changes would affect Pantheon's playstyle and success cases.

  • Q - Spear Shot/Spear of Targon
  • Spear Shot Range: 600
  • Spear Shot Cooldown: 8 seconds ACTIVE - Pantheon throws the Spear of Targon at the target enemy, Impaling them and dealing physical damage. He cannot throw his spear again until he retrieves it from the enemy by auto-attacking them or until Impaled Spear Shot's cooldown has refreshed. Impaled lasts 4 seconds.
  • Spear of Targon Range: 200
  • Spear of Targon Cooldown: 3 seconds ACTIVE: When Spear Shot is cast on a target within 200 range, Spear of Targon is cast instead, a powerful spear thrust that benefits from the passive effect of Heartseeker Strike but does not inflict the Impaled debuff. Spear of Targon costs half the mana of Spear Shot.
  • Pantheon's Spear Shot and Spear of Targon cooldown are refreshed upon retrieving his spear from the Impaled by auto-attacking them or by using Aegis of Zeonia.
    • Spear of Targon might also serve as an auto-attack reset.
    • Spear Shot and Spear of Targon have different cooldowns, which means that if you Spear Shot and let Impale wear off of the target, Spear Shot would be up in 8 seconds, while Spear of Targon would be available in 3 seconds.
    • According to the lore, Pantheon only really has one spear, the Spear of Targon. This spear is an important relic as the weapon of the Targonian Aspect of War and it's utterly silly that Pantheon throws spears like candy, especially because that's technically his only weapon--he's not carrying more spears, he's not pulling ghost spears out of vengeance like Kalista. It should be an important decision to throw his sacred primary weapon at someone, not just something he does every four seconds because he can.
    • Using Spear Shot would not take away his ability to auto-attack other targets before without retrieving his spear. That would be stupid. It would be very cool to see a visually updated version of Pantheon with this iteration of Spear Shot where his auto-attack animation changed when his enemy was Impaled. He could either pull out a sword (it wouldn’t be that weird for his Roman archetype to have a backup gladius) or attacks with his bare hands (he is the Aspect of War, after all, his whole body might as well be a weapon) until he gets his spear back. Or he would just use the shield, that would be cool too.
  • W - Aegis of Zeonia

  • Range: 600

  • Cooldown: 10/9/8/7/6

  • Mana Cost: 65 ACTIVE - Pantheon dashes to the target and bashes them with his shield dealing physical damage. If the target of Aegis of Zeonia had the Impaled debuff applied to them, Pantheon rips his spear from the target, refreshing the cooldown on Spear Shot/Spear of Targon and empowering his next Spear of Targon or Heartseeker Strike.

  • Empowered Spear of Targon deals an additional 6/7/8/9/10% of the targets missing health in damage. This damage is affected by Heartseeker Strike's Sudden Death passive.

  • Empowered Heartseeker Strike shreds enemy armor by 15/20/25/30/35% for 4 seconds in addition to its normal effects.

  • E - Heartseeker Strike

  • Cooldown: 13/12/11/10/9

  • Mana Cost: 45/50/55/60/65

  • PASSIVE - Certain Death: Pantheon critically strikes all enemies below 15% of their maximum health with his basic attacks and close-range Spear Shot.

  • ACTIVE - Pantheon strikes out with blinding speed, stunning and dealing physical damage to all enemies in a cone in front of him. Enemies are stunned for 1.5 seconds to .75 seconds, with closer enemies being stunned longer than more distant enemies.

    • This gives Pantheon an AoE stun which can help his team as the game goes on, especially if used when it's empowered, allowing Pantheon to AoE stun and shred a good amount of armor from his enemies.
    • The change to this ability would obviously require some alterations to the damage numbers and ratios from the old Heartseeker Strike. This should be compensated by placing more damage onto Aegis of Zeonia, which will now also scale with AD.
  • R - Grand Skyfall
  • Grand Skyfall applies Grounded to enemies hit by the impact damage.
  • Using Aegis of Zeonia immediately following Grand Skyfall causes Aegis of Zeonia to act as if the target had been afflicted with the Impale debuff.
    • This gives Pantheon the opportunity to use his Ultimate->Stun combo, which should be more powerful now as he will not only now have an AoE stun, but also should get the empowered Heartseeker Strike, allowing him to shred armor of anyone he catches with this combination.

