Pantheon Build Guide

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Pantheon - Road To Glory (solo top)

written by Perseuz

Pantheon Build

Table of Contents

  • News

    Im currently working on updating guide. In the next few days I will finish it, done till section 7, but I will be adding new things while updating.

    21 November 2011

  • Quick Reference



    Summoner Spells

    Skill Priority

    Item Start


    Lane Sustain and Map Awareness

    Item Core



    Post-core and Situational Items

  • Introduction (November 2011)

    Welcome all of you who still like to rock with Pantheon, and those who are new to him. Lately I've been playing Pantheon a lot, maybe too much I can say. Have been testing different builds, new masteries and summoner spells, also and runes. There isn't much difference between my old and this new build, but I got some new thoughts and I'd like to share with people who are still interested.

    Lately I haven't seen much Pantheons out there, but those who I've seen were rushing Phage or been building non-sense items on Pantheon like Wriggle's Lantern. To show people how to play and build him effectively and properly I will add big update to my guide. If you haven't interested or have different thoughts, feel free to explain in comment section. Lets get to know Pantheon, once again...

  • Champion Overview

    Pantheon is kind of a champion which relies on his abilities rather then being melee DPS. He is a physical caster or in the other words, a glasscannon. Three things are very important on him, attack damage and cooldown reduction, and of course armor penetration. His Heartseeker Strike was used to be "oh my god" as he could take off several opponents in short period. Lately, that ability was nerfed and Spear Shot in now his priority to max first and his nuke with very low cooldown. He can be built as DPS, which is I believe totaly stupid as he got amazing burst abilities. If you looking for some DPS/Hybrid/Tank garbage builds, wrong guide. Straight melee burst carry, that is what is Pantheon.

    I recommend playing him on solo top as that is only place where he can be played in current meta-game. He can be played really effectively on duo bot lane with healer, but he really can't do as DPS carry could do late game. He is early-mid game champion and you always want to finish game as soon as possible with him. Dragging games into late can be crucial as your effectiveness is very low. 

    When to pick Pantheon?

    - When your team has an off-tank or tank jungler already.
    - When there isn't a ton of crowd control effects in opposite team.
    - When enemy team composition isn't mostly based on tanks.

  • Abilities

    Aegis Protection
    While many won't agree, and honestly I didn't too before, this innate is awesome. It makes Pantheon a really potent towerdiver and blocking those painful on-hit abilities. Laning at solo top will usually bring opponents with such abilities, so this innate can win you a lane, seriously. Basically after 4 attacks or spell cast (or using Aegis of Zeonia) you getting shield which blocks on-hit abilities and basic attacks which deals more then 40 damage, and also turret shots. It would be way more useful if you build Pantheon as DPS with lots of attack speed, but it's not worth it. Good thing is that you can trigger it by using abilities and avoid risk. It is mostly useful in the laning phase when you laning against champions that has on-hit ability. It is always good to dodge Parrrley which is going to take half of your health.

    Aegis Protection will block next on-hit abilities:


    Spear Shot
    Spear Shot is you bread and butter ability. It doesn't applies on-hit effects, but it has ridiculously low cooldown and deals insane damage with proper item build. Not to mention it has very low mana cost, so it is extremely useful harassing ability. You always want to focus on harassing with it in lane as it will cut out your enemy from farming and basically allow you to control your lane as you pleases. Also it does very good job in last hitting minions and it triggers Aegis Protection frequently. Extra new thing they have been added is crit on targets bellow 15% of health, what is amazing.


    Aegis of Zeonia
    This is your initiating tool and also the thing that holds your enemy in place while you perform Heartseeker Strike. Once you use it your Aegis Protection will refresh, so it is great thing for early game tower-diving as you can block 2 tower hits in a row. Sadly, you can't use as escape ability, beside running forward you opponent, stunning him and run away. One of the best stuns in the game and reason why is Pantheon a monster early-mid game.


