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Pantheon Build Guide by SigurdarsonXD

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 SigurdarsonXD

Pantheon! Gonna Gank Em' All! - Updated 5.17

SigurdarsonXD Last updated on September 7, 2015
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Assassin Pantheon

[VS]

Bruiser Pantheon

Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 4



Threats to Pantheon with this build

Threat
Low
High
Show all
Threat Champion Notes
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Akali Akali is here to represent weak start game laners. This also includes Kata, Sion, Kog'Maw and more.
2
Nasus The dog will have trouble against you as he will be farming till the late game. You can shut him down with your early game presence. More like a puppy! :P
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Pantheon Guide by SigurdarsonXD



Hi everyone, I'm SigurdarsonXD and welcome to my Pantheon Build Guide. I have been playing since mid-late s3 and started maining jungle after the s5 changes. I worked hard to make this guide so I would appreciate any feedback and why this guide is good or bad. Pantheon is a fantastic champion and if you play him correctly so he snowballs into a fed killing machine. His passive, Aegis Protection, is great for turret diving and jungle clearing.

Without further ado, I present to you my Pantheon guide. It will be split into two sections, Assassin Pantheon and Bruiser Pantheon. Whenever you see this colour it will be specifically for Assassin Pantheon and whenever you see this it will be specifically for Bruiser Pantheon. Hope you enjoy!
Invisible text!


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Pros / Cons

Pros

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+ Good Durability in The Jungle
+ Good Early Pressure & Ganks
+ Not Item Dependant
+ Snowball Potential
+ Good Ganks
Pantheon is a great early game champion with great durability in the jungle meaning you can gank early. Most jungle monster attacks are counted as basic attacks, meaning his Aegis Protection will block them. This is the main reason he has a good jungle clear. His base damage on his Spear Shot is extremely high, meaning he can out trade most champions early game. He also has a good gap closer in his Aegis of Zeonia, which automatically puts on his Aegis Protection, which is why his clear is amazing. He also has a long ranged ult which has an extremely high base damage of 200-400 at rank one! He brings extreme damge and CC to his team, fitting into almost every comp.
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Cons

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- Mana Hungry
- Falls Off Late if Not Fed
- Interruptable Abilities
- Ult is Easily Dodgeable
- Bad in Teamfights
On the other hand, Pantheon does have some negative attributes. He is somewhat mana hungry early, meaning he has to take Blue Buff so he can't go krugs for the stun. His Heartseeker Strike and Grand Skyfall are interupptable by hard CC like a stun or taunt. His Grand Skyfall is easily dodgeable because of its long cast time, enabling counterplay. The last point is that he needs to snowball early so he doesn't fall off late.
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Runes

Runes

Greater Glyph of Scaling Magic Resist
9

Greater Seal of Armor
9

Greater Mark of Lethality
9

Greater Quintessence of Attack Damage
3
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Masteries

Masteries
3/1
1/1
3/5
1/1
1/1
1/1
3/5
1/1
3/1
3/
1/
2/5
2/1
1/5
1/5
3/5
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Mastery Explanations (Assassin)


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Sorcery : I take this mastery to further increase my CDR.

Butcher : I take this mastery so I do more damage to the jungle monsters.

Brute Force : I take this mastery to increase my AD.

Feast : I take this mastery for better sustain in the jungle.

Martial Mastery : I take this mastery for the extra AD early on.

Executioner : I take this mastery because it synergises with my E passive so I do even more damage to low enemies.

Warlord : I take this mastery for the %AD bonus which will be higher if you build more AD.

Blade Weaving I take this mastery to increase my damage in duels.

Devastating Strikes : I take this mastery because Panth has a mix of physical and magic damage.

Havoc : I take this mastery to increase my damage.

Recovery : I take this mastery for the sustain it provides.

Tough Skin : I take this mastery so I can survive in the jungle.

Bladed Armor : I take this for the bleed damage on to jungle monsters.

Phasewalker : I take this mastery for the enhanced recall to get away quicker and have more time in the jungle.