Overall, these changes should decrease the effectiveness of Pantheon’s ranged poke, increase opportunities for enemies to retaliate against his poke, and make him more focused as a champion of melee combat as is befitting the Aspect of War. The Impale debuff gives a clear window for both himself and his opponent indicating when it would be opportune for Pantheon to go in with Aegis of Zeonia. His opponents will have a chance to punish Pantheon should he use his spear without retrieving it as his Spear Shot will be on cooldown for longer than usual, but he will still be able to defend himself with Spear of Targon. Furthermore, he should want to go into melee range to recover his spear for the shorter cooldown, even if he doesn’t yet have or doesn’t want to use Aegis of Zeonia, giving an opportunity for his opponent to respond to the ranged poke.

If you read all of this astoundingly long post, let me know what you think of these changes. Possibly upvote if you like/agree with them. I doubt it would get implemented and in truth I’m hoping that Riot is planning on changing Pantheon entirely into something way more fun and interesting, but I would still like to see what people think. I do think that these changes, at least in some form, would significantly improve Pantheon’s gameplay for everyone involved.
[slayer-pantheon-thumbs]

EDIT: Made some updates based on feedback.

23 Comments

Dominick Destine5 votes

At least Panth is gated by mana and has no escape mechanism.

Brainless faceroll champs like LeeSin Zed Yasuo are manaless and have multiple low cd escape mechanisms.

SpiralLight3 votes

[{quoted}](name=Dominick Destine,realm=NA,application-id=3ErqAdtq,discussion-id=o96Tivvf,comment-id=0000,timestamp=2016-03-28T03:11:12.508+0000)

At least Panth is gated by mana and has no escape mechanism.

Brainless faceroll champs like LeeSin Zed Yasuo are manaless and have multiple low cd escape mechanisms.

Zed has Energy, and a full combo of W-E-Q will cost him 165 of his 200 energy at level 3. Furthermore, his shadow has an 18 second cooldown at level one, and is maxed last (or second). 18 seconds is hardly short.

LeeSin's safeguard requires targets to dash to - warding trinket has a cooldown of what, a minute? He's also gated by energy, and needs to keep auto attacking (that is, stay in range of enemy units) to keep his energy levels high enough to keep fighting. However low the CD is, it's gated by energy - even at a 0.1 second cool down, it'd be impossible to spam.

Yasuo can dash only into the enemy, and is immobile if there's nothing for him to surf on. Areas such as baron/drake pit, or the river, are places where he can easily be caught in - not to mention how dangerous it is to dash into the enemy team in a teamfight.

And, well, all of them are mechanically intense, high skillcap champions. Saying that they're "braindead" or "faceroll" is...frankly speaking, outright wrong.

Dominick Destine1 votes

{quoted}

Zed has Energy

What part of "Manaless" did you fail to understand?

LeeSin

Incredibly high margin of error, thus , the easiest champ in the game.

Yasuo

Manaless, multiple mechanisms, integrated survival mechanics (Ex: shield).

Your arguments were nonsense. Those three are brainless faceroll .

Witch Crime1 votes

I have provided an extensive argument for the design problems with Pantheon and addressed both the mana and escape mechanism subjects. Those don't make up for the overall design issues found in Pantheon's kit. If you would like to provide an actual analysis of why you feel Lee, Zed, and Yasuo are "brainless faceroll champs" and how you think they could be fixed in a way that makes them less "brainless faceroll" in nature, I would be interested to see it. They might be strong when played expertly, but that strength is coupled with much higher requisite mechanical skill to achieve reasonable levels of success in comparison to a champion like Pantheon. An unskilled player using Zed, Yasuo, or Lee Sin would have a far harder time than an unskilled player using Pantheon. All three of them may have "escapes," but those escapes all require more consideration and meaningful decision-making than is found in literally Pantheon's entire current kit combined, aside from maybe his ultimate.

Dominick Destine1 votes

[{quoted}](name=Jester Illusion,realm=NA,application-id=3ErqAdtq,discussion-id=o96Tivvf,comment-id=00000001,timestamp=2016-03-28T04:55:17.923+0000)

If you would like to provide an actual analysis of why you feel Lee, Zed, and Yasuo are "brainless faceroll champs"

Already did that; High margin of error Manaless

They are brainless faceroll champs.

