Pantheon Build Guide by ApocalypteK
Not Updated For Current Season
Damage (Got Some Kills)
Armor/Magic Resist (Dying/Team is Losing)
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.
Welcome to my Pantheon jungle guide.
It is now pre Season 5, and I am still playing and updating this guide. Please leave some feedback once you read through the guide, thank you.
Pros vs Cons
+ Grand Skyfall, need I say more?
+ Aegis Protection can block Siphoning Strike or a Blade Waltz
+ One of the best turret divers in the game
+ Tied for the highest base movement speed in the game
- Not the tankiest jungler
- Must use a summoner spell or Grand Skyfall to escape
- Has only one CC ability with a considerably long cooldown
- Actually wants to be a baker
Jungle Pantheon - Why?
SPACEA must have for any jungler. Smite operates at a cooldown of 60 seconds, and grants a free and instant damage based on your level. If you plan on stealing the enemy buff, you should always be certain that Smite is ready to be used. Make sure to use it to secure your buffs, dragon, and baron as well. As of patch 4.20, smite is an absolute must for any jungler.
SPACEI choose Flash as a safe pick. You can use it to escape over a wall, dodge ultimates like Absolute Zero and Tidal Wave, chase down fleeing enemies, or even (riskily) gank with it. It is one of the most versatile summoner spells in the game and I often take this.
SPACE Ghost would have to be my second choice to replace Flash. Sometimes it's better to run ghost, notably for chasing and escaping. I'm more likely to use it to run across the map and save my tower than flashing slightly closer to my destination. There is nothing wrong with taking it over Flash, it's a matter of play style and preference.
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Attack Damage
Greater Glyph of Scaling Magic Resist Pretty standard, your alternatives are Greater Glyph of Cooldown Reduction, I personally like to run 5% CDR in blues but leave MR in the guide to keep new players alive.
Greater Mark of Attack Damage Now this is where you get to preference. Pantheon benefits mostly from AD. Other options likes Greater Mark of Attack Speed are good choices on champions like Nocturne, but Panth is too busy jumping on people, throwing spears, and raising his shield to benefit from other marks early in the game. The second best choice would be greater mark of armor penetration if you don't plan on building The Black Cleaver or Last Whisper.
Greater Quintessence of Attack Damage Same situation as the marks, but even if you use armor pen marks I'd keep these.
This is my go to AD jungling 21/9/0 page. I find it, in my opinion, the most optimal for general builds.
These masteries may be the safer choice if you are new to jungling or need to tank for you team.
Pantheon hurls his spear at an opponent, dealing 65 / 105 / 145 / 185 / 225 (+1.4 per bonus attack damage) 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.
Aegis of Zeonia
Pantheon leaps at an enemy and deals 50 / 75 / 100 / 125 / 150 (+100% of ability power) magic damage and stuns them for 1 second. Pantheon also instantly refreshes his Aegis Protection
Passive: Pantheon gains 100% critical strike chance against targets below 15% of their max health.
Active: Pantheon channels for 0.75 seconds and deals 3 swift strikes in a cone in front of him. Each strike deals 13 / 23 / 33 / 43 / 53 (+0.6 per bonus attack damage) physical damage, and they deal double damage to champions.
8===DAs for the active, it gives nice AOE damage. Helps clear the jungle and take down the enemy champs health. Be sure to use it wisely, it's not worth losing a chase over some damage. We prioritize this second,
Pantheon gathers his strength channeling for 2 seconds and then leaps high in to the air, crashing down at the target area 1.5 seconds later. Deals 400 / 700 / 1000 (+100% of ability power) magic damage to units at the center (down to 50% at the edge) and slows them by 35% for 1 second. If the channeling is cancelled, the cooldown is reduced to 10 seconds.
