Possible Pantheon Changes
So with a lot of people complaining about Pantheon. And unless I missed something, nothing has been said about a rework or changing him. So, I decided I could provide some changes to him to possibly nerf his level 1 poke, but still keep his early game strong.
Passive - Certain Death: Pantheon becomes aware of his enemy's vitals when they drop below 15%, allowing his basic attacks to have guaranteed critical strikes.
So I've moved around a lot of his passives, and if you wonder why I removed spear shot critically striking, just read the rest
Q - Spear Shot: Pantheon empowers his next basic attack to throw his spear at the target, causing his next basic attack to deal 20/40/60/80/120(+10%/20%/30%/40%/50% AD) physical damage.
So I'm still working around his Percentage AD Damage for this, but it basically gives more play around at level 1 for certain characters such as Jax or anything like that. It tones down his level 1, but still gives him the strong tools needed to stay in the mid game/late game. The damage I'm still working around, as I have noted that with this Pantheon could change roles, but also build Infinity Edge with his passive, just like Shaco does, but it also the damage can be negated even more as ninja tabi would block at least 10% of the damage.
W - Aegis of Zeonia _Passive - Aegis Protection: After attacking or casting 4 Abilities, Pantheon gains the ability to block a basic attack or negate 30/50/60/70/80% of Turret Damage. This can not activate while on cool down.
Active - Pantheon dashes to his target, stunning them for 1 second, and activates Aegis Protection, dealing 50/75/100/125/150(+100% AP) Magic Damage. Cooldown: 11/10/9/8.5/8/7.5_
So this is where Pantheon's old passive goes. I think it's more in line with this, and definitely helps him out. While he's still got how it works, the damage reduction on turret is basically makes his tower diving ability less strong. Pantheon's have to think about whether it would be worth it to dive, as they don't completely negate the damage, but still helps him out. Also, having it not proc while the active is on cool down makes it more of a risk for pantheon's to dive without this ability, but allows for an opening if Pantheon messes up. It still allows him to get away in case he's being ganked, as his passive will still proc when using it.
E - Heartseeker Strike: Pantheon channels for 0.75 seconds, dealing 40/80/120/160/200 (+150% Bonus AD) physical damage to all enemies in a cone in front of him at 0.25 seconds intervals. The total damage is reduced to 60% against non-champions.
So this is largely unchanged, except for the Bonus AD. The Whole rework is around his q and w, being the two most annoying spells to deal with early game. E doesn't do much damage until the late game.
R - Grand Skyfall _Pantheon begins channeling and, after 2 seconds, leaps into the air and becomes untargetable. He then blinks to the target location and plummets down, striking after 1.5 seconds and becoming targetable once more. Enemies within the impact zone take 200/350/500 (+50% AP) magic damage, increased by up to 100% based on their proximity to the epicenter, and are Slow icon slowed by 35% for 1 second.
Grand Skyfall's cooldown is reduced to 30 seconds if the channel is interrupted or canceled._
Completely unchanged, I don't see a problem with this ultimate as it's very predictable when coming in and easy to avoid if you aren't being cc'd.
Anyways, that's some changes to Pantheon. I'm still working on some changes, and might edit this post based on my own thoughts or other's opinions.