Korlyth5 votes

Yep, this would be an enormous nerf to champ that is already okay. In order to compensate for the increased cooldown on Q at range and the removal of his guaranteed stun he would need to have his Q be spamable in melee and at a reduced mana cost. Basically, if he is within melee his Q needs be at something like a 2 second CD.

The changes you propose means he auto loses lane to any strong melee that has a dash. Think Riven, Renekton or even Talon. All of them want to be in melee and All of them can choose to enter melee basically at will. So, now you have this version of Pantheon that is useless in melee if he hasn't primed these conditions. The "aspect of war" would just get his ass handed to him by a crocodile or a moody kid with daggers. Additionally, no one in their right mind would ever let pantheon get his stun in lane. It would simply be "oh, he Q'd me. Time to play safe for a few seconds then kill him cause he has no stun and no Q".

It would also indirectly nerf his ult and late game. Right now one of the only ways Pantheon is effective late game is by ulting into the enemy team, and insta-jump-stunning someone. If that turns into ulting into the enemy team and insta-jump-slowing someone it would be significantly worse (think TF ult engage with red card.... not good).

I think the Impale mechanic is a neat idea I just think these changes would "Olaf" or "Evelyn" nerf pantheon. Instead of simply taking his current kit and adding a limiting factor make Impale limit him, but, also, give him bonuses if he uses it correctly. As you wrote it above all you are doing is taking his kit as it is, and putting restrictions on it. You are not giving the pantheon player a reward for properly using Impale. For example, if you get the Q->W combo it could apply a bleed, shred armor,give an empowered auto, convert E to true damage, raise the E passive to 35% health. You could have it grant any number of sucess bonuses. But, instead, it is simply a nerf as it limits what he already has with no compensation. Additionally, the ult problem could be worked around by guaranteeing a stun if Q is used during the animation of W or by adding a guaranteed empowered W after ulting.

I think you had a fun idea to 'correct' a champion that you don't like, but you didn't fully think through the ramifications of your proposed changes on the person playing Pantheon.

Witch Crime1 votes

First of all, thanks for the good feedback! The point of sharing these kinds of suggestions is to get new points of view on the matter and I really appreciate that you've taken the time to provide a quality response.

Yep, this would be an enormous nerf to champ that is already okay. In order to compensate for the increased cooldown on Q at range and the removal of his guaranteed stun he would need to have his Q be spamable in melee and at a reduced mana cost. Basically, if he is within melee his Q needs be at something like a 2 second CD.

Yeah, right now it stands as an overall nerf, and it should be from range. I was thinking that there should be some form of buff for the Q at close range in particular. The reason I didn't specifically state a change to the Q cooldown at close range is due to Pantheon's high cooldown reduction itemization. He often reaches near 40% CDR, and if he does reach 40% CDR his Q cooldown is 2.4 seconds. Reducing the cooldown on Q at close range would have to be relatively minimal to account for this. However, reduced mana costs and/or higher damage numbers for the close range Q are certainly things that I think would be fair, especially because I would like Pantheon to be refocused with his real strengths in melee range as opposed to poking at a distance. Hell, I imagine lower mana costs and possibly higher damage would be acceptable on the ranged poke as well, as he has other tradeoffs he has to make with the longer cooldown, and he has incentive in the form of a shorter cooldown to move into close range to recover his spear. The important part is that Pantheon's player has to make decisions about what they want to do that are more complicated than "Do I have more than 100 mana and the enemy is in range of my Q? If yes, press Q on enemy."

The changes you propose means he auto loses lane to any strong melee that has a dash. Think Riven, Renekton or even Talon. All of them want to be in melee and All of them can choose to enter melee basically at will. So, now you have this version of Pantheon that is useless in melee if he hasn't primed these conditions. The "aspect of war" would just get his ass handed to him by a crocodile or a moody kid with daggers. Additionally, no one in their right mind would ever let pantheon get his stun in lane. It would simply be "oh, he Q'd me. Time to play safe for a few seconds then kill him cause he has no stun and no Q".

