Pantheon Build Guide
Pantheon, The God of Warwritten by Zetrons
Table of Contents
|Masteries + Runes||4|
|Good Laning Partners||9|
|Working as a team 101 - Teamfights and ganks||11|
|Pros / Cons||12|
Pantheon is a very unique AD carry focusing on burst damage rather than continuous damage coming from auto-attacks like other champions such as olaf or ashe. Pantheon also has a very powerful global teleport ultimate that has multiple uses.
In this guide I'll show you how I play pantheon and teach you how to maximize it's effectiveness in the fields of justice.
If, by the end of the guide, you understand just a little bit of what shapes this champion into a great team asset then I'm a happy man.
For those that do not wish to read through the whole thing (shame on you), here's a quick summary:
Skill order and Priority:
/ and //
or and 1x Health Potion
First Trip back:
and OR and 1x/2x
if doing really well
Finish and / +
against High armor
Againt CC and magic damage
and for general survivability
Aegis Protection After attacking or casting spells 4 times, Pantheon will block the next incoming basic attack.
Useful during the laning phase to stop some harassment from auto-attacks and extremely useful for tower diving throughout the whole game. Tower Diving is explained later on.
Try to keep this on yourself as much as possible obviously.
Spear Shot Pantheon hurls his spear at an opponent, dealing damage.
Pantheon hurls his spear at an opponent, dealing 20/31/42/53/64 (+) physical damage (100/115/130/145/160% of his total Attack Damage).
Your main finishing move and last hitter/harassing mechanism in the laning phase. If you're being heavily harassed by the enemy champions this is what still allows you to get some gold. Low mana cost and good damage scaling throughout the game make this skill awesome.
Be careful not to spam it too much as it's rather easy to run out of mana even with it's low mana cost (45).
Aegis of Zeonia Pantheon leaps at an enemy and bashes the enemy with his shield, stunning them. After finishing the attack, Pantheon readies himself to block the next attack.
Pantheon leaps at the target enemy champion and deals 50/75/100/125/150 (+1) magic damage and stuns them for 1/1.25/1.5/1.75/2 second(s). Pantheon also instantly refreshes his Aegis Protection.
Your stun and combo initiator. Level 2 is not enough to keep an enemy champion trapped and forced to take the full force of your full skill combo like it was before, however, the usability remains. This is what you use to close distance on an enemy target and put on some real hurt on them.
Heartseeker Strike Pantheon focuses and unleashes 5 swift strikes to the area in front of him, dealing double damage to champions. Pantheon also becomes more aware of his enemy's vital spots, allowing him to always crit enemies below 15% health.
Passive: Pantheon gains 100% critical strike chance against targets below 15/15/15/15/15% of their max health.
Active: Pantheon focuses and deals 5 swift strikes in front of him for 4/6/8/10/12 (+) physical damage per strike (28/31/34/37/40% of total Attack Damage). Deals double damage to champions.
Your bread and butter skill.
This is the 2nd skill you'll be using in your combo and what really makes you an opponent to not dismiss in a team fight.
If positioned correctly it can really leave everyone in the opposing team weak at the very start of a fight.
Grand Skyfall Pantheon composes himself then leaps into the air to a target, striking all enemy units in an area. Enemies closer to the impact point take more damage.
Pantheon gathers his strength and then leaps high into the air, crashing down at the target area a few seconds later. Deals up to 400/700/1000 (+1) magic damage to units at the center (down to 33% at the edge) and slows them by 35% for 1 second.
Deals AOE damage in a circle around the target position and slows enemies inside the circle when you land making it fairly easy to land your stun.
The closer the enemy is to the center of your ultimate the higher damage it takes. The damage shown in the tool tip is the max damage it can do to an enemy champion.
This skill has a great AOE and can be used to initiate ganks, get to team fights faster or tower dive enemy champions. Thanks to amazing passive you can block the first shot that comes from the enemy turret and thus, sometimes, walk away from a tower dive with a kill and no damage taken.
This can also be used to pick off runners but it requires quite a bit of prediction because of it's long channel time. If you want to pick off someone that ran away low, target the area you think they're going to pass through and position it so by the time they pass there you're almost landing and can get a shot at them for the kill.
The skill channels twice: first channel is for pantheon to jump and the second is for it to land in the targeted area and do AOE damage.
besides all of these functions it can also be used to:
- Defend turrets
- Escape an enemy gank by channeling it to base while standing inside a brush seeing as after the first channel pantheon is, effectively, invulnerable.
