• Hello, everyone!

    I just bought Pantheon, and the baker instantly became one of my favorites. However, I believe a lot of players look down on him...i don't know why, but they just do. And because of that, I tried to imagine a new suggestion for Panth that would make him a bit more respectable without being deemed over-powered and such. So moving on...

    Aegis of Zeonia:

    • Aegis of Zeonia could target ally champions so that Pantheon could leap to them (without injuring them) and then activate his Aegis Protection.

    Why would I want that? Pantheon can use this to block an incoming high physical damage targeted against his teamates in tough situations where he doesn't have his Aegis of Protection ready, and there's no minions around to autoattack, or to use any of his other abilities on. For example:

    • The enemy Caitlyn charges her ult against your teamate Garen who is on very low health. The moment Caitlyn fires, you leap near Garen and activate Aegis Protection, blocking the shot, and saving his life.

    This could serve well for teamfights and anti-ganks. It also adds a tip to Teamwork and skill usage, granting Pantheon more utility and defense.

    Now, as for setting a limit to this skill, you can't use it on ally minions, wards, or towers. This is so that you cannot retreat. Retreating is very stupid since you won't benefit from the Shield you gain afterwards. Also, you're just overpowering him if he gains an escape ability...


    Pantheon's Grand Skyfall:  

    • If Pantheon charges his ult and cancels it, he gets to retrieve about a third or more of the mana cost and set the ult's countdown to 18 seconds instead.

    I'm okay with everything else about this ult, but seriously: the guy channels energy for a few seconds and cancels it, so where does that energy go? Don't let it all go to waste...

    This skill has a tactical style to it, and so there are many different ways of using Grand Skyfall, and it'll have even more uses if you're not so afraid to cancel it anytime...

    Bye!


    (finally...)



      

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    • Hiya! Congrats on picking PantheonSquare Pantheon! He's a great top laner and jungler, and is incredibly fun to play.

      CaitlynSquare Caitlyn's ult is a spell and not a basic attack, so Aegis Protection Aegis Protection won't block it. While generally I'd like assassin-type champions to have an escape, I don't think Panth is generally built to interact much with his teammates (he's more the kind of guy who jumps in and murders stuff on his own than the dude who helps his team around).

      While Grand Skyfall Grand Skyfall doesn't refund its mana cost when you cancel it, it does get put on a 10-second cooldown, so there's that.

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    • Thanks!

      Well, there are some inconsistencies with what Panth can and cannot block. Some skills with physical damage will trigger the block, but still take magic damage. The Physical block can negate on-hit physical effects, but not crowd control.

      Actually, a lot of players are confused with the block's definitions. But, imo, i've been doing a lot of research recently, and I've noticed that most champions skills are negated by the top three mentioned moves: Jax's Counterstrike, Fiora's Riposte, and...Pantheon's Aegis Protection. 

      Also, you should try to consider Pantheon interacting with his teamates. You could decide whichever style you like (offense, defense, ranged, jungle), and adapt to your team's needs. Grand Skyfall is hard to use, so you need an entire team's effort to bring your team to victory. There are many different ways to using Panth's ult. You just need the team effort to make it work. Imagine interacting with Shen...

      Now, I don't think that the 10-second cooldown on Panth's ult without some refund is very tactical. Sure, you have lesser time to charge it, but chances are you don't have the mana, or the right situation to use it again after that 10 seconds. It's better to put it on a longer cooldown so that you can get mana. (Pantheon is mana-hungry)

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    • Bonniboy wrote: Thanks!

      Well, there are some inconsistencies with what Panth can and cannot block. Some skills with physical damage will trigger the block, but still take magic damage. The Physical block can negate on-hit physical effects, but not crowd control.

      This is all true, but the physical damage-dealing spells that do proc his shield are all consistent in that they apply on-hit effects, which Cait's ult doesn't do. Basic attacks that convert to magic damage are weird in that they go through his shield, so you're right that there's a level of inconsistency.

      While interaction with teammates is awesome and necessary in a team game, implementing that in ability form also means granting extra power to the champion you're buffing, which may or may not be power they need. Giving Panth an allied-targeted jump means he can disengage from fights, for example, something he has a lot of difficulty doing right now and is balanced around, for better or worse. Buffing his mobility might bring about unintended consequences, such as making his early ganks too safe, for example. There are other cases like these where champions are denied buffs that would improve their gameplay just because of unintended power, such as LeonaSquare Leona not being able to proc her own passive against jungle monsters (it could risk over-buffing her jungle playstyle, which could lead to nerfs that would affect her laning).

      It's true that Panth is mana-hungry, and his ult's mana cost happens to be above the standard (it costs 125 mana, and the standard is 100 mana), but then again he's deliberately mana-hungry, due to how oppressive he would otherwise be if his abilities had lower costs (mana is the only gate to his Q harass, for example). Adding a refund would be a nice minor buff, though again not one he might specifically need.

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    • Willbachbakal wrote:

      While interaction with teammates is awesome and necessary in a team game, implementing that in ability form also means granting extra power to the champion you're buffing, which may or may not be power they need. Giving Panth an allied-targeted jump means he can disengage from fights, for example, something he has a lot of difficulty doing right now and is balanced around, for better or worse. Buffing his mobility might bring about unintended consequences, such as making his early ganks too safe, for example. 

      Well, now that I think about it, any Pantheon jungler can turn the game too early without fear of any consequences. Plus, pre-lvl 6  Panth already has a lot of power, so an early gank would surely succeed. I agree with you there then. If panth gets this buff, he's going to be a top ban from most games...

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    • I've thought before about being able to use Aegis of Zeonia on allies, and I agree that while it's a cool mechanic, isn't really isn't Pantheon's style. What I would like to see however is if Aegis Protection were buffed to block ANY on-hit damage from the triggering attack.

      As it behaves currently, Aegis Protection can only block instantaneous (read: not DoT) physical or true damage that originates from a basic attack or an ability that applies on-hit effects. Both thematically and mechanically it seems really arbitrary that Teemo can poison Pantheon with his dinky little Toxic Shot blowdarts whilst Vayne or Corki's true-damage infused nightmare ammo simply bounces right off his shield.

      As for the mana refund on his ult - meh, take it or leave it. Considering how powerful map presence can be I'm just glad Riot was kind enough to refund cooldown upon cancellation.

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    • an anonymous contributor
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