That's certainly a fair argument for the stun. My primary concern with the stun is that it is both a gap-closer and a stun that can be very unpredictable. If we compare Pantheon with other champions classically played in the top lane with a stun, Renekton's stun requires melee range, Jax's stun is both telegraphed and melee-ranged, Riven's stun is melee-ranged, Irelia's stun requires that she has lower health than her target and is melee-ranged, Gnar's stun is both close range and heavily telegraphed, Poppy's is a gap-closer but it also requires that you get hit into terrain, and Sion's is both avoidable and very heavily telegraphed. All of these champions have to commit in some way, spend some other ability (usually a separate gap-closing ability), or fulfill a specific circumstance to facilitate their stun. Pantheon, on the other hand, has both his gap closer and his stun on a single 600 range ability with minimal/non-existent telegraphing. While it's important to consider each ability within the context of the champion's kit, in Pantheon's case this results in low interaction confrontations with minimal risk for Pantheon when combined with his Q poke play pattern--he doesn't have to commit anything until he wants to, and he stuns as soon as he commits. Pantheon will be much weaker than most or all of these champions if he doesn't get ahead, which is honestly something I would like to see addressed as well, but which may require more significant changes to the nature of his abilities.

One solution might be to move the stun to the E lasting for the duration of the channel, possibly increasing the E duration to 1 second, with the duration of E further increased on an Impale Q->W. This would give Pantheon an AoE stun that can be used immediately after the W, making him commit more to the stun. There could be a problem in increasing his channel time as the channel already feels a bit weird and clunky on Pantheon and it would hold him down from moving or really taking advantage of his stun with other abilities/auto-attacks. The ability could be changed such that it's still an AoE cone stun, but without the channel time. This would possibly need reduced damage without the mobility tradeoff of the channel, but I'm not getting into damage specifics very much because that seems like something that would require playtesting.

It would also indirectly nerf his ult and late game. Right now one of the only ways Pantheon is effective late game is by ulting into the enemy team, and insta-jump-stunning someone. If that turns into ulting into the enemy team and insta-jump-slowing someone it would be significantly worse (think TF ult engage with red card.... not good).

Yeah, I thought about that a bit too. While I think the stun on its own may need some kind of adjustment as I wrote above, I think it does make sense to have the stun guaranteed when used from the ultimate as you describe.

I think the Impale mechanic is a neat idea I just think these changes would "Olaf" or "Evelyn" nerf pantheon. Instead of simply taking his current kit and adding a limiting factor make Impale limit him, but, also, give him bonuses if he uses it correctly. As you wrote it above all you are doing is taking his kit as it is, and putting restrictions on it. You are not giving the pantheon player a reward for properly using Impale. For example, if you get the Q->W combo it could apply a bleed, shred armor,give an empowered auto, convert E to true damage, raise the E passive to 35% health. You could have it grant any number of sucess bonuses. But, instead, it is simply a nerf as it limits what he already has with no compensation. Additionally, the ult problem could be worked around by guaranteeing a stun if Q is used during the animation of W or by adding a guaranteed empowered W after ulting.

I like your point here a lot. I had been contemplating giving some kind of additional reward for retrieving the Q during Impale, regardless of whether he uses W. An empowered auto-attack was along the lines of what I had been thinking initially, but I also like the idea of armor shred or increasing the E passive health threshold. Another thing I had thought about was having a % missing health damage application for using the W on an Impaled target. Doing something to change or empower the E following a successful Q-W might make the most sense, however, as the E is so often used as the followup to the stun--maybe it applies % missing health damage in this situation. Or maybe getting the spear from the Impaled target normally would stun them, while using W on an Impaled target could cause an AoE stun (maybe Jax stun radius?), and as you say, using W after the ultimate would always give an empowered W. This could help in the lategame by allowing Pantheon to get a big multi-man stun and really help set his team up for success.
If the stun were put on a new E, making W more of a dedicated gap-closer, using W on an Impaled target could give the W a much shorter cooldown. Q and W could also have a longer range given the tradeoffs that are involved and the importance of the Q->W->E combo.

I think you had a fun idea to 'correct' a champion that you don't like, but you didn't fully think through the ramifications of your proposed changes on the person playing Pantheon.

Honestly, I may not like Pantheon in his current state, but I want to make him something more fun and interesting for both Pantheon and Pantheon's opponents. My preference in practice would be to adjust the mechanics, see how they feel, and tune up numbers and add onto the changes as necessary. Your feedback has been very valuable and I would be interested to read your response to some of the things I've written here.

