This'll be my first god concept so please make corrections as you see fit as my numbers will likely be off.
There is very little to go on here but I thought a god based around keeping vision across the map would create an awesome concept. As such though the abilities are a little... strange, but since when did Sobek throw people behind him or Bacchus jump like a bunny?
His role will be as a guardian and more specifically he is made to counter invisibility and prevent ganks.
Passive: All seeing eye- For all enemies visible on the map you gain 3 protections. This incentivizes warding as well as keeping an eye on the enemy at all times. Also any enemy who is seen by Argus will be marked on the mp for an additional 5 seconds.
Ability 1)[13 second cooldown] Peacock Patrol- Argus sumons peacocks, maximum of three at a time.
Part A) Argus summons Hera's faithful peacock to assist him. If summoned in lane, within the range of a jungle minion camp, or within 55 units of an enemy player in the jungle the peacock will attack prioritizing minions until Argus is hurt by an enemy or Argus hits an enemy.. The peacock will have a base 100 health that goes up by 50 per level in the ability and recieves 30% of Argus's health as it's own. The peacock will deal have a one use charge attck that can propel itself over 10 units within .5 seconds. The peacock will attack using its beak dealing 15/30/45/60/75 damage per hit with 25% scaling.
Part B) If placed in the jungle the peacock will stay in one area with an effective range of 55 units. If an enemy steps within this range then the peacock will disappear and Argus will have vision of that player for 3 seconds.
Ability 2) [18 second cooldown] Watchful Eye- This ability is meant to be a source of strong crowd control within a teamfight.
Part 1) Argus slows all those within 55 units that are visible to him for 4 seconds . Those on the outer edge of his slow are only slowed by 10% but those within 5 units are slowed by 40% for 1/2/3/4/5 seconds.
Part 2) Enemies who are invisible and enter within 55 units of this ability are slowed by 20% no matter how far or close they are to Argus and are turned visible for 1.25/1.5/1.75/2/2.25 seconds.
Ability 3) [18 second cooldown] Giant's charge- Argus rushes forward up to 20 units dealing 100/150/200/250/300 with 20% scaling to all minions in his path. If he hits a god he deals his damage once and crushes them in his arms which applies a 1.0/1.25/1.50/1.75/2.0 second stun to the god.
Ability 4) [90 Second cooldown] All Seeing Eyes- Argus and his teammates now see every enemy on the map and enemy wards within 20 units are visible for 1/1.5/2/2.5/3