Pantheon Build Guide by Slev
Not Updated For Current Season
Not Updated For Current Season
Welcome to my Pantheon guide. I used to love Pantheon before his massive nerfs. With the new updates to his skill set, he is quite enjoyable to play. This guide will focus on playing him one on one in top lane. Pantheon excels at one on one combat. Read on to see how he can just utterly dominate throughout game.
Pantheon has a lot of rune options available. The ones I've listed are the ones I prefer, but there are many other combinations depending on playstyle.
I use Greater Marks of Strength because of how well they synergize with Pantheon's spear. The other options for marks are Greater Marks of Desolation, which is the other mark I would recommend, or if you like attack speed you could use Greater Marks of Alacrity. However, I would almost always choose damage or armor penetration.
Here's where the attack speed comes in. Greater Seals of Alacrity provide a much easier laning phase. While I recommend if possible getting the B.F. Sword before the Vampiric Scepter, if you're having trouble farming or killing, it can be a good idea to get the Vampiric Scepter for more sustainable laning. Your other option is to get mana regen seals, though I prefer to put those in glyphs.
Flat mana regen makes early game a breeze for Pantheon. With the changes to Pantheon, your spear is now your go to ability for everything. It harasses, it kills, it maims, and for only 9.95 it could be yours. The more spears you can throw, the better off you'll be.
This is where your armor penetration comes in. As shown above, you can also go for flat damage if you prefer. I've played both and they're equally potent, though I find the armor pen works better all game.
I use a standard 21-0-9 mastery on Pantheon. You start with the standard 2% critical chance. Then I focus on attack speed, because Pantheon's abilities are more restricted by mana then by cool down. I put a point in to ignite because adding a tiny bit of damage to aegis and your ultimate is an ok trade off for no ignite. From there it's just the standard build to reach Havoc, which works very well with your guaranteed criticals. The 9 points in support are placed to give you more sustainability and to make the most of lizard buff when you steal from your opponents corpse.
This is your go to spell, if you aren't carrying it get out. It works incredibly well with any of your abilities. Flash, stun, heartseeker, spear, you win. Or, Skyfall, Flash, stun, you get the picture. It's also good for escaping, or getting that final critical spear.
This ability is just awesome on Pantheon. It's good for mid-fight and end fight. If you need extra damage during a fight, pop ignite. Or, if you've almost killed two people and you can only spear one, ignite the other. The uses are endless.
This is the summoner spell I would use to replace ignite if I had to. It works well for fighting against melee brawlers or ad carry. However, I find ignite to be better, especially with Pantheon's passive.
This is a viable spell to replace flash, but come on, you know you want flash.
The skill sequence is pretty simple, so I'm not even going to add pictures. Honestly, spear is more guarantee-able damage, meaning max it first. No point in putting more than one point in your stun, and that leaves leftover points to heartseeker.
There's a few ways to build Pantheon's items, but for maximum damage, the build I use works well.
Starting with boots gives you a lot of speed for early game. By level 3 you can easily grab a kill against the enemy in your lane (assuming you're doing a 1 v 1).
Upgrading to boots of swiftness makes the most of your kit. Hunting people down then goring them with a spear is just rewarding.
*More to Come*