Korlyth2 votes

"""The reason I didn't specifically state a change to the Q cooldown at close range is due to Pantheon's high cooldown reduction itemization. He often reaches near 40% CDR, and if he does reach 40% CDR his Q cooldown is 2.4 seconds. Reducing the cooldown on Q at close range would have to be relatively minimal to account for this"""

I actually disagree with this. Think of his Q in close range basically replacing his auto attack because he essentially doesn't have a W or an R in melee and his E can be finicky.So, to compensate he would need a lot of his power budget shoved into his Q.So, it doesn't matter if late game Pantheon can cast Q every second while in melee. That means he has to stay in melee distance of you and he has no CC to do that. This reconfigured pantheon nearly fits into the juggernaut concept. Yes, if he gets to you and you stay close to him he will hurt you. But, it is hard for him to do that. Beyond just this concept look at champs like Kayle or Jax. Kayle has a 100% uptime on her E with enough cdr and Jax essentially has an empowered auto every other auto due to his ult/W.

After thinking about it I decided to take your concept and modify it into something that I think adequately increases his complexity while not just nerfing him. I think the concept on its own gives an adequate idea of what I am thinking. Note there are some seemingly very minor changes that have large impacts. For example, his passive is now slightly harder to get and only counts his basic attacks and Q. His W is changed from magic damage to physical damage which seems minor but is actually quite impactful. So, here it is: "

  • Aegis Protection Passive: After 5 basic attacks, Pantheon blocks the next incoming basic attack from an enemy champion, large minion, large monster or turret.

  • Q Spear Shot/Spear of Targon: Spear Shot: Range: 550 cd 8 seconds. Spear of Targon: Range: 200 cd: 2 ACTIVE - Pantheon throws the Spear of Targon at the target enemy, Impaling them for 4 seconds and dealing physical damage. Pantheon cannot use Spear Shot/Spear of Targon while an enemy is Impaled and the cooldown does not begin until Impale expires. When cast from 200 range or less, Spear Shot is instead Spear of Targon a powerful spear thrust. Spear of Targon does not Impale the enemy but resets pantheons auto attack and refunds 50% of its manacost. If, pantheon recovers his spear after Impaling an enemy, the cooldown of Spear Shot/Spear of Targon is refunded. Both Spear Shot and Spear of Targon count as basic attacks for the purpose of Aegis Protection

  • W Aegis of Zeonia Range: 500 ACTIVE - Pantheon dashes to the target and bashes them with his shield, granting an additional stack of Aegis of Protection, dealing physical damage ( 50 / 75 / 100 / 125 / 150 (+ 50% bonus AD)) and resetting his auto attack. If the target of Aegis of Zeonia had the Impaled debuff applied to them, Pantheon rips his spear from the target, stunning them. Ripping the spear from an enemy increases the critical threshold from Certain Death to below 17/20/25/30/35% of their maximum health for 4 seconds.

  • E Heartseeker Strike PASSIVE - Certain Death: Pantheon critically strikes all enemies below 15% of their maximum health with his basic attacks and Spearshot/Spear of Targon. Active - Same as live

  • R Grand Skyfall PASSIVE - Adrenaline: After channeling Grand Skyfall Pantheon's next Aegis of Zeonia will be empowered as if his target were Impaled. Active - Same as live"

Same general concept, but, actually give compensatory buffs and additional gameplay for both Pantheon and his opponents. Now his playstyle has two options he can either build tanky and brawl with the reduced cd Q and auto-resets or he can try to burst with the full Q->W->auto->Q->auto->E combo. This would likely open two skill paths to him as well. I would expect to see people who max R->Q->W->E and some that do R->Q->E->W depending on if they want more up time on their passive or more raw burst damage. Additionally, I think two distinct builds would emerge. You would have tank Pantheons who build tanky/cdr and play for more drawn-out fights that let them use Spear of Targon and you would have assassin pantheon that build I.E and raw damage in order to pop people in one rotation with the boosted critical range.

It also removes the aggravating lane phase as he can't simply spam his Q to widdle you down due to the increased cd and shortened range. Also, notice that SpearShot and Spear of Targon have two separate cooldowns. This means that you can Spear Shot and then have Spear of Targon available two seconds after Impale wears off but you won't have SpearShot available for eight seconds after Impale which is effectively 12 seconds between spear shots.