- Save an ally
Masteries + Runes
Pantheon is an AD carry that focuses on burst damage rather than actual DPS using auto-attacks (unlike champions such as olaf, miss fortune or ashe). Because of this, the masteries focus on maximizing your damage output while adding a little bit of utility rather than focusing on more survivability.
3 points in [mastery=Archmage's Savvy] because pantheon doesn't need the extra crit chance, his passive does that for him when he most needs.
[mastery=Cripple] If use exhaust as a summoner spell
1 point in [mastery=Deadliness] If you're not using exhaust
4 points in Sorcery & 1 point in [mastery=Archaic Knowledge] pretty self-explanatory - Pantheon is not an auto-attacker plus, this gives him lower cooldowns and a higher magic penetration (15%) to help with his ultimate.
3 points in [mastery=Sunder] to maximize your armor penetration (this, together with runes gives you a whooping 31 armor penetration at level 1)
2 points in [mastery=Offensive Mastery] to help you deal that extra damage on minions (and because extra attack speed is useless)
3 points Brute Force to make your starting AD higher
3 points in[mastery=Lethality] to get Higher crit damage.
1 Havoc Adds damage to all your skills
1 point in [mastery=Haste] If using Ghost as a summoner spell
1 point in [mastery=Good Hands] if not using ghost
3 points in Perseverance for higher regeneration
3 points in[mastery=Awareness] for higher experience gain
1 point in [mastery=Utility Mastery] for longer buff durations
Another alternative to these masteries is simply swapping the points in utility over to the defense tree.
1 point in [mastery=Haste] If using Ghost as a summoner spell
3 points in Resistance for higher magic resistance
3 points in Hardiness for higher armor
2/3 point in [mastery=Evasion] depending on whether you're using ghost or not
- 3x Greater Quintessence of Desolation
- 9x Greater Mark of Desolation
- 9x Greater Seal of Clarity
- 9x Greater Glyph of Clarity
Marks and Quintessences to maximize your damage, seals and glyphs to give you the needed mana regeneration to keep up with your skill usage. Pretty simple.
- 3x Greater Quintessence of Fortitude
- 9x Greater Mark of Desolation
- 9x Greater Seal of Evasion
- 9x Greater Glyph of Clarity
I use these runes when their team has very strong physical DPS heroes such as Miss fortune, Olaf, Xin Zhao, etc, in other to give me more survivability.
I used take Ghost and Exhaust 99% of the time as I felt ghost was most needed for both chasing and running away and exhaust is just an amazing multi-porpuse spell as it can:
- Help you take out their carry
- Save you from being focused by their carry
- Save a teammate from dieing to their carry
However, due to game changes and me, in particular, experiencing with new spells I've found Flash with any other of the secondary spells also to be a strong possibility.
However, let me warn you: If you usually are bad at positioning you're better off with ghost, flash presents you with a momentary pseudo-dodge like ability and as a means of escape when not ganked by 3+ enemies (for example) because you simply positioned yourself badly OR as a means of finishing off wounded enemies. Using flash assumes you know the very basics of positioning and can move around decently without making that many mistakes. If that applies to you, then, in my opinion, I now consider it to be superior to Ghost.
Other possibilities to combo with these 2 main spells include: Ignite, Cleanse.
Revive, Clarity, Smite, Clarity, Teleport, Heal are simply a no on pantheon.
[spell=Fortify] and Clairvoyance are more suited for other champions.
Take Heartseeker Strike early on in case of early game fights to dish out some serious multi-target damage (this is also the reason why it's maxed first).
Aegis of Zeonia and Spear Shot are taken next to finish your skill combo (explained later on).
UPDATE:[bold] in light of the new changes made to pantheon I've concluded that the stun now sucks, even at level 2 and to level it more than that you'd just be gimping yourself as the AD burst damage caster you are. So, now you should just follow the priority after the first 3 levels where you focus on getting your full spell list up and running (minus ultimate, which you get at 6)
Grand Skyfall-> Heartseeker Strike-> Spear Shot-> Aegis of Zeonia
Heartseeker Strike is maxed first because of the high damage and the fact it can hit multiple targets. Next comes Spear Shot which is the other damage type skill you have at your disposal and finally Aegis of Zeonia, the stun that allows you to initiate your skill combo. Take Grand Skyfall whenever possible to complete your, already awesome, skill set.
