Build Guide by Apocalyte
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Hello and welcome to my comprehensive (and first) guide on mobafire for Pantheon.
Pantheon was around my third champ that I ever played, after Ryze and then Blitzcrank. I played for a long stint, following a few of the guides that I found around. After playing for a bit I thought I had the character down pretty well, but looking back I can tell that I had no idea what I was doing. I found that he was too bursty and CD dependent, and eventually switched away for him for quite awhile. Now that I've come back to him with a better understanding of the game mechanics, and the different assortment of items, I have found a build that I find better suits Pantheon's play style.
-Easy to pick up and play, but mastery of him yields great reward.
-Has a teleport.
-Has a stun.
-Good at tower diving.
-Fairly versatile champ.
-Focused fairly often.
-No escape mechanism.
-Squishy through most of the game.
-Relies on ability cool downs.
-Mana hog early game.
One of the best summoner skills available, especially for Pantheon. One of the primary uses for Flash will be to get you in range to use Aegis of Protection, starting your combo to take down an enemy. And as Pantheon lacks any true escape mechanism, it's great for getting away as well.
Very useful if you find yourself running down opponents, just shy of finishing them off. Can help you get those early on kills (especially if paired with Flash), or getting out of dodge to stay alive.
Another great skills for any mana user, including Pantheon. It's great early game, especially if you're managing to harass alot with Spear Shot. It is also useful if you find yourself having to use Grand Skyfall when not on your Summoner Well.
This spell is great with Pantheon, but only if used appropriately. If cast at the right moment; after your combo, it can ensure that your target stays with in range long enough to take melee auto attack damage, and be close enough when your abilities come off cooldown.
A spell that I normally don't pick up, but can be very handy to get away, especially coupled with Ghost/ Flash/ Exhaust. As Pantheon lacks any true means to flee outside of summoner abilities, this could easily help you avoid a death while CC'd.
Again, not something I normally pick up. Your Spear Shot should almost negate the need for this spell. However, there are times when you only need that tiny little bit more damage to finish somebody off, and this could provide that for you.
Pantheon's Grand Skyfall should make this skill useless to you.
As Pantheon, you shouldn't be doing much jungling, making this spell fairly useless.
"After attacking or casting spells 4 times, Pantheon will block the next normal attack that deals more than 40 damage to him."
This has to be one of my favorite passive abilities. It allows a player to tower dive very effectively, especially with Flash. This ability becomes even more potent when you have a high attack speed, allowing you to refresh you shield fairly rapidly. Late game, Pantheon can not only backdoor inhibitors, but towers as well. With a high attack speed, he can easily refresh his shield while beating on the tower.
"Pantheon hurls his spear at an opponent."
"Pantheon hurls his spear at an opponent dealing 30/40/50/60/70 + (100/110/120/130/140%) of his attack in physical damage."
Cooldown - 4/4/4/4/4 Seconds
Cost - 45/45/45/45/45 Mana
Range - 600
A fantastic ability for harassment. Early game, you should be using this ability fairly constantly, in order to keep your opponents on the ropes, and to keep a dent in their health. It's very helpful to take down a fleeing opponent as well, or to take a chunk of health before jumping into a fight.
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."
Cooldown - 20/17.5/15/12.5/10 Seconds
Cost - 70/70/70/70/70 Mana
Range - 600
This is a surprisingly versatile ability. It's great for initiating a fight, but also fleeing from an enemy later on. The stun allows you to both keep a target in place for Heartseeker Strike, as well stunning an enemy to more easily allow you to escape. When it is used, it also reapplies Aegis of Protection, allowing you to eat a hit from either your target's team mate, or from your target when your stun wears off.
"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 + 18/22/26/30/34% of his total attack damage as physical damage per strike. Deals double damage to champions.
Cost - 70/80/90/100/110 Mana
Range - 400"
This is your primary damaging dealing ability. The moment you use Aegis of Zeonia you should be casting this skill to maximize the amount of hits you land. This is where Exhaust would come in handy. Almost all Champions will begin to flee as soon as your stun is over. If you have Exhaust[, you should be casting that on your target the moment Aegis of Zeonia is finished, allowing you to land more hits. While they run, hurl as many spears at them as you can, and if they're still alive by the time Aegis of Zeonia is off cool down, jump on them again. Early on, you may be tempted to clear minion waves with this ability, however, this is best saved for mid to late game, when your mana will not be as great of an issue.