The change to his W removes all CC from it if they were not Impaled but refreshes Aegis of Zeonia regardless. Additionally his W grants him a stack of Aegis of Protection. So, if you engage with Aegis of Protection up you will block two attacks guaranteed.

The additional passive on his R maintains his jump into the enemy team and stun them game play.

The rather huge, buff to his full combo gives him the ability to be a true assassin. If he gets the full combo and you are not the tankiest of champions you will die. But, at the same time, if you can exploit the down time on his Q you take away a large amount of his damage and utility in lane. He still has the weakness of being easily ganked and having no escapes. So, I think these additional modifications to your suggested changes would keep at about the same power level without destroying his kit.

Note this may make Jungle Pantheon the most broken thing since release Xin

Witch Crime1 votes

I like what you're thinking here, especially for the Q with two separate cooldowns.

I gave it a lot of thought throughout the day and I came to something along the lines of having the stun moved to E. E would remain an AoE cone ability but with no channel and adjusted damage numbers/mana cost/cooldown as necessary. It would also be interesting to have the time someone is stunned in the E's AoE be based on how close they are to Pantheon within the cone. Because this version of the E would likely do less damage, the W can be changed to physical damage with AD scaling (similar to what you've suggested above) to make up for that lost damage. When using W on an Impaled target, the cooldown on Q is reset and Pantheon's next Q or E will be empowered. Empowered Q would add an additional 8-12% missing health damage bonus (those numbers would most likely need to be adjusted, just throwing it out there), while the empowered E would stun in a cone as well as shred a percentage of the armor of enemies within the cone for a short period of time. His R could apply Grounded to anyone who is hit by the impact damage, and doing the R->W combo would act as though the target was Impaled. The Grounded status on the ultimate is to help facilitate the stun out of the ultimate, which would now be an AoE armor shredding stun.

What I'm thinking here is that this could give Pantheon some good options in how he operates while adding some more utility for his team. He could spear-jump on someone with low health and use the empowered Q (especially when combined with the E passive) for assassination, or he can spear-jump onto someone and stun+armor shred to help him and any involved teammates fight them. This way, he engages on his own terms, but it involves more commitment and decision-making than currently exists. This also maintains his stun for other situations (people engaging on him, especially with their own stuns), and having an AoE stun, especially one that can shred armor, would give him more utility throughout the game.

Ralanr4 votes

Personally I think his E active needs to change. It's really not a fun ability to use or fight against.

As for the impale mechanic, it is interesting, but what if it applied the new grounded debuff? Preventing enemies from using dashes or blinks. I feel this would fit his imagery well as he'd be able to prevent his enemies from using their escape strategy.

Witch Crime1 votes

I definitely agree that I would like to see the E change, but I don't have anything in mind and it's the least relevant to the problems I was looking to address. I'm certainly open to hearing people's ideas about what the E could be.

The Grounded debuff with Impale could be a good addition, though I'm assuming it should last less time than the Impale itself as 4 second CC of any kind is more DotA territory than League territory (I couldn't find anything on how long Grounded would last for the new Cassio from a quick search). This would make his time to go in really clear, as if Grounded lasted, say, half of Impale, those first two seconds of Impale would be the ideal time for him to go in. That focus might be good, but the downside of this is that if Pantheon has a lot of damage on his opponent it could start to feel a little bit like old Leblanc with the silence on her Q-R-W, where the combination of the speed of the spells, the chained silences, and the damage meant you saw what was coming but you had no chance to do anything but die, even if you would have been capable of flashing out of range fast enough between spells. The difference here is that the right abilities and a fast enough reaction could be used to stop his dash, so it could still work.
Alternatively, Grounded might be interesting to apply on the W when it's not used as a stun so that it helps him hold someone down in melee range more effectively. Or It could be interesting to have it apply when he retrieves his spear from the Impaled status if he doesn't use Aegis of Zeonia to retrieve his spear (he just pulled a spear out of them, it would make sense to have some kind of reaction to that).

Killer of Poros3 votes

I would add some changes to these changes you've proposed. First have the close range spear still allow panth to stun but not give the refresh on aeigis since they're in auto range he can still auto for aegis stacks. Also another change is his e. The channel feels really clunky on him. I would lower his damage and make the e more like kassadin's e where it's instant but has conditions that must be met. For panth it could be that he has to have q or autoed an enemy to use like a swipe with his spear.