Fleet of Foot : I take this mastery to increase my roaming speed.


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Masteries
4/1
1/1
2/5
2/1
3/5
1/5
1/1
3/1
3/5
1/1
4/
1/
1/5
3/5
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Mastery Explanations (Bruiser)


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Sorcery : I take this mastery to further increase my CDR.

Butcher : I take this mastery so I do more damage to the jungle monsters.

Recovery : I take this mastery for the sustain it provides.

Tough Skin : I take this mastery so I can survive in the jungle.

Bladed Armor : I take this for the bleed damage on to jungle monsters.

Veteran Scars : I take this mastery to increase my health so I am tanky even from the early game.

Juggernaut : I take this mastery to increase my health more late game.

Hardiness : I take this mastery to take less damage from jungle monsters.

Resistance : I take this mastery to protect myself from AP casters.

Adaptive Armor : I take this mastery so I have more of what i have less (If this makes sense :D).

Enchanted Armor : I take this mastery to increase my armor and mr by a stupid amount-Rito nerf this mastery. :)

Legendary Guardian : I take this mastery to be tankier in teamfights.

Phasewalker : I take this mastery for the enhanced recall to get away quicker and have more time in the jungle.

Fleet of Foot : I take this mastery to increase my roaming speed.


SPAcSPAc


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Skill Sequence and Abilities

Take:

> >
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Max:

> >
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This is the levelling order you will take 100% of the time because the stun duration on Aegis of Zeonia doesn't increase as you level it. It does put your passive on you though, which is why you take it first. You can also take Spear Shot first, and you will finish the camp quicker but leave with less health. Then take Spear Shot to maximise your damage to the jungle camps. After that take Heartseeker Strike to have access to all your abilities. Max Spear Shot first as is your main damage spell. Then max Heartseeker Strike because it does more than Aegis of Zeonia when at max rank. Put points into Grand Skyfall whenever you can.
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Abilities

Passive-Aegis Protection: After applying 4 basic attacks or abilities, Pantheon blocks the next incoming basic attack from an enemy champion, large minion, large monster or turret. This ability makes Pantheon good at killing jungle monsters, AA based champs and tower diving. A neat trick with this ability is to get it off 3 times quickly. Pantheon's passive stacks up until 3, then the 4th AA/spell will turn on his passive. What people might not know, is that using his W will turn on his passive, AND not clear any stacks from before. So, if you stack his passive up to 3, and then use W on something before a fight and wait until W comes off cooldown, you'll have his passive up, his stun to refresh his passive, and an additional passive waiting to proc on the next AA/spell for a third time.
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Q-Spear Shot: ACTIVE: Pantheon hurls his spear at the target enemy, dealing them physical damage. PHYSICAL DAMAGE: 65 / 105 / 145 / 185 / 225 (+ 140% bonus AD) This ability has a respective range of 600, which paired with his movespeed of 335 (Highest in the game) can make for good poke-run combos in skirmishes. This ability also has a 100% crit chance if the enemy is below 15% HP from his E passive. This synergises well with Frenzy because it will give the AS bonus. It also does 250% damage if you have an IE, making it a great item if you are ahead. This also blocks all abilities that apply on hit effects such as Parrrley or Mystic Shot.
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ACTIVE: Pantheon dashes to the target enemy, dealing them magic damage, stunning them for 1 second and refreshing Aegis Protection. MAGIC DAMAGE: 50 / 75 / 100 / 125 / 150 (+ 100% AP). As said before, you can use the refresh to get a triple block off. You can also reveal jungle camps with a ward/ Heartseeker Strike and jump over the wall with your Aegis of Zeonia. 99.99% of the time you will land the stun, as even if the enemy flash/dash/blink away from the location you are jumping to it will still stun. The only exeptions are if the enemy uses Zhonya's Hourglass in time or if they have a pesky Bard, Elise, Vladimir or Ekko.
<3
CERTAIN DEATH - PASSIVE: Critically strikes all enemies below 15% of their maximum health with his basic attacks and Spear Shot. Heartseeker Strike ACTIVE: Pantheon channels for 0.75 seconds, dealing physical damage to all enemies in a cone in front of him at 0.25-second intervals, doubled against enemy champions.「 PHYSICAL DAMAGE PER STRIKE: 13 / 23 / 33 / 43 / 53 (+ 60% bonus AD) 」「 CHAMPION DAMAGE PER STRIKE: 26 / 46 / 66 / 86 / 106 (+ 120% bonus AD) 」. This ability's passive is great at executing enemies with spear shot, especially if you have Infinity Edge. It is good for wave clearing if someone asks to cover your lane or if you have just done a gank and are pushing the lane. it is also great at clearing jungle camps, but the increased champion damage means a stun from Aegis of Zeonia into Heartseeker Strike will do tons of damage.
Thank you for reading
ACTIVE: Pantheon begins channeling for 2 seconds and, upon completing the channel, leaps into the air and becomes untargetable. He then blinks to the target location and plummets down, striking after 1.5 seconds and becoming targetable once more. Enemies within the impact zone take magic damage, increased by up to 100% based on their proximity to the epicenter, and are Slow icon slowed by 35% for 1 second.「 MAXIMUM MAGIC DAMAGE: 400 / 700 / 1000 (+ 100% AP) 」If the channel is cancelled, Grand Skyfall is put on a 10-second cooldown. This abillity has a jaw dropping range of 55 Teemos (Yes, Rito confirmed Teemo is 100 units across) and does huge damage to anyone caught in the proximity of it. It does scale from AP, but it more than makes up for that with the base damage. A funny combo is to ult and Aegis of Zeonia onto a target, greatly increasing the range (This may be a bug). You can use your ult to assist your team in skirmishes and avoid ward coverage so the enemy don't spot you. You can change the tide of a fight with this ability, as well as get away. A funny thing I sometimes do when getting jumped on is just ult to my base in the middle of the fight and get away if they cant burst me down after two seconds.
LOL
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Summoner Spells