"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.
Cooldown - 150/135/120 Seconds
Cost - 150/250/350 Mana
Range - Global"
One of my absolute favorite Ulti's in the game. After a short cast and jump time, Pantheon will land on a selected area of the map. This could be your best, or your worst friend. If cast improperly, you could find yourself in the midst of one hell of a cluster, or simply missing the champions you were hoping to take out. However, if used correctly, you can either turn the tide of a team fight, or back door inhibitors/towers, or take down silly lonely champions. Remember, however, to try and use this ability from your Summoner Well as it's a mana hog, especially early on. While sitting on your well, you'll actually get all of the mana back for the ability before you launch into the air.
Be careful with this ability though, you don't want to find yourself amidst a load of champions, isolated from your team mates. And be ready to use your Aegis of Zeonia on the enemy's most vulnerable champion the moment you land.
Proper use of this skill takes time and practice (or luck), as a large green circle will appear on the ground where you will be landing, allowing enemy champs time to flee. Try placing your jump slightly behind them, down their lane of escape, to pincer them between yourself and your allies.
Ability Order Explanation:
Getting Heartseeker Strike leveled up as fast as possible is very important, as this is your main damage dealing ability. Otherwise, alternate between Spear Shot and Aegis of Zeonia helps to increase your stun duration and spear shot damage as you go.
*Because Manamune is currently not available on Mobafire, I used Archangel's Staff instead. In game however, get Manamune in it's place.*
First I would like to say that I tried to find a good balance of attack speed and attack damage when selecting the items. Armor penetration, health, the slow from Phage/Frozen Mallet are a great help as well.
Item Selection Explained:
(Archangel's Staff is representing Manamune).
At the start of the match, you should have noticed the enemy composition. Start out by getting by getting:
A Long Sword
This will help you initially put out damage, especially with your Spear Shot and will hopefully help you to get a kill more quickly.
A Health Potion
This will help you lane a bit longer. If you have some experience under your belt though, or their team will be easy to harass, grab a Mana Potion instead.
Hopefully you'll be able to stay in your lane from sometime, to level 6 if you're lucky, and possibly get a few kills. When you do find yourself having to recall, grab a mana sapphire Mana Sapphire, and begin working (or buy completely based on your amount of gold) your Boots of Switfness. If you find yourself only able to afford one of the two necessary items for the recipe, I usally get Boots of Speed, to help harass and chase.
If you managed to get to level 6 before having to recall, use your ultimate to assist or gank as needed to get back into the fight.
The next time you have to hop back to the Summoner's Well, go ahead and grab you Manamune (or finish your Boots of Swiftness and work on your Manamune).
With Manamune in your inventory, your next item to work on will be Phage. This is great for a chunk of health, as well as the extra attack damage. The chance on hit to slow may also come in handy, as it might allow you to finish off a fleeing opponent.
After you've acquired Phage, it's time to start the bases of items that you'll have to select based on your enemy composition, as well as how you've been fairing thus far. Start out by getting a Recurve Bow. This item is great for getting an extra bit of attack speed, helping to keep your Aegis Protection up, as well as dealing more damage quickly. After that, it's time to save up for a bit to get either Last Whisper or . The choice between them is based on whether you're fighting lots of mana users, or not. After that start saving to get two B.F. Swords, which will increase your damage output quite a bit. It is also fairly versatile in the items it can build into.
After making those selections, if the game still hasn't ended and you're seeing a small reservoir or gold piling up, it may be in your best interest to continue upgrade your Phage into Frozen Mallet.
Situation Item Clarification:
If you're finding that you're being killed or focused a little too much, consider picking up either a Sunfire Cape or a Randuin's Omen. Both will give you a chunk of health, as well as other benefits (i.e. extra damage with Sunfire Cape, or Cooldown reduction/chance to slow with Randuin's Omen).