Witch Crime1 votes

If these changes were actually going to be considered, I would probably want to see some playtests in regards to whether he should stun or slow or whatever with Aegis of Zeonia and no Impale. I like the idea of getting the stun from pulling the spear out after a spear throw as a way to start a fight--once he's in the fight with someone I'm not sure if the stun is the way to go. Ralanr mentioned the possibility of Grounded, which I think might be good on the W to help Pantheon prevent his opponents from running. Who knows though, the cooldown might be long enough that the stun would still be appropriate.
I completely agree that the E channel feels clunky. It seems like it's solely intended for use when you've stunned someone with a secondary purpose of helping Pantheon clear waves of minions. I'm pretty uncertain what I would suggest to replace it with, personally, as I'm not trying to revamp the character and his abilities completely--my preference for a lot of the more mechanically complex champions shows through in that a lot of the things that first come to mind to replace Pantheon's E with would likely involve a significant increase in complexity in comparison to his other skills/current E.

Puƒƒin3 votes

This would beyond "Olaf" pantheon, and as someone who apparently loves game balancing, you aren't very good at it. Pantheon isn't just a champ who bullys lane, he is a champ who MUST win lane. He falls off so hard when laning phase is over that if he doesn't end up with kills/twice as much farm as his lane opponent, he will in no way be as functional or as useful as the game goes on. In fact if you look up his stats the longer a game goes, the harder his win percentage drops. In this balancing idea, all you have done is absolutely dumpstered his laning phase, while giving him no late/mid game power to make up for it. I get you don't like pantheon, but your biased, and it shows by your extremely Shitty balancing in this kit rework.

Korlyth1 votes

I agree with this. OP obviously dislikes Pantheon and the bias has crept into this 'mechanics revision' that is just a series of nerfs. If it was a 'mechanics revision' you would think he would get at least 1 compensatory buff for what is essentially a gutting of his kit. Literally this is just 'let's make his Q, W and indirectly his R worse and give him nothing in return! BRILLIANT!!'

SavingPirateRyan3 votes

Alright. Panth main here. Let's talk about these ideas of yours. I've got a few issues.

Pantheon is NOT a melee combatant. Riven, Darius, Garen, Fiora, Aatrox these guys are melee. Pantheon's play style is more like Zed in that he relies on careful position and barely ever autoattacks. Forcing Pantheon into melee range to retrieve his spear without giving him any form of sustain that all of the above champions enjoy will butcher him and people will simply move on to play other champs. Also forcing Pantheon to land a Q before he can W? That's absurd. That'll translate to Pantheon being able to do nothing without a setup. Pantheon is SUPPOSED to be a early game lane bully. He doesn't have sustain or pushing power or escapes and if he fails to get kills he's relatively worthless(bruiser Panth is totally worthless btw. It's not a viable build.) Pantheon is like Yi in a sense that you cannot fight him by his own rules or he's going to spam laugh. Also like Yi if you know what you're doing you can shut him down hard. What you can't expect to do vs a competent Pantheon is run your usual song and dance and expect to win vs Panth by wishing on a star hard enough. As a Pantheon player I thrive on enemies who pick Darius or Fiora vs me and start dorans blade thinking they're going to outbully me. You're not. You cannot. It cannot be done short of a massive failing on Pantheon's part. I've also faced my share of Pantheons. What you can and should do is accept the fact that you're going to have a slow early game. Let it go. Use your abilities to farm CS instead of trying to bully Panth and stay 0/0/0 until the midgame. That's how you win vs Panth.

Witch Crime1 votes

Thanks for sharing your thoughts, particularly as a Pantheon main.

