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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Mortal Will (PASSIVE)
Pantheon Passive Ability
Introduction







In a way,









After switching up my build to be less tanky and more offensive, and maxing






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Runes




I set up my runes with offensive Marks and Quintessences, and with Seals and Glyphs for defense against both AP and AD opponents.
I recently switched from Armor Penetration Marks to Attack Damage for a couple different reasons; first off is that with your sustain start, your going to have about 58 Attack Damage at Level 1, which makes trade-offs a lot more difficult and noticeably decreases your damage output. Farming early on is also a lot harder if you take armor penetration since you won't be doing very much auto attack damage. However, armor penetration marks are great for late game, so feel free to take them if you decide you like them better.

Nine of these seals will offer a significant boost in armor early game. Which will allow you to negate a lot of your lane opponent's auto attack damage at early levels. The only substitutes for these would be the


I take nine of the



My Quintessences build off of my Marks, and so I have also switched to Attack Damage Quintessences to compliment my Marks for some significant early game damage increase. The reasoning to AD vs Armor Pen. is pretty much the same as with the Marks. Basically take AD for better farming and early game trading, and Armor Penetration for better late game damage to tougher opponenets.

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Summoner's Wrath : Gives a decent 5 Attack Damage boost when your
Ignite is on cooldown, which can be helpful for early farming and trades
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Fury : Small amount of Attack Speed to help with last hitting and for those times where you are finishing off an opponent with auto attacks if you have to
Sorcery: Cooldown Reduction is great for a Caster like
Pantheon who relies mainly on abilities for damage, having a spell come off of cooldown a couple seconds earlier can save you life and/or secure you a kill
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Deadliness : Small Attack Damage per level boost, an obvius benefit to an AD oriented champion like
Pantheon
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Destruction : Half-decent mastery that slightly increases your damage against turrets, more to unlock the next tier than anything else, but still somewhat useful
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Weapon Expertise : Helps to negate a chunk of opponents armor, very nice mastery
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Brute Force : Small amount of flat AD, beneficial early on
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Sunder : Some flat Armor Penetration to help get you through more of your opponent's armor
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Executioner : Probably the best mastery in the tree, hugely helpful for finishing off your enemies when they get low

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Summoner's Insight : A 15 second cooldown reduction on
Pantheon's only real escape method is well worth the investment
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Wanderer : Helps significantly with getting around the map, combined with your extremely high base movement speed it completely demolishes the need to start with boots
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Meditation : Helps a lot with sustain, paired with
Faerie Charm it will ensure you don't run out of mana nearly as fast
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Expanded Mind : Small chunk of mana per level, further increases your sustain and the amount of spells you can cast without running out of mana


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Your primary offensive item. It should be build after you have ![]() ![]() |
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This should actually be built after ![]() ![]() ![]() |
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Your third core item that also needs to be a part of your build no matter what. Unfortunately, the short-lived reign of the League of Cleavers has come to an end with the (admittedly MUCH needed) nerfs to our beloved BC; however, its still an amazing item. Its no longer what you want to be rushing, and although you want ![]() ![]() ![]() |
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Other Possibilities

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I actually really like this item, and have started buying it more and more often. It offers a pretty good amount of attack damage, and the AMAZING ![]() |
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This item actually supplies the highest physical damage in the game, IF you remember to use the active. And often. The problem with this item, and the reason I buy it late if I end up getting it, is that ![]() ![]() ![]() ![]() |
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Buying a second ![]() |
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Truth be told, I've only ever taken this on ![]() ![]() ![]() ![]() ![]() ![]() |
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I used to really like this item, and always bought it. But with the Season 3 10 Attack Damage decrease on it, its become a lot less appealing. Especially since the fact that ![]() ![]() |
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An item I have recently picked up and decided I really like. This is the defensive item I would recommend the most, because nowadays a large amount of health is a much better defense than a large amount of armor, I find myself able to withstand more damage with this than like a ![]() |
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It used to be what I always took for defense, but with all the different ways in Season 3 to shred through armor, and also the nerf to it, I've found its usefulness has taken a slight decline. Don't get me wrong, its still a nice item with a great passive that can turn a teamfight around (...or just slightly delay your death if your team lost hard). However as I said I now prefer taking the health from ![]() |
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This item offers a LOT of defense in the form of both health and armor, which makes it possibly your best bet depending on the situation. I mostly buy this item for defense if the enemy AD Carry gets fed and is starting to deal crazy amounts of damage and dominate, since it is something of an anti-carry item. I would call this the second-best defensive item on ![]() |
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This item is something I used to always buy, but haven't used in a looooong time due to the discovery and release of better defensive and partially damage items. The reason I don't take this item for health over ![]() |
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As I've said in all my guides, these are the two best summoner spells in the game, and I take them with just about all of the champions I play (except supports...then again, I don't support, so nevermind :P). Simply because, having


