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Pantheon Build Guide by iamback_2012

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 iamback_2012

Pantheon High Damage Build Solo Top

iamback_2012 Last updated on April 30, 2012
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Ability Sequence

1
3
5
7
9
Ability Key Q
2
13
15
17
18
Ability Key W
4
8
10
12
14
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
3/
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

Hi readers. Thanks for visiting this guide, I greatly appreciate you coming here to read my guide.
This guide will talk about Using pantheon as an aggressive champion in the Solo Top Lane.

Pantheon


MIGHTIEST Champion
Great offensive ability
Striking Fear in anyone who try to oppose him
Annihilate anyone blocking his path
Never gives up
The Champion whom you and me like
VICTORY is our cry
SHOW Mercy is their pray

We shall SLAY them all!!!


Guide Top

Summoner Spells


Exhaust
Ability:
Reduce movement speed by 40%
Reduce attack damage by 70%
Reduce Ability Damage and Item Damage by 35%

Duration:
2.5s

Cool Down:
210s


Flash
Ability:
Teleports toward cursor location

Cool Down:
265s
SPACE

Its great for Pantheon as you will need chasing
power to catch up with opponent who have a
faster speed than you. Furthermore, when you
Ulti into a crowd, you will be focusing on one
guy by Aegis of Zeonia to stun him and use your
combo at him. At the same time others will be
hitting you, You will need to exhaust the most
painful opponent to negate him for a few sec to
allow you finish the first guy you caught.






You will need this to escape from gank. As well
as making yourself to safety to allow your Cool
Down to finish and attack again. This is because
as you attack the first opponent, others may be
aiming you, getting you to low health.


Guide Top

Runes

Greater Quintessence of Desolation
Greater Quintessence of Desolation
Ability:
+3.33 Armor Penetration

Greater Mark of Desolation
Greater Mark of Desolation
Ability: +1.66 Armor Penetration


Greater Seal of Resilience
Ability: +1.41 Armor


Greater Glyph of Shielding
Ability: +0.15 Magic Resistance Per Level
(2.7 at Level 18)
SPACE


It works well for Pantheon due to his
High Basic Attack Damage and Skills. In early
game, you can use your Spear Shot to cut through
their armor to do high damage on your opponent.


Getting both Desolation runes for Quintessence
and Mark, will make it devastating for your
opponent when they try to harass you.



It provides you with some Armor, reduce the damage
greatly from the harassment in the early game.




It is the best Glyph rune to choose, since it give
you great amount of Magic Resistance in the late
game which is very crucial.


This set of runes provides Pantheon with the maximum Offensive and Defensive bonuses from the runes available.

Total Bonus:
+25.0 Armor Penetration
+12.7 Armor
+24.3 Magic Resistance at Level 18


Guide Top

Masteries


Offensive - 21


Damage is Pantheon priority, not defence.


Summoner's Wrath
Ability:
Exhaust - Reduce target's Magic Resistance and Armor by 10


Brute Force
Ability:
+1/2/3 Damage


Alacrity
Ability:
+1/2/3/4% Attack Speed


Weapon Expertise
Ability:
+10% Armor Penetration


Havoc
Ability:
+0.5/1.0/1.5% Damage


Deadliness
Ability:
+0.125/0.25/0.375/0.5 Attack Damage Per Level


Lethality
Ability:
+10% Critical Strike Damage


Sunder
Ability:
+2/4/6 Armor Penetration


Executioner
Ability:
+6% Damage to Targets below 40% Health

Defense - 9


Help to increase your survivability in early game with your bonus from defensive runes.


Resistance
Ability:
+2/4/6 Magic Resistance


Hardiness
Ability:
+2/4/6 Armor


Vigor
Ability:
+1/2/3 Health Regeneration Per 5 Sec
SPACE







Improve you Summoner Spell, why not get it. Unless you choose not to use Ignite or Exhaust then Strike off this mastery.






Increase your Damage Allow you to farm easier at early game.






Attack Speed is not that important but you need it to unlock the next mastery





This is an important Mastery that you must not forget to get, it combines with your runes which allow you to dealt much more damage.





Increase your damage which is good at late game when it can increase about 5 at level 18.






Increase your damage as well. Every bits of Increase in damage combine together is equal to huge damage.






This will help you ensure your kill as you dealt more critical damage. Your Heartseeker Strike's passive which allow you to have 100% Critical Strike Chance will benefit a lot from this mastery.





Increase Armor Penetration again, it is a must to get.






This skill increase damage by a lot when opponent is low health, thus help you to ensure your kill.














Greatest bonus Magic Resistance you can get. Good for early game harassment.





Good amount of Armor provided, with your bonus from Runes, you will be able to tank enermy early game harassment more.





Gain more health being regenerate, thus able too stay in lane for a longer time.