SPACEHere is the discussion post I made showing the difference between your Q ( Spear Shot) and your E ( Heartseeker Strike)
Now of course with different amounts of bonus AD this would all be different, but then when it comes to cooldown your Q is on a constant 4 second, while your E comes from 10 to 6 seconds. Your Q is up 2.5 times/2 times/1.5 times faster than your E at ranks 1/3/5. Of course the AOE damage on the E could make up with clear times, but don't forget that your Q can crit under 15% max health.
I didn't forget that Heartseeker does double damage to champions, so yes when you look at burst E outshines Q, but when it comes to ranks your Q does 160 more damage at 5 than 1, and, at double damage to champs, your E does 80 more damage at 5 than 1. Also don't forget the scales on the bonus AD, Q has 1.4, over two times more than your E's.
I still feel that it's worth it to max your Q first, for both its great scaling and the crit strike at under 15% health."
Standard start for most if not all junglers. Very cost efficient and allows you to get 2 Health Potions. Builds into versatile items to fit your needs.
After the changes to Ranger's Trailblazer in 4.21, Stalker's is now the superior choice. As if a targeted stun isn't enough the slow effect will help secure kills.
This is the upgrade I choose for my jungle item. It's a huge power increase. AD, armor pen, and CDR all in one. In Season 4, I would usually get Spirit of the Elder Lizard with The Brutalizer but with the changes in patch 4.20 I can absolve the items into one.
This isn't really an offensive option, but rather an alternative. I haven't tested this item yet, but it is the dueling option for Hunter's Machete. Pantheon is already a strong dueler, and if you think you can hunt down and kill the enemy jungler this is the perfect item to use. Again, I haven't tested it, but I thought it was important enough to include here.
This item is one of my favorite items in the game. Usually you get Tiamat early on for better clearing, as well as sustain with the health regen. The AOE attack passive is very useful for ganking bursts and later on teamfights/splitpushes.
Excellent item to own. It helps your clear time while keeping Aegis Protection up often. The active helps immensely with chases and ganks, as well as counter jungling. If you choose to build this build it early on. Now that I build Stalker's Blade, this item feels less important.
35% armor penetration plus some AD is great at destroying both the AD carry and the tank. Generally you'll want to build an ArPen item, and this is one of the best choices next to The Black Cleaver.
An alternative to the Last Whisper. Gives a good amount of AD and some health as well. You also get some cooldown reduction, which works swell on Pantheon. With this item, you get a flat amount of 10 armor penetration, and the ability to stack armor reduction up to 25% by dealing physical damage.
A situational offensive item. If the enemy team is heavy on AP and you need to deal more damage, this is my item of choice. Magic resistance as well as a spell shield when you're low health that couples with Maw of Malmortius's other passive which gives more AD at lower health.
This is a great choice for those games where you are fed but don't want to lose your offensive front, and at the same time not risk dying. This is a fantastic solution for those pesky games where you're ahead yet want survivability.
If your support isn't planning on building this you should consider as it's a great item not only for yourself but for your team. You get yourself some health, mr, and a magic resistance aura for your teammates.
Health, the one counter to all types of damage. If you're taking lots of both physical and magic damage, Warmog's Armor is generally a good choice. The passive also gives a nice sustain for in between team fights and turtling comps.
Mix of health and armor. If you are hit by their basic attack their attack speed is slightly slowed, so dueling you will be difficult. Randuin's Omen's active can be used to chase or initiate team fights. I often build this majority of my games for mid game survivability.
An amazing item, you get a free revive! You also get some armor and magic resist to help survivability. If you're the initiator for your team it's a pretty good item to have, as you can come back and jump on the carries again.
I like to build this when I'm facing an AP heavy team or a poke comp. Plenty of MR and some health. I would build this over Locket of the Iron Solari if I'm being singled out.
8===DNearly the same deal with Boots of Swiftness. Brings you speed up to a constant 415, with a slow resist that couples nicely with a Spirit of the Ancient Golem. I would choose this when you're up against a comp that constantly slows you. Think Singed and a Darius holding a Frozen Mallet.
