Rework concept: Pantheon, the Aspect of War
https://demonstre.com/wp-content/uploads/2018/01/Deuses-gregos-Ares.jpg ######I couldn't find the artist for the original art, sowwy
I know what you are thinking "not one of these again", yes I know I know, I have seen around 20 Pantheon rework ideas too. Some very good and some.... interesting let's say.
But give me a chance here alright if it is horrible just say it straight to my face I'm rather thick skinned.
So reworking Pantheon. First what are his actual problems? Why does he need a rework?
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Very outdated kit, passive is hard to play around with as an auto attack based enemy in laning phase the point and click poke (which wouldn't be that bad on it's own) but also the point and click stun. With these he is a powerful early dominating laner, it is hard to engage on him but at the same time hard to cs while trying to avoid him which leaves him in a state of low counterplay and with that, a very frustrating experience to play against.
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His playstyle is kind of wonky. What I mean by that is that he builds nigh assassin and tries to kill a guy before he dies himself in a teamfight. Which isn't bad at all, that is basically Rengar but is that really Pantheon? Is Pantheon an assassin on a suicide mission? Or a bulky frontline skirmisher ready to show everyone what war truly is.
What should be the goal with the rework?
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Make his laning phase more interactive but still keep him an early dominating laner, so the people liking the dominating playstyle of Pantheon still have that experience.
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Enable him in teamfights. Give him more survivability and functionality (gap closers) for teamfights, so he can actually be the Aspect of War and not the Aspect of pick a target outside of a big fight.
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Keeping his roaming pressure. If anything then his ult needs to stay more or less the same, you play Pantheon to not only pressure your own but also other lanes too. At the end of the day this is one of the most unique abilities in the game and trashing it would be sad.
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Raising his skill cap and outplayability. I know that a lot of Pantheon players enjoy being able to watch for across the map plays more than to fiddle around with mechanics but to make him an Aspect of War he needs to have multiple combos, his playstyle must be adaptable to the enemy and he needs to be unpredictable of what he is going to do next.
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Keeping his identity the same. What I mean is, he should still be a spear/shield fighter and those weapons should reflect in his abilities.
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Keeping the AP build alive. W already slaughtered off so many off meta build that it would be a shame to not keep his alive.
These are the points I want to address/keep with the rework so Pantheon still feels like Pantheon. Without further ado, here are the abilities:
#Abilities
https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/e/e6/Dragon_Blood_icon.png?version=e662640351b3d799f12a5159ea68dc7a Passive: Battle Frenzy
For every second in combat Pantheon gains a stack of Battle Frenzy Battle Frenzy: For every stack Pantheon gains 1.25% additional CDR and his animation times will be shortened by 8% (up to 8 stacks)
Note: The additional CDR works additive with normal CDR and exceeds the CDR cap
Q (7 ranks): https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/a/a6/Shadow_Strike_icon.png?version=f2f4caf318e075a1ba7144794a9fb460 Offensive stance: Spearfighter Cooldown: 12/11/10/9/8/7/6 seconds (starts at the end of the ability) Cost: 20/25/30/35/40/45/50 mana Casts: 3 Animation time: 0.7 seconds per cast (from cast to damage application) Cooldown to recast: 4 seconds
First cast: Pantheon takes a side step and attacks with his spear sideways dealing 20/40/60/80/100/120/140 (+50% AD) Second cast: Pantheon leaps forth and performs a frontal attack with his spear dealing 20/40/60/80/100/120/140 (+50% AD) Third cast: Pantheon takes a step back and slows the enemy by 40% for 2 seconds with a frontal attack dealing 35/55/75/95/115/135/155 (+100% AD)
Note: Pantheons defensive and offensive stance cooldowns behave like seperate spells, aka they have different CD's and they cool down on their own. He can however, cast Q twice then switch to defensive, cast a defensive spell, switch back and cast his last Q. With that he has a wide range of combos he can use to adapt to the battlefield
https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/1/10/Shield_Crash_icon.png?version=0818388fa05808655604288a81cf4422 Defensive stance: Shieldwall Cooldown: 15/14/13/12/11/10/9 seconds Cost: 35/40/45/50/55/60/65 mana Casts: 1 Animation time: 0.1 seconds to raise the shield
Pantheon raises his shield for 2 seconds and blocks off the next enemy basic attack or tower shot. If Pantheon blocks an attack in the first 0.5 seconds of raising his shield then the attack will be reflected to the attacker dealing 10/20/30/40/50/60/70 (+Absorbed damage) physical damage
Note: Pantheon cannot attack while his shield is raised and the shield will automatically go down after blocking 3 attacks, Pantheon may recast this ability to lower his shield sooner
W (7 ranks): https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/d/da/Strafe_icon.png?version=8ccb5bcdd1f8157b17e30a70b84f0262 Offensive stance: Spear throw Cooldown: 15/14/13/12/11/10/9 seconds (starts at the first cast) Cost: 25/30/35/40/45/50/55 mana Casts: 2 Animation time: 1 second (from cast to throwing the spear) Cooldown to recast: 4 seconds Range: 700 Recast Range: 800
First cast: Pantheon prepares his spear and throws it infront of him. The first enemy hit will be slowed by 40% for 2 seconds and dealt 30/50/70/90/110/130/150 (+60% AD) physical damage Second cast: Pantheon jumps to the enemy hit with the spear and rips the spear out dealing 40/60/80/100/120/140/160 (+60% AD) physical damage over 4 seconds as bleed damage.