    Heartseeker Strike
    Now it hits with 3 strikes instead of 5, but damage got higher and it is still an amazing ability. However, it is very noticeable and it makes difference, especially in farming. Passive is great. It crits champions, it crits minions, it crit everything bellow 15% health, and now even Spear Shot benefit from it. Early on it starts out bad and you shouldn't use it to farm until at last rank 3 in it. After you build some damage it can clear minion wave in few seconds. In team-fights position yourself to deal damage to more targets. It will deal double damage to champions and that is great. However, this is channeling ability and it can be interrupted by pretty much any Crowd Control effect.


    Grand Skyfall
    They reduced range of this ability so it is not anymore map wide as before. However, landing and channeling time is reduced what is nice, because before opponents could take a coffee break and #&%# in time. It will take time to master using this ability. In team-fights you want wait until few sparks fly before using it, if not there is a big chance to jump in the middle of their team solo, kamikaze shit, you know. It will be used to defend towers, to push with team, to jump on opponents, counter backdooring and pushing unexpectedly. Also when it land it will slow opponents.

  • Ability Sequence

    Spear Shot - Now our priority to max first. It deals pretty nice damage and it has very low cooldown. After nerf of Heartseeker Strike this is definitely best choice to work early on. Nearly spammable and great early damage makes this very painful for opponents and makes last hitting easier.

    Aegis of Zeonia - Never open abilities with this one because you'll hardly get a kill with it, and rarely it will be used at first level. But, it is necessary as second ability. At level 2 you can brutalize their asses like a boss. Now stun is 1 second at all levels so we can max Q and E first without putting more then one point in this one.

    Heartseeker Strike - In time when Heartseeker Strike was "oh my god" I used to open my abilities with this one and max it first. Nowadays, it is not worth it and Spear Shot is doing way better job. However, still deals pretty nice damage and our second priority to max, no doubt.

    Grand Skyfall - I used to avoid rank this ability up at level 11, Now I believe it should be ranked up whenever you can, cause you will need it off CD as soon is possible.

    About skill order, I got one Im using always. It's because I'm using build which is mainly focused on attack damage, means relies on Spear SHot and Hearseeker Strike, so it looks like this:

  • Summoner Spells

    Cleanse - This is required against teams with lots of crowd control effects, what is pretty much always. Due to recent buff I started to run it once again as in old days. It is just way to useful to pass up. Pantheon can easily be shut down with CC, and that brings us to Cleanse.

    Flash - Flash is hands down best summoner spell in the game. Basically it is your free out of jail card when things go bad. It will save your life countless times. Mandatory.

    Other Viable Spells

    Exhaust -In rang with Flash overall, Exhaust is shutting down enemy carries and slowing them down. It'll help you net some kills now and then, but I prefer using it defensively, as Pantheon already has a stun.

    Ignite - I find Ignite as extremely good extra damaging ability to your combo. It will also reduce healing and regeneration (not life steal/spell vamp) by 50% on champions like Dr. Mundo, Warwick, Fiddlesticks etc. This one synergies with Pantheon combo pretty good.

    Ghost - I used to recommend Ghost for a long time, but Pantheon wears Flash much better. It is more useful on 1 into 3 facerollin' champs like Olaf.

  • Masteries

    External Image

    I've been using really many types of mastery builds and I found this one as the most effective. Going into full 21 in offense is not a smart idea for Pantheon as he is not a DPS. This tree setup that goes hard and probably works best on a physical caster like Pantheon.

    Important Masteries


    There is only 2 good masteries in offense that we will be missing, Brute Force for increased attack damage and a [mastery_text=Lethality] for stronger Heartseeker Strike's passive critical damage. Do not get fooled by [mastery_text=Haste]. That mastery only increases your BASE attack damage, damage from items remain unnafected.