Here's what I'm thinking, essentially: Pantheon's kit is dated and it shows. He has a number of elements to his kit that just don't fit with modern champion design. Being a poke-oriented AD is not a bad thing, but Pantheon's execution of that archetype doesn't really fit the design direction of the rest of the game. Most other champions with decent poking abilities have counterplay involved in their poke--usually, it's a skillshot that can be dodged and that gets blocked by minions. In Zed's case, it's a skillshot that can be dodged and that does significantly less damage to targets after the first... And he also doesn't have a stun on his gap-closer or guaranteed critical chance on his poke when the enemy is low. Annie's Disintegrate is possibly the only skill I can think of that is roughly analogous to Pantheon's Q in that it's a high damage single-target point-and-click spell with good range and a low cooldown. Even then, her base damage is lower at all ranks (though the AP ratio might make up for that, given the price disparity between AP and AD, I'm not certain) and it has a higher starting mana cost that increases as she puts points into it (admittedly mitigated by the mana or mana regen that she's more likely to acquire as an AP champion). She's also set up as more of a burst-engage type than a poking champion, has lower mobility (no escapes and lower movement speed)... And honestly, it wouldn't really surprise me if they changed her Q eventually as well. Gangplank's Q is also similar (much lower base damage, but on-hit and 100% AD scaling instead of bonus), but the bonus gold he gets for killing minions with it has always been a (very minor) reason for him to use it for something other than poking. Also, his rework gave him a lot more things to do with that Q than Pantheon has in any way. Other skills that worked like Pantheon's Q have been turned into skillshots--Veigar's Q, Ryze's Q, Rengar's E to some degree.

Basically, champions with abilities that are point-and-click with high damage and decent range are increasingly uncommon, especially when there's little reason to use that ability for anything but oppressively poking your opponent. There are two approaches that can be taken with that in mind--make the skill a skillshot or go towards the Gangplank route and find a smart way to introduce new gameplay and depth to the offending ability. I imagine the skillshot solution is the first most people jump to (see the other comment guessing that I used all that writing to suggest a skillshot). I am attempting to find another solution that allows Pantheon to keep his Q as a point-and-click ability (even though I may personally prefer a skillshot) while adding windows of opportunity for counterplay.

Also, I think at some level whether a skill is a skillshot or not can be a character fiction based decision, telling the audience something about that character through their gameplay--Pantheon as the Aspect of War does not miss his spear throws because he's a paragon of military skill, while Nidalee has a lot of other life skills going on in addition to throwing spears (like being a cat, hunting traps, etc.) and therefore doesn't have flawless aim. It also seems likely to me that if Pantheon were reworked he may be altered to have a more melee-oriented approach. I say this considering his new lore, which doesn't seem to mention him throwing his spear at all, despite the new Targon lore pieces narratively including some key abilities of the champions involved, like Pantheon's Grand Skyfall and Aegis of Zeonia. I also say this because sitting back and throwing spears until the enemy is weak enough to kill just doesn't really fit the character they seem to be presenting.

Basically, what I'm saying is that Pantheon might not be a melee combatant now, but that may not be true forever. I've taken the position that it won't be. Pantheon as a non-melee combatant is not necessarily a healthy character, even if it's the state he's always been in--a lot of older characters have been reworked for their questionable designs. Also, following that, Pantheon does not have to be overpowered to have unhealthy gameplay. In fact, I kind of think his problems if he doesn't snowball super hard are indicative of some design problems considering that many other early-game oriented champions can still pull their weight reasonably well even if they don't run away with a lead.

As a Pantheon player I thrive on enemies who pick Darius or Fiora vs me and start dorans blade thinking they're going to outbully me. You're not. You cannot. It cannot be done short of a massive failing on Pantheon's part.

As a Fiora player who has abused other Fioras with Pantheon, I know exactly how both ends of that deal feel. :P

SlaktarTasken2 votes

Why dumpster a champ that's already horribly bad and never used unless picked as a hard lane counter?

Noski72 votes

Pantheon is fine. If you have trouble laneing against him go cloth armor, 4 health pots.

5101 votes

change i wanna see is an ability that uses shield like Braum.

SnowFall1 votes

I didn't read that, but let me make a guess, did you propose a skillshot there?

Witch Crime1 votes

Haha, no. Proposing a skillshot is the obvious answer when you think about Pantheon's Q as compared to Ryze's Q or Rengar's E, and I imagine it's been thrown around by a fair few people. I wouldn't bother to write so much if I were just going to propose a skillshot. I'm more interested in finding a way to change Pantheon's play patterns into something with a bit more depth and decision-making than changing the fundamental way that his abilities function. While I certainly wouldn't say I have a solution as good as the Gangplank rework, I would say I took it more in that direction (giving him more things to take into consideration for how he uses his abilities) rather than just patching on a skillshot and calling it a day.

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