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Pantheon Build Guide by Ckyze

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.


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League of Legends Build Guide Author Ckyze

Pantheon: AHOO! AHOO! AHOO!

Ckyze Last updated on June 5, 2014
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Team 1

Ability Sequence

1
4
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
3
14
15
17
18
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0


Guide Top

Greetings Summoner

Greetings, dear summoner, and welcome to my Pantheon jungler guide!
Season 4 has bring some new champions to new positions and Pantheon became a strong jungler, so I decided to try to show you why Pantheon is a viable choice as a jungler.

If you don't like Pantheon, then you're gonna get kicked into a well! (Just Kidding)


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Why Pantheon Jungle?

SO before we talk about the guide itself, let me explain why Pantheon Jungle is a viable choice. First, it's kind of easy to play (Ultimate not counted). Second, your ganks are insane with your W, you even can tower dive with your passive active. Third, his damage early game is insane and it helps you clear camps faster, and make your laners get kills. Fourth, the pressure you make after 6 is not even comparable to other junglers. You can have your ult up and put some fear in your enemies mind, because you can get to a lane in no time. How much more can you ask for a jungler?


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Pros / Cons

Pros

  • Strong Early Game
  • Strong Ganks
  • Target Stun
  • High pressure after 6
  • He's a Spartan!






Cons
  • Has some mana issues
  • Ult hard to land right
  • Falls Late Game
  • Not good in extended teamfights
  • He wants to be a baker


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Runes

Runes

Greater Quintessence of Attack Damage
3

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9
Pantheon jungle needs damage. So, to increase your damage, you get Marks and Quintessences of Attack Damage. However, to survive the damage dealt to you by neutral minions, you need armor, adding the armor Seals. To finish get some scaling magic resist Glyphs so that you can survive the damage from the AP champions you face.

Other Options

Runes

Greater Glyph of Cooldown Reduction
1

Greater Mark of Attack Speed
1

Greater Glyph of Magic Resist
1

Greater Seal of Scaling Health
1

Greater Quintessence of Scaling Health
1

These are other options for Pantheon. AS marks are probably the ones I reccomend the least since I don't see any benefit in having them other than having your shield faster. CD reduction glyphs are great to reduce the cooldown of your Stun and Ult, Scaling Health Quints or Seals grant you more survivability, and outscale flat health runes in few levels.


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Masteries

Offensive Masteries


Offense Tree - 21 points

Pretty normal tree for AD junglers. 21 points on Offense to increase your damage and your impact on the game. You pick Sorcery over Fury because I prefer CD on Pantheon over AS, (it helps to have your stun faster). After that, is pretty straight foward: focus on AD and Armor Penetration. Don't forget to put 3 points in Executioner so that you deal more damage to low health enemies.
Defense Tree - 9 points

Since you're gonna be an Off-Tank if you follow the Offensive build, is better that you put the 9 points that you still have in the Defense tree. Enchanted Armor over Recovery because you'll increase your armor and MR, and you need that more in Pantheon that health regeneration. Tough Skin and Bladed Armor will help you in jungle, Veteran Scars and Juggernaut for more HP. This tree is the best one that I've tried yet. If you have a better one for you, you can go for it.

Defensive Masteries



Offense Tree - 9 points

I don't use this mastery page very much- I use it ONLY when my team really needs a tank. With this mastery page, you lose a consideral amount of damage, but gain in bulkiness. For Offense Tree, you take points in Sorcery , Butcher , Brute Force and Martial Mastery . This makes you deal some damage while being a tank.
Defense Tree - 21 points

The defensive tree most effective to my playstyle IMO. You add, to the 9 point you usually take: Hardiness , Resistance , Swiftness , Legendary Guardian and Tenacious . Since you're going to buy Mercury's Treads, you don't need much Tenacity, and for me, HP regeneration is not the best choice for Pantheon. But if you like another tree, go for it.


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Skills and Skills Sequence

Passive - Aegis Protection

Pantheon's Passive is one of my favourite passives. After the casting of 4 spells or 4 auttoattacks, you gain a shield that blocks the next normal attack that deals more than 40 damage. This includes turret shots, so you can tower dive and ignore completely the first turret shot. Champion abilities go trough the shield, not taking him. Allways have your shield on when jungling and before ganking.



Q - Spear Shot

Spear Shot is your bread and butter in jungling. It's a target ability and it's pretty good to finish off champions and monsters when you have your E picked, since it deals crit damage to enemies with 15% or less of HP. If your allies can't finish a low health champion, remeber to use this ability to finish them off. Since Spear Shot has a low cooldown, you will use it many many times.