There are only two viable spells on jungle Panth - Flash and Smite
.

I take flash for the in build escape/chase. It is the best summoner spell there is because of all the options you have with it. You can flash over walls, juke people, flash for the kill, there is just so much you can do.
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Every jungler should take this, as you need it to build a jungle item and without it you can't get the buffs from the monster camps. Pretty self explanatory.
sigurdarsonxd


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Items

There is a wide variety of items you can purchase on jungle Pantheon. This section will cover and explain the items that you will be getting on jungle Pantheon.
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Hunters Machete is the item you will be taking every time when playing jungle. It gives you damage, sustain and gold when killing neutral monsters. It also builds into the jungle items you will be buying later.
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We take this trinket because you need your whole team to place wards down the river to get vision of all invade paths. After your first back switch this out for a sweeper.
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Stalkers Blade is the best jungle item for Pantheon, as it boosts his ganking power by a lot. It gives you a burst of movespeed and a slow on the enemy, also making it a great tool for escaping.
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This is our first main item we will buy. It gives us a bit of movespeed, crit chance, and AD. The most important asset of this item though, is the active, which gives us some movespped and attack speed after we drop.
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This item is perfect for pantheon as it gives him strong pushing power and some AoE damage in teamfights. We will take this item or Black Cleaver after our youmuus to boost our damage.
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Black cleaver is a really strong item on Pantheon because his E procs the cleaver THREE times, meaning a W-E combo will guarantee three stacks af armor shred, making the following Q do tons of damage.
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This is a common item on offtanks as it provides you armor, a slow, and some health. A very strong item.
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This is a strong offensive items against AP casters. It gives you more AD when you are dying so you can change the tide of fights when you are low.
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This is a strong item to buff your whole team, but make sure your supp or top isn't getting it because the auras don't stack.
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This is your get out of jail free card. Your extra life. it is a good all-rounder against all forms of damage.
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I really think that after reading the stats for this item I prefer it over randuins if I'm ahead. It gives you a lot of health, as well as a 25% AD multiplier.
If you take lots of damage you get a 30% max HP shield and the AD increases to 50%.
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And that rounds off all the main items on jungle Pantheon.
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Jungling