Doran's Blade/ Doran's Shield and 1x Health Potion
I almost always take the first choice together with a health potion as I take a dual lane 90% of the time.
If, for some reason you feel or know you're going to be out-harassed or are going to solo a lane then take the shield instead as it will help you stay in the lane for longer period of time.
Next trip back to base:
The Brutalizer and Boots of Speed if you can afford it, otherwise just get Boots of Speed and 1x/2x Long Sword
As an alternative, if you're doing REALLY well then go ahead and buy yourself Sword of the Occult before your brutalizer so you can quickly gather up some early damage.
Finish The Brutalizer if you haven't already and your boots. Now, there are a few things you have to look at now when choosing the boots you're going to purchase:
- If the enemy team is caster heavy or has a lot of CC then get yourself Mercury's Treads
- If the enemy team is DPS heavy then get Ninja Tabi
Also, if you've farmed extremely well and can afford it, get a B. F. Sword.
Again, lots of item choices:
- If the enemy team is stacking armor get a Last Whisper (by stacking I mean more than 80ish armor)
- If the enemy team is focusing you with magic damage or is putting heavy CC on you get a Banshee's Veil
- If the enemy team is focusing you with physical type damage then you're just seriously doing it wrong.
I'll explain later on how to work in a team as pantheon.
But, the general build would be to just get a B. F. Sword and make a Banshee's Veil and later transform that B. F. Sword into a The Bloodthirster or finish Youmuu's Ghostblade which has a great active and better stats than your The Brutalizer.
Note: Due to the pantheon changes and the fact you can't properly dish out full damage with your combo on an enemy because of the stun duration nerf in the lower levels, you now focus on getting pure AD and penetration, even if that means getting somewhat useless stats and a situational passive. Thus, why I have switched The Bloodthirster with Infinity Edge. If we can't dish out the full duration then we should focus on doing more damage-per-second.
Hexdrinker - Personally I haven't used this item much but just looking at the stats and what it does seems to be a very much cost effective item if you really are getting targeted by insane damage nukes.
Frozen Mallet Guardian Angel are also excellent item choices for adding more survivability to pantheon later in the game.
Don't forget to buy Elixir of Fortitude throughout the game and Sight Ward if no one else in your team is doing it. Wards provide precious map control.
The Black Cleaver - Good stats but the passive doesn't have any synergy with pantheon at all. You're not an auto-attacker.
Manamune - I don't like this item at all. Sure it gives you more mana and all and some damage on top of that but you don't really benefit from this item at all compared to champions such as corki who have much more spammable abilities. You do just fine without mana regen items as long as you have the runes and this takes way too long to take effect, attack damage wise.
Berserker's Greaves - You're not an auto-attacker nor a DPS type champion. You don't need attack speed.
Boots of Swiftness - Defensive type boots will help you much more and save you more throughout the whole game than having more movement speed. Specially if they have CC.
Infinity Edge - Used to be superior to The Bloodthirster before the patch that changed pantheon as we knew it. Not being able to apply the full duration of your combo to an enemy changes matters a lot. Before, as you could just dish out the damage with a level 2 stun, you'd be better off getting this for the final crit to be higher damage and skip the useless lifesteal The Bloodthirster has. However, now, as mentioned before, we can't do that anymore, hence the bigger focus on pure DPS items.
In the laning phase you're one and only focus is to farm.
Focus on last hitting minions as much as possible. The added bonus of taking Heartseeker Strike at level 1 is that it also gives you 100% critical chance on minions when their HP is below 15% which makes last hitting a breeze.
If you're being harassed when trying to last hit or even XP denied then use Spear Shot to effectively last hit minions and try as much as possible to stay in XP range.
NEVER forget your passive, it can let you use your Spear Shot to last hit without taking damage.
If you think you can get a kill then initiate with your combo together with your lane partner. Even at level 1 Heartseeker Strike puts a lot of hurt on the enemy champions. You can also use it to harass them while they try to last hit if they're melee type champions. Just don't spam it too much because you'll be out of mana in no time and having mana for at least a stun is key when playing pantheon.
A farmed carry is always a nightmare. Always focus on that idea.