Guide Top

Starting Items


Boots Of Speed
3 x Health Potion
Ability:
Enhance Movement Speed by 1
Health 150 HP over 15 Sec

Cost:
455


Long Sword
Health Potion
Ability:
+ 10 Attack Damage

Cost:
470
SPACE

You will be soloing top lane, you will need to
stay in your lane as long as possible, and not
to leave your lane empty. This gives you
mobility power to escape or harass your opponent.
In addition, you get to buy 3 Health potion
which provide you with 450 Health in total,
a great Deal.





This will allow you to farm easier, since
you will be having Basic Attack Damage of 70
instead of just 60. Furthermore, you will be
able do more damage on your opponent with your
Spear Shot.


Guide Top

Items


Berserker's Greaves
Ability:
+25% Attack Speed
Enhance Movement Speed by 2

Cost:
920


The Bloodthirster
Ability:
+60 Attack Damage
+12% Life Steal

Passive:
+1 Damage and 0.5% Life Steal
Cap at +40 Damage and 10% Life Steal

Cost:
3000


Infinity Edge
Ability:
+80 Attack Damage
+25% Critical Strike Chance

Unique Passive:
+50% Critical Strike Damage

Cost:
3830


Last Whisper
Ability:
+40 Attack Damage

Unique Passive:
+40% Attack Penetration

Cost:
2290


Youmuu's Ghostblade
Ability:
+30 Attack Damage
+15% Critical Strike Chance

Unique Passive:
+20 Armor Penetration
+15% Cool Down Reduction

Unique Active:
+20% Movement Speed
+50% Attack Speed

Duration:
4s
Extend by 2 Sec for each attack up to 8 Sec

Cool Down:
60s

Cost:
2687


Frozen Mallet
Ability:
+700 Health
+20 Attack Damage

Unique Passive:
Reduce Target Movement Speed by 40% for
each attack

Duration:
2.5s

Cost:
3250
SPACE You are building an aggressive Pantheon, Attack
Speed is no exception, this may be the only
attack speed item you are getting so it is a
must to get. Unless Opponents got alot CC you
may get Mercury's Threads to counter that.







This item is one of the best created Attack
Damage item in the game. It allows you to gain
large Attack Damage and Life Steal Bonus if
you can farm well. Additional of 100 Attack
Damage is a lot, accompany it by 22% Life Steal
+ Mastery = 25% Life Steal, allow you to engage
without fear of dying easily.








Great Attack Damage Item. Furthermore Pantheon
cant leave without it. Due to Pantheon
Heartseeker Strike Passive which allows him to
Gain 100% Critical Strike Chance when opponent's
health is less than 15%. This will allow you to
ensure a kill. FIRST BLOOD








Must this item if opponent choose to build
armor item to counter your great amount of
damage. Increase your Armor Penetration by a
lot, accompany with your Runes and Masteries.
You will Deny their armor, and dealt the
Maximum amount of Damage.








Is an essential Early game item for Pantheon.
It does not just increase your Attack Damage
further allowing you to farm more easily, and
your harassment more devastating for your
opponent. It also reduce your cool down
reduction allow you to use your skill more
often. You will be able to use your combo more
often and also Spear Shot to harass or farm.


















Last item should focus more on defence, you cant
just build offensive item all the way, as late
game, you will be a butter to them. Unless your
team are doing so well, get a The BloodThirster
instead. Additional Health and Attack Damage is
just suitable for Pantheon.






Guide Top

Optional Items

Boots



Mercury's Treads
Ability:
+25 Magic Resistance
+35 Tenacity

Cost:
1200


Ninja Tabi
Ability:
+25 Armor
-10% Damage Taken from non-turret Basic Attack

Cost:
850

Offensive



Madred's Bloodrazor
Ability:
+40 Attack Damage
+40% Attack Speed
+25 Armor

Unique Passive:
Each Attack deal Magic Damage equal to 4%
of the target's maximum Health

Cost:
3800


Sword of the Occult
Ability:
+10 Attack Damage

Unique Passive:
+5 Attack Damage Per stack
+2 Stacks Per Kill and +1 Stack Per Assist
( Up to 20 Stacks )
+15% Movement Speed upon reaching 20 Stacks

Cost:
1369


Phantom Dancer
Ability:
+55% Attack Speed
+30% Critical Strike
+15% Movement Speed

Cost:
2845

Defensive


Magic Resistance



Banshee's Veil
Ability:
+375 Health
+375 Mana
+50 Magic Resistance

Unique Passive:
Block one Negative spell every 45s

Cost:
2715


Force of Nature
Ability:
+76 Magic Resistance
+40 Health Regeneration Per 5 Sec
+8% Movement speed

Unique Passive:
Restore 0.35% of Health Per Sec

Cost:
2610


Quicksilver Sash
Ability:
+56 Magic Resistance

Unique Active:
Remove all debuffs

Cool Down:
90s

Cost:
1440

Health



Randuin's Omen
Ability:
+350 Health
+75 Armor
+25 Health Regeneration Per 5 Sec

Unique Passive:
+5% Cool Down Reduction
+20% Slow attacker's Movement and Attack
Speed by 25% for 3 Sec

Unique Active:
-35% Movement and Attack Speed of
surrounding units

Duration:
1s + 0.5 for each 100 Armor and Magic
Resistance your Champion has.

