[Rework concept] Pantheon The (poke bot) Aspect of War
TL;DR: If you're just here for the abilities, simply scroll down to about the middle section and read the raw abilities. I'd appreciate if you would still give me some feedback in the comments.
The warrior. The foundation. The rock.
Every game in history has understood that this type of class has to be there, as it was the only class that has actually happened IRL and therefore also has to be the most badass character out of them all. The basic warrior concept has always been that they either have big armor, weapons or both, and they work around the rage mechanic with them becoming stronger the more they hit things, or the more damage they sustain. League of Legends is no exception to this rule, though some of their warrior types are built around mana for balance reasons, they have made some epic results including:
- Berserkers

- Juggernauts

- Tanks

and many more.
League of Legends' fighter concept stay mostly true to the warrior fantasy; they can take a lot of punishment, they are capable of dealing high damage but lack the agility and mobility that some of the other classes have. Depending on what kind of warrior type you pick, you mostly only have access to 1 form of mobility or CC to stay in range of your target, while having an "empowered" rage mode that enhances their abilities greatly.
However, there is 1 champion that is an exception to this rule. This one champion has been here since the beta, and because of his outdated self he obeys none of the rules or the fantasy listed above.
I am of course talking about
.
Pantheon serves no other purpose than to be a poke bot in lane, and then later falls off to become worthless. As of current I'd argue that Pantheon has the lowest skill cap out of all the champions in the game. This flowchart right here should describe pretty well what it's like to be Pantheon after laning phase.
https://i.gyazo.com/393579a6a0bea5d2cefb3d21822705c6.png
What I intend to do with this rework, is to give Pantheon a much higher skill expression, and capture the fantasy of being a warrior and especially the spartan rage moments. I'll be describing each and every ability in detail below, and list the purpose behind them and the kit as a whole, but I'll give you a raw view of what the reworked kit looks like first. Also, please note that the numbers listed below are merely examples.
Abilities
Passive - Executioner
Whenever Pantheon deals physical damage to an enemy champion that causes them to drop below 25% health, Pantheon marks the target Execution and enhances his basic abilities against them for 5 seconds. Dealing physical damage an enemy champion below 25% also activates Execution and refreshes the mark.
Q - Spear Shot l 45 mana l 6/5.5/5/4.5/4 seconds cooldown l 800 range
Pantheon hurls his spear in a straight line, dealing 60/110/160/210/260 + (150% bonus AD) physical damage to the first enemy it hits. If the spear kills an enemy it pierces it instead.
This ability deals 30% bonus damage to minions and monsters
Execution effect While under the effect of Executioner, Pantheon will hurl his spear at double speed, increase its damage by 50% and causes it to deal an additional 30% as bleed damage over 6 seconds. Multiple Spear Shots enhances with Executioner accumulate increased bleed damage.
W - Heroic leap l 55 mana l 13/12/11/10/9 seconds cooldown l 550 range l Effect radius 200
Pantheon leaps to target location and slams the ground with thunderous strength after 0.75 seconds, regardless of distance travelled. When Pantheon lands he deals 60/90/120/150/180 + (20% bonus AD + 90% AP) physical damage to all enemies in an area, and stuns them for 1 second.
Execution effect Scoring a takedown against an enemy marked with Execution, within 2.5 seconds of using Heroic Leap, will reset its cooldown.
E - Aegis of Zeonia/Flurry l 50 mana l 10/9/8/7/6 seconds cooldown l Effect radius: 800 l 90° angle
Aegis of Zeonia
Pantheon raises his shield in front of him causing him to block all damage from basic attacks and spells in the direction he's facing until he has sustained 120-750 (scaling with level) damage. If the shield breaks Pantheon enrages and begins to cast Flurry. Aegis of Zeonia falls off if the shield doesn’t break within 2 seconds, and will not trigger Flurry this way.
Flurry
If Aegis of Zeonia’s shield breaks Pantheon will enrage. While enraged Pantheon gains 25% movement speed towards enemies, takes 25% reduced damage and becomes immune to fear effects. Additionally, Pantheon performs Flurry for 1.25 seconds in a cone in front of him. Flurry deals 15/25/35/45/55 + (35% bonus AD) physical damage per strike for a total of 6 strikes (total: 90/150/210/270/330 + (210% bonus AD) Pantheon can cast his other abilities while Flurry is in effect.
