Pantheon's kit Idea

Adriqnohee·8/3/2016, 7:52:11 PM·1 votes·326 views

Pantheon spartan them and kit are one of my favorite things about this game, but over the years with Riot making so many new champions its a given that the older ones would need some kind of update to make them keep up, Pantheon is one of those cases where he has a very specific niche to occupy (being a bully to carry champions Riven Irelia Nasus in the early game, and being a threat to your back line in the late), but over the years he got overshadowed by champions with the same goal, but better execution Darius Trundle Gnar come to mind, to the point where liking him is the only reason for you to pick him over other champions so I came up with some buffs and alterations to his kit that will mostly keep it the same but will help him deal with the newest champions in the league.

(P) God’s will

Heart seeking spear: Pantheon’s spear increases his attack range by 45 and gives him 10% armor pen. Aegis protection: After every 4th attack Pantheon rises his shield and blocks the next physical damage he takes.

(Q) Spear Shot (Range: 600, Cost: 45 mana, Cooldown: 4) (Range: 850, Cost: 30 Mana, Cooldown: 6)

Pantheon hurls his spear in a targeted direction dealing 65 / 105 / 145 / 185 / 225 (+ 140% bonus AD) 70/115/155/195/235 +(200% AD) as physical damage to the first target hit and 25% less to all subsequent targets, if the spear hits a stunned champion it will stop traveling and will pin the target to the ground for 1 second, when the spear reach its final destination without hitting a stunned target it will get stuck in the ground until Pantheon retrieves it or use Come to me, without his spear in hand Pantheon will draw his sword losing his bonus attack range and armor pen, but gaining a boost of 10/15/20/25/30% in attack speed, and will be able to use Come to me by pressing Q again.

Pantheon's spear has always been his main tool in lane to keep champions in check, but since it is a point and click ability its strength has to be always limited, if you give it more damage it becomes too oppressive and if you increase its range it becomes too safe for pantheon to use, so by making it a skill shot we are allowed to give it more power and make it more rewarding when used properly, on top of that it allows for a new mechanic that fits really well with the spartan warrior theme.

(Q) Come to me (Range: Global Cost: 25 Mana Cooldown: 0)

Pantheon calls for his spear and no matter where in the battlefield it is, the spear will hear his call and come back to him dealing 10/20/30/40/50 (10% AD) as physical damage to whoever it hits in the way back.

Since Pantheon's spear is essential to his burst damage ( without it he can't use his E) and to deal with tankier opponents I had to come up with a way for him to get it back, without making his poke too oppressive, now whenever Pantheon uses his Q he has to choose between spending more mana to get it back (using both Q together cost more than using a single Q in the live game), or to risk his health instead (it also fits very well in the god inside a human body theme that he has going).

**(W) Aegis disruption **(Range: 600, Cost: 55 mana, Cooldown: 13 / 12 / 11 / 10 / 9) (Range: 195/150, Cost: 55 mana, Cooldown: 10/9/8/7/6) **

Pantheon’s next basic attack will use his shield to deal Magic Damage: 50 / 75 / 100 / 125 / 150 (+ 100% AP) (150% AD) as physical damage, stunning the opponent for 1.0 0.60/0.70/0.80/0.90/1.0 seconds, and activating his ** Aegis protection.**

Since I gave his Q a strong ranged CC I thought it would be a good idea to nerf his W early stun so he wasn't completely unbeatable at level 2, but don't be fooled if used properly Pantheon's Q and W are a stronger stun force than Pantheon's live W.

(E) Pantheon’s fury (Range: 600 Cost: 50/55/60/65/70 Cooldown: 12/11/10/9/8)

Pantheon channels for 0.75 seconds, dealing 26 / 43 / 60 / 76 / 93 (+ 100% bonus AD) as physical damage per strike to all enemies in a cone in front of him at 0.25-second intervals, deals 60% damage against non-Champions, and while channeling Pantheon Receives 10/15/20/25/30% less damage from attacks dealt to his front

Pantheon's E stays basically the same but with a buff to its survivability, and a more rewarding experience to those that master the skill.

(R) Grand skyfall (Range: 5500 Cost: 100 Cooldown: 150/125/100)

Pantheon begins channeling for 1.0 second and, upon completing the channel, he leaps into the air and becomes untargetable. After 1.5 seconds a bright light brings him to the ground and empowers his next basic attack by making it a dash with a increased 600 range and giving it 150/250/350 (200% AD) bonus physical damage (can apply Aegis disruption).

As cool looking as Pantheon's ultimate currently is, its quite weak in its current state, the large amount of damage in a big area of effect limits how effective it can be as an actual gap closer, with those changes I aimed to reduce the waiting for the skill to start, remove the telegraph of when he is preparing it, but increasing it when he is coming down giving the opponent 1.5 seconds to prepare instead of 3.5 seconds, but since taking down the reaction time by 2 seconds is a little too much I had to reduce his ultimate threat level by quite a lot, instead of representing a great risk to the entire team the danger now is focused on a single target, and good usage of his ultimate will separate the decent players from the great players.

Opinions and suggestions are appreciated.

1 Comments

Adriqnohee8/20/2016, 9:12:30 AM1 votes

pump.