Pantheon Build Guide by
Not Updated For Current Season
Not Updated For Current Season
This Panth is built specifically for destroying enemy champs in a short amount of time (even tanks.) The last two items, however, are interchangeable to fit the situation, if you need more survivability or want an open slot for wards. Also, the runes are not static, as I tend to use a variant on these occasionally.
TRying to maximize Damage output on the Offensive tree (his abilities are important so you may cycle them quickly - explained later, so I get Archaic Knowledge. Getting the experience boost allows you to ult-gank sooner and why not get more money since ur that far up the utils tree anyway?
The passive on your E is great for last hits, both to farm and get kills on almost dead champs, so I get 1 rank of that, then spear throw - giving Panth range and as you lvl, huge damage output. W i get one rank and make my last priority because that minor stun is good enough and it brings you closer to your victim. Maximize spear throw to utilize its range, massive damage and low cooldown
Like I said, not writeen in stone. You could get all damage runes (either scaling or static- I play a late game Panth with the random early kills, so I get scaling damage. However the exp boost helps you lvl quicker, the magic pen makes your abils hurt more and the crit damage effects hitting enemies below 15% HP due to your E
Dorans for lifesteal and early damage so your first two abils hurt more. Boots too chase and Philosophers so you get increased income. I get all 3 BF Sword items, but lifesteal first because it has a higher potential damage if you farm minions, then Infinity Edge for the Crit dmg and high dmg. The axe is less necessary so possibly trade it if you need, but I keep Eleisa's for the Tenacity and mana/hp regen.
Use spear throw as often as possible, as either harassment or to utilize its huge damage and finish of escapees. W stuns and brings you in melee range so use it for ranged champs, fleeing champs or just to get closer and stun (good initiate). I wouldn't recommend using your E often after level 5 until you level it up, as it does insignificant damage and is better for just farming minions. Use your ult to initiate, as a makeshift tele (least useful-but sometimes still a good idea) and to escape or to make it back to a team fight.
-When ult-ing a laning enemy at your turret, aim behind to trap them in or catch them as your allies push. Team fights aim closer to your side to scare out some champs and not thrust yourself at the enemy, as this is a squishy build. If you have a Nunu or Amumu, coordinate ults, and nonetheless try to to get an ally to stun or slow right after you start channeling to guarantee a hit.
Combo (start with ult if needed; or finish if they run)
W-E-D-Q pretty obvious; stun spear thrust for damage while close, ignite if poss and then spear them while they try to escape. If possible, start with a Q before this combo because it will have cooled down by the time your ready to use it again
Flash is useful to chase or escape, and if you have Hextech, put it before the spear shot too slow them