Pantheon Build Guide by Disegno

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.

League of Legends Build Guide Author Disegno

Pantheon - Seeking Hearts [Updated 9/2]

Disegno Last updated on November 26, 2011
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Team 1

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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Summoner Spells

-- Flash : It's very useful, I also find it a need to get when facing a Jarvan IV in ranked play, not a bad choice at all. Another good spell to either help you get away or get closer, get close, initiate, get the kill, and run out, or just get closer to a safe spot.

-- Ghost : The mastery point is much easier to get than Flash and it's good for escaping and initiating. You gain more movement speed and can go through minions, only downside to this, it's not a blink like Flash.

-- Exhaust : I find this good, all around game, this can be used to slow down and you can initiate on this skill's usage, or you can use it on someone so that they won't catch you that easily. Can also be used in teamfights, prevent an enemy from escaping an AoE skill being casted.

-- Teleport : It's a good spell if your team has no one with this spell, it can be used to backdoor sometimes, but don't do this without an escape plan, my build isn't really DPS until Youmuu's Ghostblade so keep that in mind. Pairs really well with that Wriggle's Lantern.

-- Cleanse : This skill is not used with many, don't underestimate it's power. Grabbing Ghost and Cleanse, you will be untouchable by CC for a few seconds. Also if you are towerdiving, run this, and you should be fine against enemies with CC.

I'd recommend only choosing these summoner spells. One for escaping and another one that'll help you get kills.

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Rune Pages

Greater Mark of Desolation

Greater Mark of Desolation -- Greater Mark of Desolation : Armor Penetration marks that contribute to building the Brutalizer and Last Whisper, Duff mentioned that it will be like dealing true damage. Also helps against those early game Cloth Armors like myself.

-- Greater Seal of Armor : Basic runes, but they are helpful to a more defensive early game. So, this covers the AD attackers. The bonus early game helps, but not that significant, it does cover for 10 of the ArPen of the attacker if they have it so, that's why I prefer these.

-- Greater Glyph of Scaling Magic Resist : Counterpart to the Armor runes, Magic Resist to any champion that uses AP. Helps a bit early game and a lot more late game. Grants you the Magic Resist boost that you lack in this build.

-- Greater Quintessence of Attack Damage : AD Quintessences to finish off this rune page, why? After long thought and consideration I realize instead of running a full AD page, I run AD Quints that'll grant 6 Damage, and go 15 ArPen with the 6 ArPen from masteries. 21 Armor Pen making up for the Quints - which would be missing out on 4 or 10 depending on how you build your masteries.

These rune choices are pretty much recommended for him. The bonus AD Boost and the remaining in Armor Penetration and defense. If you want you could always switch up the AD Quints for Greater Quintessence of Desolation to get even more Armor Penetration.

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Mastery Trees

space This mastery tree is a standard AD Carry tree. If you aren't used to it on AD Champions, well you have not played long enough.

Deadliness - 3/3 | I put three points in this simply because Archmage's Savvy doesn't pair that well with Pantheon.

Exhaust - 1/1 | Only 1 point can be put in it and it is a wise choice because the reduction of Armor and Magic Resist for 10 during the duration of your exhaust on the enemy, can grab some early game kills.

Sorcery - 4/4 | I grab 4 points in this for the max cooldown reduction available in this tree. It's not much but it still contributes in the long run. A millisecond can be the reason why your Spear Shot wasn't up to kill a running enemy.

Alacrity - 3/4 | Only putting 3 points in this for some better mastery points later on. 3% Attack rate is still really nice against early game mastery dodgers.

Sunder - 3/3 | Obvious choice, the 3 points in this will grant you a bonus 6 Armor Penetration, and one of the few reasons why I decide to go for AD Quints instead of just finishing it up with ArPen Quints.

Brute Force - 3/3 | Another common choice for AD Carry Mastery Trees. 3 Damage increase, isn't that much, but early game, you get your AD Quints and 3 Damage, that's a free Long Sword basically.

Lethality - 3/3 | Another common choice, boosts Deadliness mastery points, and grants you 10% critical chance. Not that noticeable but those ******ed lucky critical hits can still grab you kills. This only boosts that chance.

Havoc - 1/1 | Finally, the only reason I go for this tree, is because of the 4% Damage increase overall. Boosts early game, boosts late game with all that damage, and it isn't much but it still contributes.

I use my remaining 9 points on some utility.

Good Hands - 1/3 | Not much death timer reduction but 3% and figured I'd just put one of the points in this mastery.

Perseverence - 3/3 | 4% Increased Health and Mana Regeneration for that early game boost. Throw an extra Spear Shot here and there, and regen it back a few seconds later.

Awareness - 4/4 | I grab these mastery points because the 5% can really be one of those situations where if you make good use of you leveling before them, you can change the laning game, and get the kill.