Pantheon is an extremely good jungler due to his passive. You can also use the triple block once you get lvl 2. This makes him storm through the jungle with almost no damage taken due to his Aegis Protection. There are two jungling routes you can take, but I only ever take one as Pantheon is quite Blue dependant. This means Pantheon synergises well with no mana midlaners such as Katarina, Vladimir or Mordekaiser. Here is the jungling route you will take 99% of the time.
jungle routejungle route

ghfr frhjk We take Gromp first for the poison damage and because it leads to blue buff. Note that the bonus applies when you smite the gromp, not when it dies, so always smite it straight away. Get a leash from which ever lane is closer, but make sure that they are not close when you kill the gromp as they will share the XP.
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gdhr As I said, we take blue because Pantheon is very mana hungry. You might have to take the second and maybe even the third blue (unless your midlaner doesn't need it).
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gdhr We then take wolves just for the extra XP and gold. We can't smite it so it won't do much, but it is on the way to red, so we might take it anyway. You can also skip this if you need to gank early.
ghfr frhjk We then move onto red to regain some health back with the smite. I like using smite straightaway to get HP quick and so it can start recharging earlier. Now we are ready to gank with our double buffs and all our spells unlocked. If you do not have enough health you can take the rift scuttler instead.
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Here is a helpful video on how to take the scuttle easier. It works the same for melee, just that it is a little harder:
iiiiiiiiiiiiiiii jungle route


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Ganking

I really don't understand when I see people ganking wrong, it is so simple. You just have to consider three things:
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Can you do anything? The most common mistake I see is ganking when they can't do anything. Don't try to tower dive the full health blitz while your bot lane is recalling. It won't work.
Can they kill you? There is no point trying to be the hero and ganking the 8/0 irelia (Something you see just a few times too often).
Do they have vision of you? Don't stand in a bush without placing a sweeper first. ALWAYS check if they have sight of you, and if you are in doubt, leave the lane and wait for your trinket to come up.

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I also have one more thing to say before i finish this section:

CUT THE CORNER!!!


I know, a bit unsubtle but I can't stress how important this point is. It is like 'kissing the apex' in racing. When you are ganking, don't go through the centre of the path. ALWAYS walk as close to the wall as possible to decrease your travel time to the lane by around one or two seconds. You can also cut off the escape route of enemies like this if you get to their turret closer than them. This is such an underused tactic, but it is SOOO important when playing the jungle role.
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Combos

Pantheon has two main combos. The first one is for small skirmishes while the second one will do well for teamfights. This is what they look like:
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Combo 1
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> > >
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This is your bread and butter combo. Use Spear shot first to deal some damage and stack up your passive. They will usually respond by hitting you back, which is blocked by your passive. Then use a quick W-E for the full ticks of damage. Your Q will be up by then and should be used a second time. You can also throw in a couple of AA's. This will usually 100-0 a target after you are ahead and get a couple of items.
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Combo 2
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> > >
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This is your main combo for teamfights. You must remember to w while you are still in the air to increase the range. Then start you E immediately for the full ticks of damage. Finish off with a Q and a couple of autos. you can even Q again it they are not dead by now.
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Teamfights

Teamfighting isn't exactly Pantheons forte. If you build him as a bruiser, he is OK as he won't die in the middle of a fight. If you build him as an assassin, however, you should avoid teamfights and splitpush. If someone comes to kill you you should be able to out duel them with your 1v1 power. And remember, you don't disengage as Pantheon. You're a man and you're going to die in the middle of their team after taking their squishies with you.
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Summary

And that rounds off my Pantheon guide! It was a lot of fun writing this, as well as a lot of effort. I would really appreciate any feedback from you guys, to improve my further guides.
If any of you want me to write a guide, please say so in the guide discussion. I am thinking about a Zac or Varus guide, so please say if you want any of those two. And if you had the patience to read through all of this, do have a Total Biscuit of Rejuvenation, it really will help.
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Good luck on the Fields of Justice!