thing i like about him is that he actually has creative abilities, somewhat.
thing i dont like about him is that he AGAIN has 12 passives and 48 different abilities depending on when and where you cast them with 9 special effects added to every one of them. also, that his damage scales on his health. we have that for some champion abilities (volibears bite) but in general, champions always have to suffer some sort of tradeoff to build health (damage, utility) but if ALL of your damage scales on health, cinderhulk + full tank shouldnt be a problem.
at least he doesnt have knockups and truedmg ; )
tho i think in skirmishes and maybe teamfights or even in lane it could be too strong to eat an enemy and then pick up a thresh lantern or simply flash. we will find out, but there are alot of ways to super abuse alot of his kit. im afraight this will lead to problems.
also, why cant we get some champions with really basic abilities. like look at some of the old champions, they all have super basic abilities with only a few effects.
pantheon:
Q throws target damage at an enemy
W jumps at an enemy and stuns. also has interaction with his passive (thats cool because its specific, not like ekko EVERYTHING APPLIES HIS PASSIVE ENJOY)
E deals damage in a cone, half damage to non-champions to prevent super waveclear or jungle clear
R jumps somewhere with a delay plus some damage
like if it was a modern champion, it would look like this
Q throws a skillshot in a direction that passes through units and damages all of them and for every enemy hit, pantheon gains a stack of his passive aswell as 5% of his AD as bonus true damage on his next attack (stacks up to 10 times)
this abilities damage scales on AD
W jumps to an enemy and roots him. if that champions has been damaged by pantheon in the last 5 seconds, it now knocks him up instead. it also refreshes pantheons passive. also, it has a passive that every time pantheon blocks an attack with his passive, the unit whose attack was blocked becomes disarmed for 1 second and cant auto attack.
this abilities damage scales on your current health and your armor penetration. and its cooldown is reduced by walking in addition to time.
E has a passive that makes ALL of his damage crit on enemies below 15% hp +1% for every Q stack he has (max 25%). also, every enemy hit is applied spear stacks and upon reaching 3 stacks, (full hit with E) they take current health % true damage. also, it deals double damage against knocked up targets.
this abilities damage scales on AD
R now can be reactivated to jump back to the location he started, and it can carry an allied teammember on both ways but this ally doesnt have to be the same one, so you can basically jump in with a nautilus and jump out with your syndra.
also, if an enemy takes damage from this ability, you can then use W on them in a much larger range for the next 5 seconds and it wont go on cooldown.
this abilities damage scales on cooldown reduction
his passive is the same but it now not only blocks auto attacks but also abilities and it heals you for the amount of health that attack wouldve taken away from you (only blocks TARGET abilities tho) plus 100% of your magic resist (yes it scales on magic resist for some reason)