Cool Down:
60s

Cost:
3075


Warmog's Armor
Ability:
+920 Health
+30 Health Regeneration Per 5 Sec

Passive:
+3.5 Health and 0.1 Health Regeneration Per
5 Sec Per Minion Kill
+35 Health and 1 Health Regeneration Per 5
Sec Per Champion Kill
Bonus Cap at +350 Health and +10 Health
Regeneration Per 5 Sec

Cost:
3000

Hybrid



Atma's Impaler
Ability:
+45 Armor
+18% Critical Strike

Unique Passive:
+2% of Max Health in Attack Damage

Cost:
2355


Hexdrinker
Ability:
+25 Attack Damage
+30 Magic Resistance

Unique Passive:
Gain a shield of 250 Magic Damage if a
Magic Attack result in less than 30% Health
remaining for 3s

Cool Down:
60s

Cost:
1400


Wit's End
Ability:
+40% Attack Speed
+30 Magic Resistance

Unique Passive:
+42 Magic Damage on every Attacks
+5 Magic Resistance for 5s for every Attack
Cap +20 Magic Resistance

Cost:
2000
SPACE When you are facing strong Damage taken from
Magic Attacks, it will be wise to get a
Mercury's Treads. It will greatly benefit you
as its Tenacity will help you escape from stun
or slow.







Get this item early to deny your opponent heavy
Basic Attack Damage. If the team AD carry is
too powerful and aim you all the time, get this
item and you will be ble to tank much longer.











This Item will be great if you are facing
opponent with a great amount of health. You will
slice through their Health easily and they will
be vulnerable to you. Get this if most of them
are building Health Item such as Warmog's Armor,
or their Tanker is dealing huge amount of damage
on you all and you want to take him down first.









This item is recommendable if you realise you
are playing a really good game, and able to
survive every team fight. This item is cheap
and allows you to be a very high damage dealer.
It will be a risky item, if you are not able to
build up your stack. In that case, best option
is to sell it and get other stuff.










This will help to increase your ability to catch
up with your enermy and deal much more damage.
From the main build, you will notice that not
much focus in Attack Speed, this is because
Pantheon can deal much more damage with his
Spear shot and HeartSteeker Strike.












So far this is my favourite Magic Resistance
Item, since its passive give you a shield to
block any negative spell. You can avoid being
stun, slow or silence which will deny you
complete. You wont be able to use your combo
on the opponent, further more you will not be
able to use your Heartseeker Strike to bring
all the opponent down by a great amount. This
also prevent you from being cast by any spell
since you got a shield, it will be unwise to
case any on you.





This item can be get to combine with either
your Banshee's Veil or Warmog's Armor, also
many others defensive item. The huge amount
of Magic Resistance it provides, make it a
worth-able item to get against heavy Magic
Attack Team.










It allows you to remove all debuffs, and debuff
on Pantheon means GG. It is relatively cheap,
and will not slow you from getting your main
items by alot.

TO BE CONTINUE...







































































































Guide Top

Skills


AEGIS PROTECTION
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.


SPEAR SHOT
Pantheon hurls his spear at an opponent, dealing damage plus a percent of his attack in physical damage.

Damage: 65 / 105 / 145 / 185 / 225 (+1.4 per bonus attack damage)

Cooldown: 4

Mana Cost: 45

Range: 600

Active: Deal 150% damage against opponent whose health is below 15% of their Max Health ( Heartseekre Strike at least one )


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.

Damage: 50 / 75 / 100 / 125 / 150 (+100% of ability power)

Cooldown: 13 / 12 / 11 / 10 / 9

Mana Cost: 55

Range: 600

Active: Stun them for 1 second and also instantly refreshes his Aegis Protection


HEARTSEEKER STRIKE
Pantheon focuses and unleashes 3 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.

Damage: 13 / 23 / 33 / 43 / 53 (+0.6 per bonus attack daamge)

Cooldown: 10 / 9 / 8 / 7 / 6

Mana Cost: 45 / 50 / 55 / 60 / 65

Range: 400

Passive: Gain 100% critical strike chance against targets below 15% of their max health

Active: Does 3 Swift strikes in a cone in front of him


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

Damage: 400 / 700 / 1000 (+100% of ability power)

Cooldown: 150 / 135 / 120

Mana Cost: 125

Range: 5500

Active: Damage down to 50% at the edge and slows them by 35% for 1 second


Guide Top

Combo

- - Basic Attack - - Basic Attack -

Total Damage:
2417


Guide Top

Summary

Thanks for reading my guide on Offensive Solo Top Pantheon. Will improve it as time goes by.

Do visit my another Guide on Off Tank Pantheon against AD/AP team.

Video on 300 THIS IS SPARTA