Also, remember to check this video out as it provides valuable information as how to maintain control of a lane. Every LoL player should know at least a little bit about this subject:
Good Laning Partners
Basically the best partners to lane with pantheon are champions that can also have some form of CC and can follow up with your damage at the same time. Heals and defensive spells are a plus.
The list includes:
- Taric - Imbue and Dazzle
- Janna - Eye Of The Storm and Howling Gale
- Morgana - Dark Binding and Black Shield
- Sion - [spell=Cryptic Gaze]
- Malphite - Seismic Shard and Ground Slam
- Garen - Judgment and Decisive Strike
- Cho'Gath - Rupture and Feral Scream
- Shen - Shadow Dash
- Gragas - Barrel Roll and Body Slam
- Nunu - Ice Blast
- Alistar - Pulverize and Headbutt and Triumphant Roar
- Singed - Fling and Mega Adhesive
- Blitzcrank - Rocket Grab and Power Fist
- Lux - Light Binding and Lucent Singularity
There's probably a few I missed.
As far as creep jungling goes, don't be afraid to kill some creeps to gain extra gold/experience when all the lanes are pushed as long as you're not slowing your jungler down (if you have one).
Also, it is very important that you try to have the red buff (Blessing of the Lizard Elder) on you for as long as possible since the added damage and slow are truly key when playing a carry and pantheon is NO exception.
Of course, if there is also someone else that benefits from the buff then try to share. Don't be greedy.
Working as a team 101 - Teamfights and ganks
First and foremost, the most important thing about pantheon is to know how to use his skills properly.
The skill combo is as follows.
Aegis of Zeonia-> Heartseeker Strike-> Spear Shot
With the option of initiating with Grand Skyfall followed by the normal skill combo
Do NOT simply use Spear Shot right after Heartseeker Strike unless you are sure you can kill your target or you can't keep up with the auto-attacks/can't stay in the fight for longer.
There's 2 ways to gank with pantheon:
a) Initiate with your ultimate and then unleash your skill combo.
b) Simply initiate with stun yourself and watch their HP drop
If you choose option a) then I strongly suggest you have at least a stun to render your target(s) immobile before your ultimate is visible to the enemy champions as it strongly maximizes the starting damage. This can be achieved by skills such as but not limited to: Enchanted Crystal Arrow and [spell=Cryptic Gaze]. Try to use your ultimate and have them initiate with stun just before your ultimate's first channel bar is up and then follow up with your regular skill combo.
If you choose b) then just show up, stun a target (try to stun the target that might CC you, and stop your skill combo, if ganking a dual lane or, if they can both CC you, coordinate with your lane partner to try to stun them both at the same time) and position your Heartseeker Strike so it hits the highest number of targets possible. Remember, when fighting multiple targets and you can last hit one with Spear Shot then please, do so and chase after the other.
You are the carry and so you NEVER initiate. When someone initiates try to jump at the enemy carry/squishie and, if possible, targeting their other squishies with your Heartseeker Strike as well for maximum damage.
You should always be able to pick at least one target (be it the squishies or the carry) from a teamfight.
- Don't be afraid to use your summoner spells. Exhaust is a powerful summoner ability and can easily shut down their carry and win you a team fight.
- The tricky part about playing pantheon is to not get focused. If you know you're going to get focused and be killed instantly there's really no point in going in at all unless you're sure your team can do the rest and win the team fight because of your ridiculous damage output.
- Again, initiating with your ultimate is always possible and in team fights it's extremely easy to hit all 5 targets with your ultimate.
Pros / Cons
- Good lane presence
- Great ganker
- Amazing burst damage
- Ability to turn the tide of battle in your favor really fast
- Ability to deal massive amounts damage even when exhausted
- Not so much of a high-tier carry nowadays
- Relatively Squishy
- No real escape mechanism
- Countered hard by heavy CC
* Updated formatting for masteries in order to allow to easier reading
* Updated masteries
* Updated recommended runes
* Updated item build
* Updated skill build
* Updated thoughts on champion relevance
Sorry for the long wait and no updates with all the changes. I've been busy and had quit LoL to go play HoN with a few friends.
Anyway, long list of updates and many changes, make sure to read up!
* Added a youtube guide to "Laning Phase"
* Updated masteries in order to remove a retarded mistake
* Added "Good Laning Partners" section
* Did some formatting related fixes and improvements
* Changed the Item section a tiny bit to be more logical in terms of item progression and edited the summary accordingly
Submitted by Zetrons
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