Pantheon rework suggestion

Metallikaiser·2/20/2019, 5:50:39 PM·4 votes·2,087 views

So this is my proposal for a rework of Pantheon, I am aware that there is controversy over how his personality should be, and ultimately we will see what Riot chooses, this proposal however involves Pantheon as a Charioteer, following the ideals of mythological gods riding chariots such as Apollo, Ares, and Thor. I think it is a way to make Pantheon interesting, it would give huge potential for skins with differing beasts and chariot designs, gives a way to keep up the reference to Ancient Greece/Mythology even if we tone down the other obvious aspects he currently has. That said, if you disagree with the chariot idea, there might still be some ideas you like from the kit for Pantheon on foot, and I would hope you give fair critique of the kit as it stands on its own, even if thematically you did not like it.

My general purpose with this kit was to keep him as a lane bully that falls off but wants to carry his lane lead with good roaming, but to add more skill expression to hit kit, and take some poke out of his kit to force him to engage at closer ranges to get most of his damage off so that he cant just stand back and toss spears, giving him some purpose built mobility to hit and run renekton style or run down opponents and make it more difficult for them to escape in a more Kled like manner.

Pantheon The Heavenly Spear

Health: 560-2050 Attack Damage: 64-110 Health Regen: 8-20 Attack Speed: 0.64 (0-50.2%) Armour: 37-105 Mana: 320-850 Magic Resist: 32-53 Mana Regen: 7-15 Range: 125 Move Speed: 355

Passive- Artisan of War: Pantheon gains 1 charge of Artisan of War, giving him an empowered basic attack with 600 range that does a bonus 40-160 physical damage based on level till level 11, +100% Bonus AD. Artisan of War has a 5 second cooldown, and the charge can only be regained if the target you attacked with it dies, is basic attacked by you, or you return to base. Targets hit by this empowered basic attack start to bleed for 2 seconds, causing them to take 40 physical damage per second +100% Bonus AD as long as they are moving.

Q- Starforged Spear: Range: 750 Cost: 55 mana CD: 12/11/10/9/8 Pantheon steadies his spear, thrusting in the chosen direction with no delay, dealing 50/100/150/200/250 +200% Bonus AD physical damage to all targets hit, and slowing them by 35% for 1 second. Damage is reduced by half against non champions. If Pantheon dashed or blinked within 2 seconds before using this ability, it stuns instead for the duration, dragging the stunned units with him for the duration.

W- Aegis of Targon: Cost: 45 Mana CD: 14/12/10/8/6 Pantheon steadies his shield, granting him immunity to the next basic attack, large monster attack, or turret shot to hit him. If Pantheon lands Starforged Spear onto an enemy champion, refresh the cooldown on Aegis of Targon.

Passive-Eternal Vigilance CD: 8 seconds out of combat Pantheon reduces damage taken by enemies he isnt in combat with by 30% and once dealt damage, reduces all further damage dealt to him by the last enemy he dealt damage to by 20% for the next 2.5 seconds.

E- Run them Through: Cost: 40 mana CD: 20/18/16/14/12 Range: 350 Pantheon readies his chariot for a charge in the chosen direction, using a charge out of two to move forward, dealing 60/80/100/120/140 +40% AP +50% Total AD magic damage to all enemy units in the way and slowing them by 35% for 1 second. The distance traveled is doubled if going towards an enemy champion. Charges do not refresh until the full ability goes off cooldown.

And finally I don't really see a point in changing the ult, I think it is a well made ability that fits the general playstyle I want for Pantheon to keep, without being particularly unhealthy, unlike his other live abilities.

4 Comments

ChaosReyn2/20/2019, 7:20:06 PM2 votes

It's interesting...

The concept you're running with turns him from an anti-adc sort of bruiser/assassin (blocking auto-attacks, and refreshing that block) into more of a general bruiser that actually is almost more of an anti-assassin than an anti-adc (40% dmgrdx until in combat and 25% after means that an assassin's all in burst is pretty much halved overall, and that's not even adding in the attack blocks.) Personally, I think the game needs more of an anti-assassin sort of champion. We have tanks, but they deal no damage...when I say "anti-assassin" what I mean is someone able to tank the damage from an assassin's all in, follow them out of the fight and 1v1 them truly. So far the closest champions we have to that are Camille (who doesn't follow them, but more locks them in) and Kled...who barely counts because if they pop Skarrl, he can't really keep up with them. So for the sake of identity and my thought process, I want to focus on that.

I think the thing I'd want to focus on most out of your kit (for the sake of balance and not having the overwhelming amount of assassin mains QQing at me for all eternity) is to focus more on how your concept actively blocks damage instead of how he passively blocks damage. Too much passive reduction on a bruiser (as demonstrated by Renekton whenever he presses R) makes for a pretty bad day, as they then have a boatload of damage and a solid defense. Renekton gets away with this because of his EXTREMELY limited range (even other melee champs can kite him, but if he catches you, you're probably dead) but on this concept's kit in its current state, you block 40% of their first ability or attack to hit you...that's actually a pretty huge chunk of damage on its own. but then you're also blocking 25% of everything else they do as long as you're fighting them (and you'll be targeting the assassin if he goes in on you), which basically averages out to you blocking about 30-35% of their damage output in total, depending on the assassin and what they led with. If you blocked Fizz Ult, for example, this would be on the higher end of the damage blocked, whereas if you blocked an autoattack from Talon before he popped his combo, it'd be on the lower end.

But all of that is before counting blocks from the active effect...which you can get two of pretty much back to back rather easily. Most AD assassins (and even Fizz and Diana) have to attack you at least twice in their combo (and then there's Yi and XinZhao who attack more) and if you're skilled, you can block both of those completely, reducing their damage even further before curbstomping them into the floor with your passive and E ranges. This will make these guys livid and your concept will more than likely get nerfed into the floor if they ever decided to even test it. Let's not have that.


TLDR: I would like to suggest some light balance changes.

  • Aegis of Targon: Up active CD to 14/12/10/8/6 (makes you rely on landing Q early game, and less oppressive early game if Q misses)

Lower Passive CD to a stagnant 8s out of combat (enemy specific, not combat specific) and lower the reductions to 30% and 20% (this means someone must actively stay in combat with him to deal their greatest amount of damage, but that he must rely on his active blocks and single target style more than his passive beefiness)

  • Run Them Through: damage seems overtuned...can't test it to confirm that, but I'd say if you're keeping the hybrid ratio, I'd lower it to 50%AP/80%AD, especially since it has two charges. I'd honestly still think at a total of 120/160/200/240/280(+100%AP/160%AD) on two hits that it's overtuned, but without actually testing it, I don't want to get too nitpicky, so I'll leave the numbers alone for now.

I'd remove the knockback effect as well. This is already a strong mobility tool, and honestly, it clashes with your Q in more ways than one. Firstly, the goal for a skilled player should be to E in, impale the enemy/enemies they want to bring to the backline, and E back out with his catch in tow at this rate. This on its own is already pretty neat - imagine seeing a guy being dragged with a spear beside a chariot...gruesomely amazing. But here's the more technical part: as it is, that would actually be impossible right now unless you hit them at near max range, because your E would knock them away from you on your way back out. The slow is fine, but leave the knocking aside out of it to make things simpler (and more amusing)

BlueSmurf20182/22/2019, 2:33:58 AM1 votes

did the math, auto attack + Q would deal over 2360 AD lategame LMAO

Edit: the kit would work honestly rlly well if u lowered his damage to 1/3 or 1/4 of it rn, scalings and damage overall, nice rework ye