Another item to consider is Sword of the Occult. If you're finding that you're demolishing your opponents early on, it would greatly benefit you to grab a Sword of the Occult early on (usually in place of Last Whisper, buying it between Manamune and Phage). If you can build those stacks early on, and keep adding to them, you'll be a juggernaut mid-end game.
Greater Mark of Desolation Greater Mark of Desolation x 9
Greater Seal of Alacrity x 9
Greater Glyph of Alacrity x 9
Greater Quintessence of Desolation Greater Quintessence of Desolation x 3
Runes for Attack Speed to put more damage out more quickly, as well as to keep up your Aegis Protection. And Runes for Armor Penetration to help take down armor heavy champs.
I'm going with 22/0/8, simply to help make up for some of the attack damage lost by going for more attack speed heavy weapons. The points in Utility are to help keep Pantheon's mana up, as well as give me a touch of extra experience.
I tend to find that the first few kills are entirely easy to get if Pantheon's lane partner as one or more of the following:
With that in mind, my favorite lane partners tend to be on the line of Morgana, Annie, or sometimes Taric. It is also dependent, though, on the comp that you're facing. Making sure to have your team split up appropriately to best play off of your member's abilities with each other.
The name of the game is simple - Harass, harass, harass. Your Spear Shot should be your absolute best friend. If the enemy champs in your lane are harassers themselves or casters, make sure to hit minions to get your shield up before getting in range to toss a spear. However, don't over do it. You don't want to over extend yourself to get those shots in, and compromise yourself. Also try to watch your mana, and conserve it fairly well. Keeping enough mana to use your killer combo is essential.
At around level 3, you're going to be prepared to take an easy kill. With your harassing, your opponents should have a chunk of health missing. When the opportunity arises, you can easily get a killer. BUT, again, wait for that opportunity to happen. If you push to hard to get it, you'll get killed yourself. Your combo should look something like this:
Spear Shot -> Aegis of Zeonia -> Heartseeker Strike -> Spear Shot.
If this doesn't finish off your target, make good use of your summoner spells to finish them off (i.e., Exhaust to get the last bit of damage in, Flash/Ghost to get close enough to finish them).
This is where, in my opinion, Pantheon really shines. He is a monster ganker, if played right. If you're fortunate, you should have a few kills under your belt by this point. At level 6-7, head back to your Summoner's Well, and get ready to rip somebody's face off. With your items purchased, prepare to use your ultimate. Scout the lanes for your opportune moment (weakened enemies that are a decent distance from their turret (with allies in that lane available to help)) to jump. When you spot it, let those lane members on your team know that you're going in. The moment you land, target their squishiest/most weakened champion, and hit them with your combo, starting with Aegis of Zeonia. You should be guaranteed at least one kill, and most likely two.
After that, head back to your lane, and from that point on keep your eyes peeled for opportune gank moments, both with your Grand Skyfall and by simply running to the lane, and opening up with your combo. Be watchful of Mid, and be sure to help if they need it. Those early kills will make Pantheon fairly intimidating and powerful, making other champs think twice about pushing, or if they do, easy to kill.
By this point, you should have quite a few attack speed items in your inventory. You should be able to keep your shield up fairly well now, but not if you get focused or CC'd. For this reason, you need to play conservatively. No longer should you simply jump to a lone target, for fear of a bait. Likewise, you don't want to initiate a large team fight with Grand Skyfall as all of the enemy champs will turn to you and wipe their boots on your face. Instead, hang back a bit, and toss Spear Shot where you can, while playing it safe. When the fight has started, that is your time to pounce (either with Aegis of Zeonia or Grand Skyfall depending on your location) on a vulnerable or aptly placed target, an let fly with you Heartseeker Strike. Even if you don't kill any targets, their health should be low enough that a few melee hits, or Spear Shot should easily help mop them up.
Keep in mind that this is my first guide to date. Whether you up or down me, please comment me why, and let me know the reason. I would love any constructive feedback you may have to offer, both in what I'm doing right, and what I could do better. I'll be editing this as I get feedback, and as I continue to tweak this build, so keep an eye out for update.
Thanks so much for reading, hope this was informative and helpful!