  • Rune Build

    x9 Greater Mark of Desolation
    x9 Greater Seal of Clarity
    x9 Greater Glyph of Warding
    x3 Greater Quintessence of Desolation

    This is a setup which I prefer on Pantheon. It boosts your damage, survivability and faster mana regeneration. Greater Mark of Desolation are self explanatory. These runes are best choice if you want to do damage (what is highest priority on Pantheon) and they wears title for the best runes in the game. They will make your Spear Shot and Heartseeker Strike deal significantly harder damage. Pantheon is mana hungry character due to his spammable abilities. Not only that we will use them like crazy, most of them cost quite a lot mana for your small mana pool. In my guide I don't prefer some mana regen items, that brings us to Greater Seal of Clarity. They starts out kinda bad but later will solve most of your mana problems. Early game Pantheon is kinda squishy and we want to bulky his early game, right? Greater Glyph of Warding will make his early game a lot stronger. Ranged opponents are your biggest treat. Most of them deal magical damage. While you trying to last hit minions you will get harassed by them. These will lower their damage and give you strong survivability during whole game. Greater Quintessence of Desolation along with Marks grants you amazing 25 armor penetration at start of the game. This will significaly increase your damage and make you pain in the ass for the opposite team. After nerf of flat health quints I found these as best choice on Pantheon.

    Other Great Runes

    Greater Quintessence of Fortitude -- I consider these to be one of the best quints in the game. Because of my aggressive play-style, early game is very important to me, and these make a big difference. They work on any character and they are never bad, so every player should have them. However, after their nerf they are still top choice, but Greater Quintessence of Desolation are simply now more useful. 

    Greater Quintessence of Strength -- Attack damage goes harder then armor penetration until somewhat level 6. So, using these quints will guarantee that your damage will be harder and higher is chance to score an early kills.

    Greater Glyph of Focus -- These would be definitely in my first rune setup, but with Ionian Boots of Lucidity, The Brutalizer and masteries, we will have high amount of cooldown reduction, unless you're going to get Mercury's Treads, of course. Look, 9% CDR from masteries, 15% CDR from Ionian Boots of Lucidity (if you're going to use it) and 10% CDR from The Brutalizer, we looking for 34% CDR, plus when you're going to finish Youmuu's Ghostblade add 5% more, so we looking for 39% cooldown reduction out of possible 40%.

  • Item Selection

    This is lovely part of any guide and here I will explain you which items are good/bad and why is that.

    Item Start

    Doran's Blade - I prefer this item because it is best goddamn starting item on Pantheon. It grants you health... Some people may say "bah 100 health wtf, I'll rather get...". I know it sounds poor but in game, especially early when you run away with 100 hp you will realize how much it is important and that will happen a lot of times. Same item offers you that much needed attack damage. One more reason why I love this item is because attack damage is stronger then armor penetration at early levels and we are using armor penetration runes. Last attribute of this item is life-steal, but it doesn't keep your health unless you're auto-attacking. Treat it like a nice bonus. Lately I realized how much is important to get x2 early game and how it is effective. Sell it only when your inventory is full or you need gold to build a better item.

    Boots Selection

    Mercury's Treads - These are the most expensive boots with a reason. They won't block/ignore any stun or any other Crowd Control effect, but reducing it's duration will save your life more often then you will realize. You should get these most of the time.

    Ionian Boots of Lucidity - If your opponent is lacking on CC, this is what you want. You want Q and W off cooldown as soon is possible, right? Ok, then these are great choice. They should be picked always, but in most games Mercury's Treads are warranted.

    Advanced Items

    The Brutalizer / Youmuu's Ghostblade - Armor penetration is absolutely necessary on Pantheon. It will make your Spear Shot and Heartseeker Strike hit harder. This item offers you that and it should be built early in the game. Same item grants you cooldown reduction and attack damage. Youmuu's Ghostblade is epic. It offers you a bit of damage, critical chance, armor penetration and cooldown reduction. Did I mention that amazing active, enough said. It got everything you want on Pantheon. I can't stress you enough to show how this item is important.

    The Bloodthirster - I prefer this damage item over others. At mid game you will start farm greatly with Heartseeker Strike and then you should get this. You can farm up to 100 damage and 25 life-steal but, at death you losse all stacks, which is bad. Still solid portion of damage and heavy damage item on Pantheon. Life-steal is kinda useless on you as you not auto-attacking, but bonuses are always nice.