Utility Mastery - 1/2 | Final point in the Neutral Buff boost. That 15% extra timing on a blue buff or red buff can really be another one of those things that make differences. Plus your getting a 15% timer boost of the full benefits of a Neutral Monster Buff.

I recommend these mastery trees but you can change them to however you want to. He will still do fine after he gets a few items.

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Skill Information

-- Aegis Protection : It's a little mini-shield, doesn't work quite like a Banshee's Veil but blocks normal attacks or enhanced standard attacks, like Parrrley. Not the best passive but it blocks turrets shots as well. Try to attack under the turret, stun for the shield reset, and you'll take less damage than intended.

-- Spear Shot : One of his best skills. Hurls a spear that does 150% extra damage if the enemy is below 15%. They took the concept of his Heartseeker Strike passive and added it to this. It's good for last hitting champions and minions if you are getting denied.

-- Aegis of Zeonia : A 1 second stun that also works like a gap closer. It lets you Heartseeker Strike long enough to get all 3 hits in. Every time you use it, you also get a shield reset from your passive. Using the right skills at the right time can prevent a lot of damage from being taken.

-- Heartseeker Strike : This is where most of his damage comes from. It does double the total damage if used on a champion. It also grants a passive where anything below 15% health, Pantheon will grant a critical hit. Pairs well with his stun and cause it only channels for .75 seconds and your stun lasts 1 second. See where I'm coming from..?

-- Grand Skyfall : Deals a lot of damage if you hit them directly in the center. Deals half of that damage if they are around the edge. Planning it in the direction of your enemy's escape can lead to an easy kill. If you attempt to stun a few seconds before you land, you can actually stun immediately after you land.

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

Heartseeker Strike Level 4 / Spear Shot Level 3

I alternate between Heartseeker Strike and Spear Shot because it provides me with a good harass without burning all my mana from my combo. I throw a Spear Shot every other opportunity I get, at least until they get to a little below half, so when I combo, it's a guaranteed kill. Stronger harass, only difference in damage is 11, and I think it's still a better choice.

(50) + ((86 + 30)3) + (145 + 70) = 613*

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

Heartseeker Strike Level 5 / Spear Shot Level 2

An alternate ability sequence is maxing Heartseeker Strike first which will really maximize your damage but it's only increase is 11 damage when you use this build. With the other build I use, I have more room for harassing, and can save mana for my combo when I'm sure I can kill him.

(50) + ((206 + 30)3) + (105 + 70) = 624**

I recommend that you stick to the original skill build, that way you get your harass, and you get your max damage minus 11. I didn't bother to include other results for other skill builds cause they weren't that important. These two will guarantee most damage.

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Early Picks

Item Sequence

Health Potion

Madred's Razors

Wriggle's Lantern


The Brutalizer

-- Boots of Speed : I go for the Boots of Speed and 3 Health Potions because it grants that much sustain earlier on. You can literally farm so much longer than you can if you picked up a Doran's Shield or a Doran's Blade. You lack the bonus damage boosts but once you recall... that all changes.

-- Madred's Razors : First recall I instantly go for the Razors. Creep farming - easy mode engage. Grants a bit of armor as well. Helps a bit towards all AD champions and the bonus AD will help improve your Spear Shots.

-- Wriggle's Lantern : Finishing up that Madred's Razors and heading towards the Wriggle's Lantern, there are a few things that makes me choose this item for, EVERY AD CHAMPION, that I play now. Farm goes up, awareness goes up, dragon control can go up, and just sustain in general goes up.

-- Sheen : What am I thinking now, Sheen? I have started to try Trinity Force on Pantheon and it just rapes. Harass SS + this down til' your enemy is down to half health. Your combo, AoZ, HSS, Auto Attack Sheen Proc, and Spear Shot.. almost instakill.

-- The Brutalizer : Great damage, armor penetration, and cooldown reduction. A nice item to have before finishing up your Boots of Speed. It'll contribute to how quickly you can follow up and a kill, after using your stun, and find yourself useless til' your stun is back up, this will only lessen up the wait time.

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Core Items

Item Sequence

Trinity Force

The Black Cleaver

Youmuu's Ghostblade

-- Mercury's Treads : The most fitting boots for Pantheon, up close fighter, no magic resist, no tenacity, and this would fill that role a bit well. 35% Tenacity Reduction, most reduction out of all items, and a boost in Magic Resist. Good for bruisers, upclose fighters, and Pantheon.

-- Trinity Force : I always build the Phage before the Zeal because the health and the slow on hit proc. I go Trinity Force because of the so many uses it has that can contribute to mid game kills. 100% Bonus Damage proc, slow, movement speed, attack speed, and health boost is what it provides, for the most part.