W - Aegis of Zeonia

Your W is your main ganking ability, since it stuns your opponent. Unlike Elise or Gragas your stun is a target ability, so you will allways land it, if your opponent is in range for it. Also, it refreshes your passive when used, making it amazing for tower dives and safer jungle clearing. And you can use it to escape from situations if you use it on a enemy minion.


E - Heartseeker Strike

E has a Passive and an Active. His Passive grants you critical hits against enemies with less than 15% HP, applying to your Q and autoattacks. His active is chanelled, meaning you can not move during the duration of it, or it's canceled. It's an AOE ability, dealing damage in a cone granting 3 strikes. It deals double damage to champions so it's not as effective in jungling, but it's also nice.

R - Grand Skyfall

Your ultimate is one of the reasons that I love Pantheon Jungler so much. It teleports you to a location after a brief time (3.5 seconds), dealing damage in a circle to anyone inside it and slowing them. This ability has a huge range (5500 units), making possible for you to gank 2 lanes in 2 minutes.


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Some people wondered why do you take Aegis of Zeonia at lvl 2. Well, I take it because of his refresh on Aegis Protection making you dodge 2 big jungler monsters attacks, making you use less health potions and clear the jungle camps in a safer way. The maxing sequence is not very hard to figure out. You max Q first, then W then R and lastly E. You max W first to reduce the cooldown on stun, making you more helpful.


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Spells



Smite is a no discussion choice. If you go jungle, you must take Smite. Flash for me, is the only choice for your second spell. You can surprise your enemies and escape trough walls, unlike Ghost can do.


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Items

Full Build - Offensive


This build is the standard offensive build I use for Pantheon jungler. Spirit of the Elder Lizard, The Black Cleaver and Last Whisper are usually my Offensive items, but you can also take The Bloodthirster, Infinity Edge, Maw of Malmortius, Ravenous Hydra or Mercurial Scimitar, all will work nicely for you.

Banshee's Veil and Randuin's Omen are my defensive items. Banshee's is great for your diving ability and Randuin's gets you some health and armor, making you bulkier. Past 35 minute mark, I decide to go for Mercury's Treads to hold the cc better, but at start, since I want to be pression jungle, I take Boots of Mobility for faster ganking and chasing. Other options for defense are: Sunfire Cape, Spirit Visage, Thornmail or Locket of the Iron Solari.

Purchase Order

|
|
V
First Return: Spirit Stone / Boots of Speed / 2 Stealth Ward / Health Potion or Vision Ward (the one you need more).
|
|
V
|
|
V
End Game Items: Mercury's Treads / Banshee's Veil / Last Whisper or Infinity Edge or any of the above mentioned.


Full Build - Defensive


This build is more defensive, when your team doesn't have a tank to stop the damage. In this build, you deal less damage, but you can save your allies. For Offensive items you take Spirit of the Elder Lizard and The Black Cleaver or Last Whisper/ Infinity Edge.

In terms of Defensive Items, you take Randuin's Omen, Spirit Visage, Sunfire Cape and Mercury's Treads. For Optional you can use the mencioned in the offensive build but you can do Warmog's Armor for more health.

Purchase Order

|
|
V
First Return: Spirit Stone / Boots of Speed / 2 Stealth Ward / Health Potion or Vision Ward (the one you need more).
|
|
V
|
|
V


Guide Top

Jungling with Pantheon

Timers

5:00---5:00---6:00---7:00

Please remeber these timers. They will be extremely useful to your game. There are some tools that do this, but remembering and writing in chat does the job better IMO.

Standard Blue Start




This route is the safest if you're a not familiar with Pantheon jungler. Blue is your start, then Wolves, Red, Wraiths, Wight and Golems. This path doesn't include ganks, but if you start Blue, then you start ganking after Red, which gives you 2 choices: bot or mid. If you can't gank, proceed with the path.

Standard Red Start




This path is more riskier, because Pantheon early game without blue buff start is harder to pull off, butnot impossible. You start Red then Wraiths, Blue, Wolves, Wight and for last, Golems. If you make this route, you start ganking after Blue giving mid and top as better options. If gank is not possible, proceed with the path.


Counter Jungling



Some knowledge before the paths you take:
Altough Pantheon has high damage early game, he only starts executioning champion after having E. Since you at level 2 take W, you need help from your teamates if you want to kill the enemy jungler, because you have no escape whatsoever except for Flash. So if you can, talk with your teammates and set the trap.