    Infinity Edge - Only thing why I still consider to get this item is passive of it. Heartseeker Strike benefit from its effect and it is nice. But, it is way to expensive and it delay your build. Also another auto-attacking item. If you dieing a lot which means The Bloodthirster stacks you canno't keep and you sux at farming feel free to replace The Bloodthirster with this, or build it as a second damage item. However, this is an auto-attacking item.

    Sword of the Occult - Snowball time. This item is amazing if you're doing facepaml, otherwise if you fail getting this can be crucial for you most of the times. No negotiating on this if doing well. If you can keep up at last 5 stack, keep it. Replace one The Bloodthirster with it.

    Banshee's Veil - Like 90% of all champion guides I recommend this baby if you got problems with magical damage dealers. Its passive blocks Ashe's Enchanted Crystal Arrow, it blocks Gangplank's Parrrley, it blocks almost everything. It offers you health, damage and nice amount of magic resistance.

    Frozen Heart - Best defensive options against DPS'ers. If grants you strong mana (great bonus to your small mana pool) and cooldown reduction (enough said), plus add in that a lot of armor and passive which reduces opponents attack speed by 20%. Mmmmm.
    Hexdrinker - An early game item when you got hard casters on opposite team, or that lame ass Karthus. If you having problems with them, this is a decent choice, though it will be sold out soon as absorb shield is becoming weak.

    Warmog's Armor - A great item for Pantheon, though I didn't like it. It is simply making you more bulkier and stand longer in fights. For a physical caster this is pretty good choice.
    Atma's Impaler - This is a pretty good item once you got Warmog's Armor. It goes hard as it immediately 2% of your maximum health adding into damage. Plus it giving some nice survivability against physical champions.


    Elixir of Fortitude - This is amazing, not like before, but still... They nerfed these elixirs and make Pantheon even harder to play. They are still great, but not recommended to use when past one expires anymore. Get it every now and then, especially early game. Huh, at last they are cheaper.

    Health Potion - Keep getting these your whole early game. Make sure you got always few of them early on.

    Sight Ward - Get these to cover bushes and to avoid annoying ganks. They can be used on different ways but find it by yourself.

    Not Recommended 
    Manamune - I considered this item a while ago, but now I figured that it is just a waste of money. Learn how to use your mana sparingly early game and you will realize that this item is garbage, when you take a look on other, better items. Along with a Golem buff, mana regen runes and some mana increasing items, this is unnecessary.
    Last Whisper - While I used to recommend this item, that's not anymore. Percentage armor penetration does not applies to your Q and W so we don't want this. This is amazing late game item on DPS'ers, but on Pantheon it is not, thought it will make your melee hits hit harder, noticeable.
    Boots of Swiftness - While these boots are pretty good, Pantheon got already one of the highest movement speed in game, and there are much better and more important boots options.

    The Black Cleaver - Most of the people here will say: shoot this if they got armor stackers. That's wrong. Less armor they have more damage you'll deal, because armor reduction goes bellow 0 armor and it it applied before flat penetration. This is an auto-attacking item and it works better if you got few DPS'ers in your team as effect applies to them as well. Pantheon is not an auto-attacker, and this lowering effectiveness of your flat penetration.

    Berserker's Greaves - NO, just no. I've seen so many people build this on Pantheon, but that is ridiculous. This does nothing to your burst. Fail.

    [item=Madred's Bloodrazor] - Pantheon is not an auto attacker and it is way to expensive, for what it offers to Pantheon.

    Randuin's Omen - A pure tank item. Health regeneration and active which will be more useful more armor / magic resistance you have. Please mate, get Frozen Heart instead of this.

  • Item Build

    I will put usually build order which I found most effective.

    Stage One

    Doran's Blade provides strong survivability and damage early game. It gives you attack damage (AD is stronger then ArPen early in the game), what makes you deal nice portion of damage early on, especially when those attributes are combined. If you have kind a bad start get one more Doran's Blade.

