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Pantheon Middle
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Spells:
Exhaust
Heal
Ability Order
Mortal Will (PASSIVE)
Pantheon Passive Ability
Introduction
My Mastery build is extremely different than most Pantheon builds in the way that I chose for the 5% physical/magic damage. Most tend to go for the survivability pantheon or the cooldown reduction way. My masteries are setup to increase Arpen damage and crit damage. I also threw in an exhaust boost and heal reduction for the moments in the middle where a heal is the difference between first blood.
My item build also differs from the original. My item build goes for a Boots of Speed to begin with and then 2 health pots and 1 mana pot. I like these as beginner items to give the edge in middle lane. After these and most likely a kill I go with Ionian boots which make it so I do not need the brutalizer for its cd reduction. My next item is the Last Whisperer for the 40% arpen. After the Last Whisperer I tend to go with a B.F. sword for the straight attack damage. Building off of the B.F. sword I buy a black cleaver, then a bloodthirster, and then a infinity edge. By this point in the game you should either be doing alot of damage or needing a bit of survivability. I tend to buy a guardian angel for help if Im having trouble surviving.
Like all Pantheon's the attack skill sequence will open up with your stun (W) and followed by your big hitter (E) and then as they run follow it up with a nice (Q). If by this time your target is not dead I advise retreating for a few seconds while your abilities return from their cooldowns and repeat. A great initiator but squishy Pantheon can jump and land on his opponents in the ring. However it also is one of the games best ganking tools and using it can take some skill. Whenever I jump I take into effect the user's movement abilities (movement speed 3 is a great escape with small damage), the user's spells (flash can mean an easy dodge) the characters abilities (Vlad and sanguine pool is 0 damage), and the number of people there and their current health. Marking your jump and notifying your teammate can equal a great stun for the full 1000 damage. Another great time and spot to jump is turret saving when a champion is attacking a turret its like trapping them between a rock and a hard place. Putting it slightly behind a champion is also a good choice but be careful for they can always run to the sides. a Direct jump onto them means even in the 2 seconds they are making it to the 33% damage spot but you can stun them right after.
Pros- Great middle laner in my opinion with a stun good strong DPS and with some skill a ganker for the rest of the game. Also able to help initiate team fights save teammates and just do a solid amount of damage throughout the game and not just the beginning.
Cons- Towards the end of the game if you did not have a decisive start then this build does provide a squishy Pantheon. This is one of the times when I change my infinity edge or phantom dancer into a Guardian Angel for survival skills. Also one of the weaker parts is team fights. He is great to get that one target you don't like such as an annoying lux in the back field or annie who is slyly camping the sides, but after that he is just focused down since you have to jump into their range.
Cons- Towards the end of the game if you did not have a decisive start then this build does provide a squishy Pantheon. This is one of the times when I change my infinity edge or phantom dancer into a Guardian Angel for survival skills. Also one of the weaker parts is team fights. He is great to get that one target you don't like such as an annoying lux in the back field or annie who is slyly camping the sides, but after that he is just focused down since you have to jump into their range.
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