Pantheon Rework Concept

SteinTurm·6/24/2016, 7:34:18 AM·5 votes·1,112 views

FORENOTE-

Pantheon currently suffers due to having little on-the-spot decision making, an easy, low-skill-floor lane phase with lane dominance over almost every champion in the game, a hard decline of usefulness into late game, and an extremely aggressive playstyle that makes him anti-fun to play against. My rework concept fixes all of these problems while raising his skill floor, raising his skill ceiling, and offering multiple unique features to his kit. Furthermore, my rework concept keeps jungle Pantheon a viable option without radically buffing or nerfing it.

The numbers might be a bit wonky, but it's extremely difficult to tell how much damage a skill should do without playing with it and against it in game. The main thing to take away from this rework concept is the general ideas proposed--the ranges, costs, cooldowns, skillshot speeds, and damages are merely guidelines.

As for my credentials, I'm a long time Pantheon main. The highest rank I've ever had was Diamond 2, and I got there largely due to spamming Pantheon. I absolutely love him as a champion, but he has big problems that changes to his stats can't fix.

Feel free to ask any question; I'll answer anything.


Heroic Fervor (PASSIVE) -

Every time Pantheon autoattacks or uses an ability, he gains a heroic stack. Upon reaching 7 heroic stacks, Pantheon's next ability or autoattack is empowered and consumes all heroic stacks.

An empowered autoattack deals 200% damage.


Spear Shot (Q) -

range = 550 ; speed = 1450 ; cost = 45 Mana ; cooldown = 6 / 5.375 / 4.75 / 4.125 / 3.5 seconds

ACTIVE: Pantheon throws his spear in target direction, dealing physical damage and applying on-hit affects to the first enemy hit. Pantheon's spear linearly loses damage as it travels, dealing 50% damage at max range.

Physical Damage: 75 / 120 / 165 / 210 / 255 (+ 155% Bonus AD)

IF EMPOWERED: range is changed to 850 and deals full damage at max range.


Aegis of Suppression (W) -

range = 650 ; cost = 75 Mana ; cooldown = 14 / 12.5 / 11 / 9.5 / 8 seconds

ACTIVE: Pantheon dashes to the target area, dealing any enemies in the area magic damage and stunning them for .75 seconds (impact area has diameter of range = 150).

Magic Damage: 30 / 50 / 70 / 90 / 110 (+ 100% AP)

IF EMPOWERED: After landing, Pantheon slams his shield into the ground, dealing additional physical damage to any enemies who were in the initial stun area and stunning all enemies within 250 range for 1.25 seconds.

Physical Damage: 65 / 105 / 145 / 185 / 225 (+ 100% Bonus AD)


A Thousand Thrusts (E) -

range = 600 ; cost = 45 / 50 / 55 / 60 / 65 Mana ; cooldown = 10 / 9 / 8 / 7 / 6 seconds

ACTIVE: Pantheon channels for .75 seconds, dealing physical damage to all enemies in a cone in front of him at .15-second intervals. Deals 60% damage against non-champions.

Physical Damage Per Strike: 15 / 26.25 / 37.5 / 48.75 / 60 (+ 55% Bonus AD)

IF EMPOWERED: Instead of channeling in a predetermined area, pantheon can control where he aims his thrusts throughout the duration. Furthermore, the skill lasts 1.05 seconds rather than .75 seconds.


Grand Skyfall (R) -

range = 5500 ; cost = 100 Mana ; cooldown = 150 / 135 / 120 seconds

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 (range = 700) take magic damage, increased by up to 100% based on their proximity to the epicenter, and are slowed by 35% for 1 second.

Minimum Magic Damage: 200 / 350 / 500 (+ 50% AP)

IF EMPOWERED: work in progress (lol)

5 Comments

BenParadox6/24/2016, 2:20:24 PM1 votes

1: I kind of feel like Rakkorian Fervor would be a better name for his passive.

2: Why does his ultimate have a dash? Is it there to disengage after killing a carry, then reengage with the actual Skyfall?

3: Pantheon currently is a Diver/Assassin. He wants to get close to one of the carries, who want to get away from him. While rewarding him for getting onto his target is a good thing, he has no way to keep them close to him after his initial combo (WQE). This mean he will either have enough damage to kill them quickly, or they will get away and he will not be able to get to them. If you want to make him more of a DIver, you could make it so damaging an enemy with an empowered ability or autoattack gives Pantheon a small to medium movement speed boost for a little while (and possibly a tiny bit of tenacity). If you want him to be an Assassin, I suppose you could keep the ultimate dash, since it would give him a chance to do something else if he did not have the damage to take out a carry. However, I'm not sure how fair it would be for the opponents if he could do this, since it would give Panth a chance to get his cooldowns back and try to kill a carry again.

4: Pantheon's targets will always want to get away from him, so unless you cast Q right when they turn to cast a spell or autoattack you before kiting again, it will deal the reduced damage. You may want to get rid of the damage reduction when enemies are facing away, and lower the Q's damage a bit.

5: Can you be a bit more specific with how empowered E works? Is it like a Vel'koz ultimate (as a cone instead of a line)?

6: What if you made it so Pantheon got full passive stacks immediately after landing from his ultimate?

7: This version of Pantheon does not have any real defensive tools. Divers and Assassins usually have one of these. Admittedly, his current passive is not much, but at least it is something. If you choose to give him one, make sure it fits Pantheon and fits the class you are aiming to make him (Divers usually have some form of sustain or shielding, while most Assassins (along with several Skirmishers) use brief, powerful defensive tools).

Personally, I think he should be a Diver first, Assassin second (due to both his character and his gameplay), but its your rework, so it is your choice. Just make sure it is still Pantheon at the end of the day. Finally, I'm not including his ult as a defensive tool, since the untargetability can't be used effectively in the middle of combat. Also stealth does not fit Pantheon thematically, so you should not give him that.

Rico Nasty6/25/2016, 1:08:13 AM1 votes

Make the stun last for less time on his W. That's honestly the most annoying thing about him. Also, his spear seems way too similar to Nidalee's.. he should keep something similar to that, as he utilizes his spear obviously, but it's like.. I don't know, the current one is really generic and doesn't really fit his theme. Other than that, this was very well thought-out. Good job!