If you start Blue


Pretty easy path. You start Blue and immediatly after you go to the enemy Red and then you wait in the bush on the left side of the Red. If you can kill the enemy jungler with your teammate, then go for it. If not, try to smite steal Red, so that you put him on a big disenvatage. Don't forget to ward right beside wraiths, so that you see when the enemy jungler is coming. Note that this only works if the enemy jungler starts Blue. If the jungler starts Red, and you invade their Blue, you'll be in great trouble. If you start Purple side, invert the path.


If you start Red


If you start Red with the help of your teammates, you'll spent less mana, and you can caught your enemy jungler in one of the two buffs (depending on the start). If the enemy starts Blue, as soon as you finish Red, you get to their red, don't forgeting to ward right beside Wraiths so that you can see when the jungler is coming. Then, if you can, ask for your top laner to help you getting the kill, but it's possible to do it alone if he refuses. Stand in the left side brush and wait for the right timing. You can do the W + Smite combo, making it impossible for him to smite the Red.
If the enemy jungler starts Red, as soon as you finish yours, ward their Blue (if not warded priorly) and wait away of their sight, so that the factor of surprise is on your side. I don't recommend a kill in this counterjungling, because the enemy already has Red and that means he can also proc the effect on you, altough you have your passive to ignore one autoattack from him. But if he's confident enough with low health, go for the kill. If you start Purple side, invert the path.


What To Do When Behind?



I get this question a lot when talking with other players. Altough it's very hard to get back in the game with Pantheon it's not impossible. If the enemy invades you and gets one of your buffs, try to get one of theirs. If not possible, gank as soon as posible, try to do an impact on the lanes, get xp, farm the best that you can, and the most important of all, try to cooperate with your team. This is a team game, play it as such, as a jungler, or as any other role you play.


The Myth That Blue Is Allways To Give To The Mid Laner


Oh dear, this topic. I can't say the amount of times that I've explained this to mid laners. Blue buff is in the jungle. Since I'm the jungler, it's MY LANE, which means that it's up to me to decide if you get the Blue or not. If you're 0-3 at 7 minutes, of course I'm not giving you the blue. It's too risky. However, if you cooperate with me, treat me nicely and don't suck at early game, you can take the blue, as long as you put "ty" with capital letters. You're not a god, you're not faker. Calm down, and understand that sometimes, you don't get Blue because of your behavior or your horrible laning phase.


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Ganking as Pantheon

The Gank


Ganking with Pantheon is amazing, because your stun doesn't rely on skillshots, which means that the chances of you failing at the gank are low. Also, thanks to your passive, you can dodge one tower hit, making towerdiving a possibility.

Pantheon ganks are easy to memorize: Aegis of Zeonia+ Spear Shot+AA+ Heartseeker Strike+ Spear Shot

This sequence adding the damage and cc from the allies grants almost everytime the kill.

However:
Pantheon has a gap closer, but if the enemy is not in range, you have to walk towards them or Flash for it. This gives time to your enemy to get to safety. Allways ask if the bush is warded, and try to use your Sweeping Lens to destroy wards at the entrance points of the lane.

After you have ult, know that it has a limited range, meaning that you can't ult from bot to top. However you can pressure a lane and surprise an enemy if your laner lands her cc during your ult.

Disting a Good Gank From a Bad Gank



This topic is controversial. For some, a good gank is when you kill your enemy. For me, it's not that linear. A good gank for me is when you burn Flash for your enemy, make him retreat to base low health, giving time to your laner to farm or when you get either a kill or a tower. That is a good gank, because it makes your laner have an advantage over the enemy laner.

Minion Tax



Another controversial topic. After a good gank, you, laner, pay some minions to compensate me for my work. It's like goverment taxes: you pay your taxes, you get ganks, you don't pay your taxes, you don't get ganks. Easy. Sometimes,if you're behind, I don't take minion tax. But if you're ahead in cs and we kill the enemy laner, i'm gonna take a few minions. Be nice to me, and I'm going to be nice to you. :)


Guide Top

THE END

This concludes my Pantheon Guide! I hope that during this guide you, Summoner, learned something that helps you in the path to become a true warrior. And allways remember:

AHOO! AHOO! AHOO!


Note: I'll update this guide adding the matchups as soon as possible, as well as Synergy team comps. For now, you can help me if you saw some mistake, or if you have any doubt, comment in this guide and I'll try to answer you as soon as possible.