8===D Ninja Tabi grants you some armor and a nice passive. The only times I would take this is when a Draven has 15 kills and is at your inhibitor or there are at least 4 AD oriented champions on the enemy team. Think about who is getting all the kills on the other team.
8===DAs for The Black Cleaver, I usually build this when I need to build tankier or find myself not carrying and assisting my team more. It gives health, CDR, and directly applies armor reduction to the target rather than calculating it to your attacks. You also get The Brutalizer early game and assists in snowballs.
8===DSo, what should you build? If a game is going extremely well you should go with Last Whisper, and I mean really well. Otherwise go with The Black Cleaver
Recommended Build Order
At this point, decide for yourself what to do. If you choose to finish your Tiamat into a Ravenous Hydra, you should be ahead a few kills and not be at immediate risk of being incinerated. If not, continue on reading.
The Arts of Farming, Ganking, Team Fighting, and Warding
PANTH!Q-W-E-Q. This is how you are going to gank, initiate, and kite. Only autoattack if the enemy is within range, otherwise spam your Q and save your E for your W. If you use your Heartseeker Strike without [[aegis of zeonia]'s stun the enemy champion can easily get away.
PANTH!When you are jungling you should always be doing something. The only time you should be sitting still is when you're waiting for an allies abilities to come off cooldown in order to gank. Otherwise, always clear jungle camps when you have no other priorities. A lot of the time, especially in solo queue, you'll find that all the lanes are pushed to the enemy tower. That's okay, you don't have to gank every five seconds. Just farm and get experience, or try and cut the enemy jungler off from ganking your allies.
One final note, always ditch the camp you're at if a lane nearby is in distress, whether they have to recall or they were just ganked themselves and the tower is in danger. Just remember that if you kill some jungle creeps but leave at least one alive they don't respawn, so make haste to clear the last of a camp before moving on.
PANTH!On the image above I included the basic ganking locations. You can gank through lane, where you can also sneak into the brush by the map boundaries, or the river brushes. The only time you should gank is when you are certain to cause destruction and inconvenience to the other team. When ganking, you should ping the ally in that lane that you are coming. Sometimes you must run in instead of waiting in brush, and your ally may not have noticed in time. Start off the gank by running your combo as explained above with assistance by your ally, unless you are ganking to save their life. I tend to give the kill to whoever is in lane at the time but don't be afraid to take the kill.
PANTH!Now that you gank is done, you have a couple options. You may have taken damage in the middle of the gank and must recall, which is fine. You could hold the lane if your ally is low on health, pushing the lane is fine as long as you deny farm to the enemy. Don't hesitate to take some farm while in lane. One or two CS that would have gone to waste won't cause too much damage. But sometimes, the enemy gets away. In this case, you can go back to farming if they are now extremely cautious, or you can wait in the brush and surprise them again. The most important rule during a gank is to not feed a kill to the enemy laner. Try not to gank if you think you'll just die.
PANTH!You can also make interesting plays with Grand Skyfall. When it's 5v4 in the other teams favor, they are likely to initiate the fight. What you could do is ult on top of the team fight, remember the base damage on Grand Skyfall is actually pretty nice considering you don't build AP. Once you're there clean up the fight, the AD carry should be dead already or near death. This play could quickly turn the tide of the game.
PANTH!Another use for Grand Skyfall could be backdooring. Yes, you're not Teemo or Master Yi, and you likely don't have a crazy amount of attack speed. But with an ultimate that can throw you in the enemy base you can easily backdoor and win the game. Of course, it is unlikely you'll do this every game, but don't forget it is an option.
Wards can also hinder you, especially with the new trinkets, which is why I try to ping that I am ganking and go straight in. If you try to set up a gank by standing in a river brush and see the enemy champions suddenly double back under the tower, chances are there's a ward at your feet. Don't be disgruntled, head back to farming. No need to force a gank. If you really want to gank with surprise, you can buy use the red trinket to destroy enemy wards, leave, and come back later to surprise them.