-- The Black Cleaver : I went for this because, there isn't a B.F. Sword at all in this build, this also has a nice attack speed bonus, and grants a bit more damage than a Last Whisper. It also goes through 45 Armor when you attack a champion 3 times.

-- Youmuu's Ghostblade : Could be the difference of whether you live or why they die. You can literally manhunt your way to a near death champion, you don't even have to auto attack, just crit with SS, and run out. This pairs very nicely with the Phage, slow, attack - attack, slow, attack - attack, combo, and bye bye. You can use it to GTFO a fight as well, he's a burst AD carry, of course they should target you.

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Final Choices

Disegno's Pantheon

Damage Pantheon

Anti-DPS Pantheon

Anti-AP Pantheon

Anti-Tank Pantheon

| | | | | | | |

You have 2 item choices left. Your Final Choice is gonna replace the Wriggle's Lantern, I recommended following a completed build above, there are many choices, pick one of the builds that best fit what your team needs. If the enemy carry is 20/0/10 and they are Ranged AD, pick the Anti-AD Build and etc.

-- Randuin's Omen : This is a great item against them DPS - AD Carry champions. 75 Armor, 350 Health, 5% CDR, if you get hit, slow for 35% chance for 3 seconds, and an active that will slow all enemies, ALERT, now would be a good time to activate that Youmuu's Ghostblade. It's very underused, but it comes with so many good qualities, only use it if the enemy's main source of damage is an AD / DPS carry.

-- Sunfire Cape : AoE magic damage per second, armor, and health boost. It's an item that works well better depending on your team composition. If your team has an Amumu or a Sona, or anyone with an AoE Slow/Snare/Stun, stand in the middle and it'll slowly drain down their HP, it's not noticeable but like I said previously, could be a main factor why they die instead of live.

-- Warmog's Armor : This is for you personally. If you find yourself doing well against the enemy team and this is just to add more pain to them when killing you cause it will be a lot harder than it usually is. If you don't need a MR boost or an Armor Boost, just grab this, so much Health is coming from it, which means, even more damage.

-- Atma's Impaler : I highly recommend building this after building one of the health items above. It grants you additional damage for 2% of your total health at the time. So, after building one of these, and grabbing this, this will not only grant you only more defense, surviving ability, depending on the item, another side effect, and damage for all that health you have.

-- Banshee's Veil : For them AP threats to your team, grants a nice health boost, and some magic resist. The nice passive that grants you a Mini Anti-CC Shield every 45 seconds. Really recommended if their main source of damage is an AP user.

-- Infinity Edge Very nice damage with this and critical chance/damage increase. It's costy but the 80 bonus damage boost can really contribute to how much damage you can actually put out. Works well with your Spear Shot and will guarantee the kill if it wasn't already.

-- Madred's Bloodrazor : This is if they are all building health items, what this does, each hit will deal 4% magic damage of the enemies health, and what this means is going straight through a tank. It's costly, has some damage, and a nice attack speed boost. Only recommended if the enemy team is all building health.

-- The Bloodthirster : You have no lifesteal in this build, depending on your final choices, then you might not even need a lifesteal item. For the most part, most people will go for damage over health and defense, and what this does HUGE damage boost, 25% Lifesteal. You can actually, walk out of a fight, kill a jungle camp, and go back in.

-- Last Whisper : I used to have this in my main "Core Build" items but I realized there were better choices earlier on. I am adding this because as late game goes on, out come the Thornmail and maybe a Frozen Heart depending on the enemy champion. This is still a great item considering it goes through 40% of the enemy Armor. I only recommend it for those champions building the items previously mentioned.

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Game Summary

-- Farming : As far as farming goes, please remember that waiting for kills isn't good at all, you should keep up with CS simply because, you critical hit everything blow 15% health, not only does this increase your chance to not miss a CS, but it lets you last hit like a boss. I also threw in the Madred's Razors because this also helps him farm very well, those 500 damage procs on minions also help him towards his core.

-- Laning : Cloth Armor and 5 Health Potions pretty much cover this portion. I got a recommendation from someone who commented below about starting with something that provides a bit more sustain, what better than this, and eventually builds to a Wriggle's Lantern, great for solo top, dragon control, and incoming ganks.

-- Ganking : This is pretty much given to Pantheon. Just timing it right gives you a successful gank. This is also a strong side for Pantheon. Coordinating a gank with your teammates will guarantee your team a kill and some money. You have a stun, unmissable HeartSeeker Strike, and a Spear Shot to those who try to get away. Just make sure the other lane knows of your gank and all things will go well.

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-- Pantheon has come alive once more, he is back to his former old self, a threat to the League of Legends Champions. With this build, I hope you find his true potential and will show everyone your capabilities. This build provides him with an even balance with Bonus AD, damage, and along with Health so that he can remain with his team. Full glass cannon builds are old, it's time to take action and be in front of the fight.