https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/archive/2/2d/20121205235617%21Global_Silence_icon.png?version=cd9c5f75e09a970978cf13583058a467 Defensive stance: Shield bash Cooldown: 22/20/18/16/14/12/10 seconds Cost: 25/30/35/40/45/50/55 mana Casts: 1 Animation time: 1 second (from cast to charge start) Range: 600
Pantheon dashes forwards with his shield and stuns the first enemy hit for 1 second dealing 10/30/50/70/90/110/130 (+140% AP) magic damage
Note: You can dash flash this ability like a Vi Q and this ability goes through minions and monsters but damages them while doing so. This dash cannot go through walls
https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/b/ba/Duel_icon.png?version=bccac67f927f97b12cdae963daa20040 E: Adaptive fighter (1 rank) Cooldown: 0.1 seconds Cost: None Casts: 1 Animation time: None
Aktive: Pantheon changes his stance
Passive: When in offensive stance, gain 15 bonus movementspeed When in defensive stance, gain 30 bonus armor and magic resistance
https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/9/96/Primal_Spring_icon.png?version=fbd846de96e12364f6df1052417816a6 R: Aspect of War (3 ranks) Cooldown: 150/120/90 seconds Cost: 100 mana at all ranks Casts: 1 Animation time: 3.5 seconds (2 seconds to jump up, 1.5 seconds to land) Range: 6000
Pantheon channels his strength and jumps into the air to then land on a target location dealing 400/700/1000 (+120% AP) magic damage and slowing enemies by 30% for 2 seconds. For each enemy hit Pantheon gains a stack of Battle Frenzy
#Playstyle
General Playstyle: Long fights will make Pantheon thanks to his passive a VERY fast fighter and the window to punish him becomes shorter and shorter. Pantheons weaknesses are getting kited and short trades. Pantheon can punish predictability exceptionally good and he has the ability to close in on ranged targets who try to bully him in laning phase.
Laning phase: In laning phase, Phanteon is an agile fighter that can punish enemy mistakes like no other. His ability to adapt to the enemy and play accordingly makes him huge treat to fight in early stages of the game. His long animation times leave space to dodge or react to key abilities. This makes it so not only Pantheon but also the enemy can outplay eachother and gives fighting a healthy eb and flow where the better of the 2 fighters come out on top.
Teamfighting: In teamfights Pantheon likes to fight the enemy backline. He can do so via diving with his ultimate and gaining Battle Frenzy stacks right of the bat to be able to outmaneuver and stay alive while his team takes care of the frontline. He can also join a fight without his ult and gain a lot of stack to then use a fast channeling ultimate to surprise the enemies.
#Edits
Edit1:
- Reduced stun duration from offensive W from 1 to 0.75 seconds
- Reduced stun duration from defensive W from 1.5 to 1 second
- Reduced damage from offensive W second cast
- Reduced damage from defensive W by 30 at all ranks and changed AP ratio from 120% to 140%
Edit2:
- Reduced passive CDR gain per stack from 2.5% to 1.25%
- Removed stun from offensive W and added bleed damage instead
#The End
I thank you very much for reading my champion concept and I am always open for suggestions so feel free to comment what's on your mind (no not that part of your mind)
Also all ability icons are taken from Dota 2 (I couldn't find the artist of the splash art in the beginning)
You liked this concept? Check out other champions and rework concepts I made! (Yes I like to russel my timmy jhonsons but who doesn't like to do that, come on)
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