    Stage Two

    First trip back your first priority is to get Boots of Speed and The Brutalizer. Now you breaking standard armor of all champions. Still you got lower damage until complete B. F. Sword. If you doing very well Sword of the Occult is necessary, no doubt (put it in The Bloodthirster place).

    Stage Three

    This is the stage when you should start to ripping your opponents. Now you shooting high amounts of armor penetration, you lowering CC effects duration by 35% (with Mercury's Treads), your damage is boosted through roof. Add in that a bit of magic resistance and cooldown reduction. It's like cherry on top of an ice-cream. What is there not to love.

    Stage Four

    You will be pressing Ghostblade's active every minute, in fights, in ganks, in evading, you will farm Bloodthirster like crazy and tryed to not die, you getting boosted damage, Spear Shot and Heartseeker Strike dealing damage in a massive amounts. In short, game is started to be funny.

    Stage Five

     This is a part where we need to build some defensive item. We got few options which works in a different situations.

    Against DPS Team -
    Against Caster Team -
    Against Mixed Team -
    No matter against who -
    You can combine these items anyway you want.

    Stage Six

    This is the late game part or if you've been feed a lot. This my my usualy build.

  • Playstyle

    As I mentioned earlier Pantheon playstyle is much like a physical caster. What does it means? It means he relies on his abilities rather then on auto-attacks. So, cooldown reduction is very important on him and investing in it is a lot more profitable then in attack speed. Few patches ago his early game was buffed a lot, too much I can say. At that time he was extremely good at soloing mid against squishies. Now I believe he is balanced and really is not easy to stand up against magical burst carries like Annie or Vladimir. Pantheon can jungle as well same as 95% of champions but he is really weak in it. Holding a top lane by yourself against 2 is also a bad idea in most cases. He should be played on basic 2v2 man lane.

    He should be played aggressive early on as he relies very much on his early game kills. Due to his mana hungry early game you must choise between 2 options. Harass opponents with Spear Shot or farming mobs with Spear Shot and last hits. Please stop auto-attacking minions. Not only do you push your lane forward (making it impossible for you to gank and making it easier for you to be ganked) but you get far less gold than if you concentrate on just last-hitting. You'll get harassed by opponent whole time while you auto-attacking, and while you getting pissed off cause you missed every second last hit, you will notice that your health bar is kinda low. You just need to go forth back and last hit. Spear Shot is very usefull ability early on to do that very well. It'll allow you to last hit them from a distance and stay at safe. Check this short but great vid which explain you how to farm ... League of Legends Quick- Tip Laning Basics

    Zoning is important part of this game. While laning Pantheon can get easy countered by some champions and you need to be aware of abilities they got. Also keep in mind which summoner spells they got. Example: Flash + Ryze = Rune Prison. I want you to check this video to get know to zoning. In this video Shurelia showing us basics of laning... League of Legends: Zoning Tutorial

  • How to Counter Pantheon

    Pantheon relies very much on his early game kills and early game farming. He need to finish you off quick and back off. If you enable him to do that he will be pain in the ass whole game. As Pantheon player you need to learn what things will counter you easily. He is easy countered by many ways and that is a reason why he is nearly unplayable in a high ELO, because good players know how to counter him. His main damage skill is Heartseeker Strike, but it is chanelling ability and it can be countered by pretty much anything. He excels when matching squishies and if you allow him to do that, that would be a bad idea. If you let him lane against say Malphite and his Granite Shield, that would be a good idea. In short, laning with Pantheon against tanks or dissablers can totally devastate his early game and make him useless whole game.

    In teamfights if he is focused (silenced/knocked/stuned etc) he is easy to kill. Good players will always try to take you down first and you need to be aware of that. "Focus" is something which lead into victory.

    Pantheon is I belive best pick if you want to get make kills to godlike, but that would be best done in a low ELO games or a simply Normal games. In a high ELO, he is as I mentioned earlier useless character in many cases.