This is a half-decent spell, it can help you escape or close gaps. However, I would only ever suggest taking this over flash if you weren't high enough level to use



You can take this spell if you think you really must, or if nobody else on your team has it. It's great for securing kills, and it can also be used to escape if there's only one person chasing you.

This spell is somewhat okay; but only for new players. This is a suggestion only as a necessary replacement to






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iiiiAegis Protection
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After attacking or casting spells 4 times, Pantheon will gain a shield, that will block the next Tower Shot or normal/enhanced standard attack that deals more than 40 physical damage to him.
SPACESPACE
Tips and Tricks
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Spear Shot
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Pantheon hurls his spear at an opponent dealing physical damage. If Heartseeker Strike has been leveled up once, Spear Shot will crit to deal 150% damage against opponents whose current health is below 15% of their max health.
SPACESPACE
![]() SPACESPACE
Tips and Tricks
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Aegis of Zeonia
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Pantheon leaps at an enemy and bashes them with his shield, dealing magic damage and stunning them for 1 second. Pantheon's Aegis Protection is also refreshed.
SPACESPACE
![]() SPACESPACE
Tips and Tricks:
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iiiHeartseeker Strike
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Passive: Pantheon's autoattacks and
SPACESPACE
![]() Active: Pantheon channels for 0.75 seconds and deals 3 swift strikes in a cone in front of him. Each strike deals physical damage, and they deal double damage to champions. ![]() SPACESPACE
Tips and Tricks:
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Primary Skill Sequence
Maxing




Counter Lane Alternative
I never ever use this myself, because











The reason







In case your still not entirely convinced, and you think that

1. Lets say you're at Level 9, and have 150 bonus attack damage, well lets calculate the damage difference between the two abilities at their highest rank, calculating the total damage of all three strikes for Heartseeker:

Ok so pretty close (not),










2. For the second comparison, lets calculate the starting damage of both abilities at level 1, with 20 bonus attack damage:

This is the only category where





3. For the third comparison, lets calculate each skill's damage at full rank in the late game, with 350 bonus attack damage:

Absolutely no contest here,




4. For the final comparison, and the one that hopefully will put this to rest, lets calculate your TOTAL damage with both abilities at Summoner level 11 when you have maxed out one skill, have two points in the other, and have 215 bonus attack damage. Starting with a maxed out spear shot:

So as you can see, you will have more damage with the full rank of













If you see two allies defending a turret against three or four enemies and your too far away to get there normally, then a

When you use your ultimate to land on a group of enemies, MAKE SURE that you have teammates that are either there already, or very close. Otherwise you are just offering yourself as a sacrrifice and really hurting your team. I cannot tell you how many times I used to activate first and think second, meaning I would see a fight and then immediately jump in the midst of the enemy team...only to find my team had retreated and I was suddenly in a 1v4 or 5. So even if you see teammates there, make sure they're going to still be there when you land, and don't jump in if you think they're about to retreat.
When you are using

If you see your team is pushing an enemy tower, but the enemy team is all lined up protecting it, then you can use



Submitted Scores

DarkAkumaLord playing his first time


Aughes with a flawless score of 14-0 in his first Ranked game as


Well, that's the end of the guide I suppose. Thank you for taking the time to actually read the entire thing, and I promise your


- Lucorian5
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