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 guys! The advice I can give is to always start the game with IGNITE and HEAL does not guarantee the first kill, but it certainly is a good starting point to create a little fear in your opponent has already set you a kind of game (aggressive or slow).
When you start, buy yourself according to my advice the boots of speed, a pool of mana and a life!
Then, as soon as you have enough money to finish the Berserker's Greaves, x atk.speed and earn a bit of the Long Sword, RECALL (you should already be at lvl 6 and have taken the 4th skill).
Proceed in sequence as I put items in the guide and I guarantee that you'll definitely a character who can kill and do a lot of damage! ;)
In my opinion, is the sequence of runes that there will be more balanced!
Increase atk.speed, armor penetration and gives us some m.def, which never hurts!
I hope you will find very well with this build, I play well and I've never been disappointed! ^^
With recent changes to panth and making his spear shot cost 1/3 more mana, you have to pick between nerfing yourself with mana/mana regen item or just sacrificing a summoner spell for mana issues. I choose to take Clarity and still go for max AD build without mana regen. Works great. The only weak part of it is when you pick more standard Ghost/Clense combo. But with latest clense nerfs ppl tend to drop that, i suggest dropping that for clense so Clarity/Ghost is still very viable.
Aaaand it solves any mana problems till late game, where mana is no longer an issue, just take care of your teammates and replenish their Mana pool if they need it more than you.
Great to last hit, chase, escape... I am playing flash with almost all my champions, this is not an exeption.
cleanse is considered a great spell for every melee champion. Can save your *** can open you window for attack. Worth getting.
Your choice. I always go Flash/Clarity.
A great pick if you prefer it instead of flash.
Great spell if you realy want that 1st blood. But after recent changes his mana uneffectivity early game is just HUGE. I swapped to play from heal to clarity.
Aegis Protection - After attacking or casting spells 4 times, Pantheon will block the next normal attack that deals more than 40 damage to him.
Great and very usefull passive. It will trigger on each 4 hits (including spear throwing and so on) making you able to block 100% of next "physical" atack. You should always have it up, and avoid getting hit by tank minions which will trigger the shield. Small minions will buypass the shield and accualy deal damage leaving shield active for more damaging abilities.
You can block tower shots so blocking 2 tower shots (1 shield on you and getting 1 after jumping) is a great way to towerdive without risking ANY HP. It is also a great forgiving tool for new players that are not yet familiar with towerdiving and tower range/damage.
Spear Shot - Pantheon hurls his spear at an opponent.
Pantheon hurls his spear at an opponent dealing 30/40/50/60/70 + 100/115/130/145/160 percent of his attack in physical damage.
Cooldown - 4 seconds
Cost - 45 Mana
Range - 600
Your main harrasing ability. The range is wide enaugh to harras ranged chars. Damage is HUGE since it is scaling 100% of your AD from lvl 1. It is considered a physical attack so it takes all benefits from ArP, but in the same takes all penalities from rising Armor later in game. Mana cost is very low for the damage it deals. With enaugh ArP early game lvl 1 of this skill can take up to 1/4 of your opponent hp. Later on it is used to constantly harras while preparing for team battle, to lower down tougher enemies health from a distance and to finish off escapers. Very low cd. Great scaling with your AD.
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 - 12 seconds
Cost - 70 Mana
Range - 600
This is your initiate tool, and also the thing that holds your enemy in place while you perform your Heartseeker. Good to catch chasers, to stop channeled spells, or even deny for example fiddle doing his ultimate before he finishes the casting. Damage of this spell is marginal, scales with ability power which we are not gonna have at all. All we care about is the stun and instant aegis proc. Eventho this is quite mana expensive you should always use it on your primary target before casting heartseeker.
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: Certain Death - Pantheon gains 100% critical strike chance against targets below 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.
Cooldown - 20/19/18/17/16 seconds
Cost - 70/80/90/100/110 Mana
Range - 400
Oh god... this one... The nightmares and the only reason why Pantheon wears a DO NOT FEED sign on his neck. A fast 5 attacks that scale INSANELY with your AD. This skill does double damage to champions. If you fed yourself, you are accualy unstoppable. You are just stacking 1 stat and ganking everything that moves with this particular skill.
The skill is simple but deadly. In a small cone (more or less same as annie Incinirate) you will hit everything 5 times. Damage is calculated constantly (chanelled skill), and it is considered a physical damage witch gets lowered by armor. But as it is a skill you cant stop it via blinding. This skill can be stopped by stunning you (animation will not cancel but you will deal 0 damage) same occurs if you get silenced while performing this skill.
The usage of the skill is simple. Jump with stun, already while in air smash your heartseeker button and start aiming with your mouse. The click should apear right after you land the stun to maximize the chance of getting 100% damage on target. Usualy ppl will run away through whole heartseeker. I saw plenty Pantheons that accualy after jump they were hitting 1-3 times before performing Heartseeker coz they wanted to finish of with heartseeker. When they did it they wasted alot of damage going into air coz ppl were running away from it without the stun part. Try to use it ALWAYS after the stun. On teamfights pick the closest target and try to aim the heartseeker into the group. Simple as that.
This skill is a MANA HOG early game. DO NOT i repeat DO NOOOT use it unnessesary to harras or farm mobs early game. This guide skips the Chalice of Harmony so you will be mana starved early game if you do so. We are focusing on your power.
The passive part is GREAT for last hitting minions. And great to finish of a champion that survived the WEQ combo.
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.
Cooldown - 150/135/120 seconds
Cost - 150/250/350 Mana
Range - Global
This is the only skill that takes accualy skill to perform good.
The area of effect is huge but also small enaugh to run away from it. Try to target a stationary target coz even with boots +3 you are unable to escape it "on foot" if you are in center of the circle.
In Early game this should be used only from spawn. This will ensure that the whole skill witch is VERY MANA COSTY be performed for absolutly no mana cost. Why? Mana cost is taken at the begining of the channeling, and before you end up "charging" up you will have a full refund of mana from replenishment your spawn provides.
It takes some prractice and anticipation to master the skill but if you miss, its not a big deal. Just dont rush 1v5 with it :P try to find lonely sheeps and award yourself with a free kill :).
A tip. Right after you cast your ulti on that person, enable your jump-stun skill and when you see that green circle at full size already click on your target, this will speed up the animation of the jump-stun and it might be a bug or glitch but you can accualy jump before the whole ulti animation has ended awarding you a slightly better chances of still beeing in range of stun.