  • Frequently Asked Questions

    Why Armor Penetration runes over Attack Damage ?

    Attack damage got advantage over armor penetration until somewhat level 6, but then armor penetration beats it and got big advantage whole game. I guess Doran's Blade as starting item makes up for its damage while you still got armor penetration runes.


    Why not to stack B. F. Sword's ?

    Let's assume you got a very good start and you want to build damage. B. F. Swords are expensive and it will take time to get one. Until you save enought gold for it you will lack on damage, but you need damage badly. Simply build Sword of the Occult. This item is perfect on Pantheon. You can farm up to 100 damage which is 2x B. F. Sword's and it will let you to have one more space in inventory. That item is cheap and it will be more profitable if doing well. I've seen so many Pantheon players stacking B. F. Swords but they lack on survability and die even before they release abilities.

    Youmuu's Ghostblade and Last Whisper

    Flat armor penetration / reduces effectiveness of % armor penetration (not the other way around), because flat is aplied before % armor penetration. Last Whisper is a good option only if they got few tanks with high armor. No matter how it does looks good, Last Whisper is a late game item and very situational, but The Brutalizer/Youmu's Ghostblade is a must have, even if you planing to get Last Whisper (flat penetration should be solded out later). Let's say that enemy got 100 armor and you got 30 flat ArPen and 40 % ArPen from Last Whisper. Normaly Last Whisper will do 40% of their armor in damage, but 30 flat is aplied first and opponent will have 70 armor. Now LW will penetrate 40% of 70 armor.

    Pantheon lacks on survability ?

    Yes, Pantheon lacks on survability same as any character who can deal good potion of damage early on. I've seen some Pantheon players which builds him tanky wih low damage. Why? Because he lacks on survability? You won't build Ashe with 3 Force of Nature and 1 Infinity Edge only because she got low survability. Those characters are supposed to do damage. Even if you build them tanky they die pretty fast if get focused. We getting few defensive items just to not be a squshy, but not more! Damage is your priority.

    Running out of mana

    Lets start with mana issues. Reason why I don't use Manamune is mostly yours ultimate. Early on it is best used from spawning pool cause of mana cost and due to your small mana pool. Don't be afraid to pick up Golem buff. But what if they complain? Casters need that buff. Yes it is true, but Pantheon is caster too, just physical, and you can get that buff same as they do. You using abilities sparingly early on and make sure that every hit worth. Look, at early levels few combos will devastate your mana (even you got mana regen item for start) and you will be sitting without it like a fool. During game along with a Golem buff, mana regen seals and ultimate from spawning pool you should have enought mana to do your job, if you still got problems with that and using all your mana in one teamfight go ahead for Manamune. I explained why Manamune isn't best choice on Pantheon and I will do again. Manamune solves your mana problems (not at start, but it will after you farm its passive a bit) and gives you strong attack damage late game. The Brutalizer / Youmuu's Ghostblade grants you attack damage and armor penetration, which is both absolutely necessary on Pantheon. Armor penetration is stronger then attack damage after somewhat level 6. So even if you got some heavy attack damage, it won't deal so much damage without armor penetration.

  • Change Log / Patch History

    Change Log

    22 January 2011 - I've been busy couple of weeks but now I have some time and going to add major update to this guide. Expect it done in few days.
    7 January 2011 - Huh, I came back. I've been raging few days and now im back to LoL :). Updating guide in progress...
    30 December 2010 - I came here to say that I quit with LoL. Guide will still be up but it will not be updated anymore. Happy New Year.
    26 December 2010 - I've fixed several minor mistakes but in the next week big update arriveing.
    18 December 2010 - Changed item section a bit as well as some other minor edits.
    13 December 2010 - More or less guide is completed.
    22 November 2010 - Accidently published guide. Work in progress...

    Patch Historyɉ

    - Spear Shot base damage reduced at earlier ranks to 16/28/40/52/64 from 20/31/42/53/64.
    - Heartseeker Strike scaling damage reduced at earlier ranks to 20/25/30/35/40% from 24/28/32/36/40%.

