Pantheon Rework
Since today is Pantheon's B-Day I thought it would be the best time to share my on-going Pantheon rework ideas.
So Pantheon is a very simple point-and-click champion with a very strong early game and a very bad late game. So in my opinion this should be the place to start, the scaling. In my opinion his early game should be slightly nerfed (the ability changes I will suggest will help in that without the need to touch on the base numbers) and his late should be a bit stronger, just in a way that he can still be out-scaled but without being completely useless... I also thought about changing the AP scaling on his W and ult to %bonus health (I excuse in advance if the values of %bonus health are not good, I'm not very good with values but you guys will get the idea) , that could help him late game and also make for different builds more focused in tankyness.
As far as the abilities go I have 2 versions. In both of them only the Q and W change, the passive, E and R are good as they are in my opinion, maybe only give them a little change in the numbers if needed for balance purposes, but other than that they are fine (the passive would just need a slight change but we will go into that later on).
Q: The main changes are to make it a skillshot something similar to Varus's Q that goes through units with reduced damage but keeping the range of the actual Q, if the range were to recieve any change I suggest only a slight increase but I don't see any need for that. The reason for this change is because the Q is Pantheon's biggest strenght early game but it allows for no counter play from the opponent. Because it is a poin-and-click the opponent just takes them to the face at full damage and is heavily punished for trying to farm, and if he avoids farming with fear of the spears he will just lose the first and second waves and allow Pantheon to reach lvl 2 faster and jump on him anyway. Not to mention that because it is a point-and-click Pantheon is very limited on what he can do with it. So with the change I suggested Pantheon can still play around his strenght of poking the opponent throught the minions, but now the opponent can do something about it, can dodge it, or even if he gets hit but there was any minion in front of him the dmg is reduced, while Pantheon doesn't lose his strenght, he only requires more skill now to hit those spears at full dmg, and also has more freedom to use his Q, is not limited by the lack of vision mainly and can use it anytime.
W: My suggestion for W would be something like Riven's 3rd Q. With a range indicator similar to the one of Gnar's E. It would be a jump with an impact area (like Gnar's and Riven's abilities), and if there were any enemies inside that impact area when he lands they would recieve damage and a stun (like the actual W but now he can stun multiple targets instead of one, the other version that I will show later is a nerfed version of this in case this one is too OP, we will get there later). This change for W is for the same reasons as the Q changes, allow Pantheon more freedom and interactivity while allowing the opponent ways to counter/dodge it. The actual W allows for no counter play aswell, it's a point-and-click stun with a decent range, even if you flash away you can still get stunned at the end of the flash and he catches you anyway. By changing it as I suggested the opponent can now actually dodge it, even without the need of wasting flash, if you can predict where he will land, and Pantheon aswell is allowed some more freedom and not being limited by the lack of vision or targets to use the ability. But the passive's shield only insta-procs if he hits someone, if he doesn't hit any target he doesn't recieve that shield (but the stacks remain as they were).
So new Pantheon would look something like this:
Passive - Aegis Protection After applying 4 basic attacks or abilities that hit a target, Pantheon blocks the next incoming basic attack from an enemy champion, large minion, large monster or turret.
**Q - Spear Shot **
Range - 600; Cost - 45 mana 40 mana; Cooldown - 4
Active: Pantheon hurls his spear at the target enemy, dealing them physical damage. dealing physical damage to all enemies in the spear's path, reduced by 10% per enemy hit down to a minimum of 30% damage.
PHYSICAL DAMAGE: 65/105/145/185/225 (+ 140% bonus AD)
W - Aegis of Zeonia Range - 600; Cost - 55 Mana; Cooldown - 13/12/11/10/9
Active: Pantheon dashes to the target enemy, dealing them magic damage, stunning them for 1 second and refreshing Aegis Protection. in target direction creating an impact area on his landing. If there are enemies inside that impact area they recieve magic damage, are stunned for 1 second and Aegis Protection is refreshed.
MAGIC DAMAGE: 50/75/100/125/150 (+ 10% bonus health)
E - Hearseeker Strike Range - 600; Cost - 45/50/55/60/65 Mana; Cooldown - 10/9/8/7/6
Certain Death - Passive: Pantheon critically strikes all enemies below 15% of their maximum health with his basic attacks and Spear Shot.
ACTIVE: Pantheon channels for 0.75 seconds, dealing physical damage to all enemies in a cone in front of him at 0.25-second intervals, doubled against enemy champions.
Physical Damage Per Strike: 13/23/33/43/53 (+ 60% bonus AD) - Total Physical Damage: 40/70/100/130/160 (+ 180% bonus AD) Champion Damage Per Strike: 26/46/66/86/106 (+ 120% bonus AD) - Total Champion Damage: 80/140/200/260/320 (+ 360% bonus AD)
R - Grand Skyfall Range - 5500/700; Cost - 125 Mana; Cooldown - 150/135/120
ACTIVE: Pantheon begins channeling for 2 seconds and, upon completing the channel, 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 magic damage, increased by up to 100% based on their proximity to the epicenter, and are slowed by 35% for 1 second. If the channel is cancelled, Grand Skyfall is put on a 10-second cooldown.
MINIMUM MAGIC DAMAGE: 200 / 350 / 500 (+ 15% Bonus Health) MAXIMUM MAGIC DAMAGE: 400 / 700 / 1000 (+ 30% Bonus Health)
The variants of the Q and W are simple, and are meant as an answer in case W is too strong in the original suggestion (athought I don't think it is considering that we have Riven being able to knock-up various targets aswell)
So in this case the Q would be like I suggested but he would also apply a mark on the target(s) for some seconds. And W would slow the enemies in the impact area instead of stunning them, but if there was any enemy marked inside the impact area that enemy gets stunned instead.
Sorry for it being so long and if you read it all until here I thank you. I would like to know what you guys think about this. As an old Pantheon main I would like to see Pantheon become less dull and boring and have more interactivity in his kit, hence these changes. I hope that when riot eventually reworks him they do something like this, so that he can keep being the same champion that me and all other Pantheon mains love, but with more room for plays either for Pantheon aswell as the opponent.
[slayer-pantheon-popcorn]