Execution effect While under the effect of Executioner, Flurry will cause grevious wounds for 3 seconds on targets struck with at least 4 strikes, with each additional strike increasing the duration by 0.5 seconds.
R - Grand skyfall l 100 mana l 140/120/100 seconds cooldown l 5500 range l 750 effect radius
Pantheon begins to channel and, after 2 seconds, leaps into the air and becomes untargetable. After 1.5 seconds Pantheon slams down on target location and becomes targetable again.
Enemies within the impact zone take up to 200/500/800 + (70% total AD + 100% AP) physical damage based on proximity to the center. Enemies within 400 units of the center will be stunned for 1.5 seconds, while enemies further away will be slowed by 40% for 1.5 seconds.
Reasoning
Now I'll be going over each and every ability and why I've chosen it to work this way.
Executioner
It's a good thing I get to start off with this ability, since I feel like this is the one that people will question the most. If you're unaware, Pantheon already has an execution mechanic in his kit called Certain Death, and is a passive ability on his E. Certain Death gives you 100% crit chance on basic attacks and Spear Shots when you hit someone below 15% health. Boring.
This new version is what should make Pantheon into Pantheon. Should he successfully manage to bring his target below the 25% threshhold, his abilities are massively enhances, and it's a sign you need to get away from Pantheon quickly before he finishes you off. I'll go into each individual Executioner effect under each spell.
Q - Spear Shot
This is what I intend to be Pantheon's main ability, and his bread and butter button for farming the lane and trading with his opponents. First of all, this ability is a skillshot in this form, for the simple reason of getting rid of the insanely frustration poke bot laning phase style, and put on some form of skill expression in his kit. In exchange for becoming a skillshot, it now gets more range, damage and can become AoE if it pierces. Low HP running opponents are to be finished off with this ability. It's worth noting that this version's execution effect deals LESS damage than live, but after the bleed has gone through it'll deal more damage. The bleed damage accumulate if Pantheon can successfully land more execution Spear Shots, so you get a chance to either heal/shield yourself quickly before the bleed finishes you off, but should you sustain too many spears at execution level you'll die almost no matter what.
W - Heroic Leap
I allowed Pantheon to keep his leap, as a form of keeping the CHARGE effect of the warrior fantasy. The difference is now that it's a skillshot and it gives a small stun in an AoE. Pantheon's live version of his leap is simply a point+click CC, and that's something Riot has been trying to get rid off for the longest time now (
). Enemies have 0.75 seconds to reposition or they'll take the stun.
Now for the interesting part. The reason why I allow Pantheon to have a reset mechanic, is because he's forced to use his Heroic Leap to get IN, so if he's successful in his job and actually manages to slay an opponent, you now have the option to either
A) Disengage and lose your ability to go in again
or
B) Jump straight into the next group of enemies like a true mantheon
It is not an attempt to make another
.
E - Aegis of Zeonia/Flurry
This is what I turned Pantheon's old passive ability into. I still wanted him to have the ability to block enemy attacks, as it's most icon to him but I decided to take it a step further and add a form of skill to it. First off, Pantheon's block ability now not only block basic attacks, it now blocks spells as well, but it's only the upfront damage part of it, you'll still take CC effects and DoT spells are applied as normal. However, if you successfully manage to block a large enough portion of the enemy's damage, you're rewarded with an enrage mode that empowers you and greatly increases your performance. This is supposed to be Pantheon's spartan rage moment, it's also in this state Pantheon can dish out the largest amount of damage possible, to potentially start a huge murder spree.
R - Grand Skyfall
This ability is exactly like it is on live, with the exception of it actually being something else than a free taxi service. Setting it up properly will allow Pantheon to do wombo combos. The ability is simply too icon for Pantheon, so I decided to keep it in its current state to not alter him completely.
If you've made it down to this bit, then I thank you for reading it all and hope you'll provide feedback on it in the comments.
spear. I feel like the w and ult should still scale with ap so we can still play Ap Pantheon. Other than that its pretty cool.