    * Spear Shot base damage reduced to 20/31/42/53/64 from 30/40/50/60/70.
    * Heartseeker Strike attack damage conversion increased to 28/31/34/37/40% from 18/22/26/30/34%.
    * Grand Skyfall mana cost reduced to 150 from 150/250/350.
    * Aegis Protection now shows a counter as you build up charges.
    * The threshold required to trigger the Aegis Protection now increases with Pantheon's level. This should result in fewer occasions where Aegis Protection is broken by minions.

    - Corrected a display error with Pantheon's auto attack and death recap.
    - Aegis of Zeonia can no longer be cast while rooted.
    - Grand Skyfall can no longer be cast while rooted.

    - Fixed a typo in Pantheon's lore.

    * Stats:
    o Base health increased to 520 from 505.
    o Base armor increased to 21 from 20.1.
    o Health per level increased to 87 from 85.
    * Spear Shot mana cost increased to 45 at all ranks from 30/35/40/45/50.
    * Aegis of Zeonia:
    o Cooldown modified to 12 seconds at all ranks from 20/17.5/15/12.5/10.
    o Stun duration changed to 1/1.25/1.5/1.75/2 from 1.5.
    o Aegis of Zeonia now properly interacts with spell shields.
    * Heartseeker Strike:
    o Base damage reduced to 4/6/8/10/12 from 6/9/12/15/18.
    o Scaling damage reduced to 18/22/26/30/34% from 20/25/30/35/40%.
    o Cooldown reduced to 20/19/18/17/16 from 26/24/22/20/18.
    * Grand Skyfall will now apply smoother damage especially against large targets.
    * Grand Skyfall will now properly interact with spell shields.

    - Heartseeker Strike:
    o Fixed a bug where Heartseeker Strike was dealing too much damage based upon your bonus damage.
    o Fixed a bug where Heartseeker Strike procced cast effects with every Heartseeker Strike tick.
    o Damage scaling increased to 20/25/30/35/40%.
    o Heartseeker Strike will now properly double the damage of the entire ability against champions, rather than just doubling part of the damage.
    - Fixed a bug where Spear Shot wasn't scaling with enough of your damage from items.
    - Spear Shot damage scaling increased to 100/115/130/145/160%, from 100/110/120/130/140%.
    - Grand Skyfall now breaks spell shields and is blocked by spell shields.
    - Fixed a bug with Grand Skyfall where it was slowing for an incorrect amount of time.
    - Pantheon will now be properly considered melee for the sake of items like Youmuu's Ghostblade.

    - Reduced the summoner spell cooldown so that players can cast summoner spells right after Pantheon completes his Grand Skyfall.

    - Added a new sound to Spear Shot.
    - Heartseeker Strike cooldown reduced to 26/24/22/20/18 from 30/28/26/24/22.
    - Grand Skyfall:
    o Fixed a bug that allowed Pantheon to cast Summoner spells before landing.
    o Cooldown reduced to 150/135/120 from 180/150/120.
    o Cooldown on channel cancel reduced to 10 from 25.
    o Falling time reduced to 1.5 from 2.

    - Fixed a minor tooltip typo with Heartseeker Strike.
    - Aegis of Zeonia is no longer castable while Immobilized.

    - Fixed an issue that would cause Aegis of Zeonia to not stun targets if you did not move as part of the skill.

    - Pantheon, The Artisan of War Spotlight

  • In Closing ...

    Thanks to all who readed my guide and I hope you enjoyed. As I mentioned my English is not perfect but I belive you understand it, at last most of it. I will be apreciated if you leave some comment and rate the guide how you feel it should be rated. Please do not rate it for something you do not like. I spend quiet time on this guide and I do not have anything from it. I mean, I will not earn money or something, so keep in mind I did it for those people who want to learn something about Pantheon. Thanks to all who gave me feedback, suggestions and any sort of comments. Thanks for support.

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