Pantheon Build Guide by Loxton
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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.
Loxton here! This is my first guide so leave comments and give some nice feedback. I often play standard supports and enjoy, as well as have taste for every support in the League of Legends. I decided to go support Pantheon because I had a feeling that it would just work. I played Pantheon as a support for a game just for the heck of it and well it seemed semi-viable. As it worked well for my one game I tried it again and after a full "Match History" of Support Pantheon; I myself deemed it a viable frontline support. I really do enjoy building "Supporty" on champions than could possibly be viable, other than your stand Taric, Sona, Soraka, Nunu, Janna, etc. I plan on making several meta-support guides in the future so check my "News" chapter to see what is coming and what has been changed to this guide and check out those guides. Also, as always try this guide and others, and consider how it goes for you before voting down upon or leaving poor comments.
May my lane succeed always,
Can leap from Bushes.
Very Tanky Support.
Can poke for your carry well.
Can Ulti-Support to the other side of the map.
Isn't reliant on his carry to live.
Can Tank Turrets for Dives with Passive.
No Heal/No Buff to share.
Has to move in range to Ulti across the map.
Isn't really known as a support.
Can really only stun/poke for your Carry.
I use the chosen runes for several reasons:
Greater Mark of Attack Damage because when you E+Q to help the Carry you're generally supporting it's nice to deal damage to assist them as much as possible!
Greater Mark of Armor you evolve to a Tanky frontline for team fights and this extra armor always helps.
Greater Seal of Armor primarily to reduce Attack Damage from champions that feel the need to poke and hit you consistently!
Greater Glyph of Scaling Magic Resist or Greater Glyph of Magic Resist runes to reduce the magic damage you take and make you more tanky early game!
Greater Quintessence of Attack Damage or Greater Quintessence of Movement Speed For more damage or More Mobility.
Greater Quintessence of Armor Also helps in early and late game to make you more tanky.
Summoner's Wrath allowing your exhaust to reduce Magic Resist and Armor so you backline damage can beat them down.
Resistance 3/3 For a little extra Magic Resist against "That Guy"
Hardiness 3/3 Extra Armor for "That AD Carry" that swings on you early game.
Durability 4/4 for increased health over time making you a tad more Tanky.
Veteran's Scars Making you 30 Health more Tanky!
Evasion Gives you that tanky umph in team fight against heavy AoE such as the ult's of Nunu, Kennen, Fiddlesticks, Vladimir, etc.
Enlightenment 1/3 Giving you cooldown reduction making your stun less of a cooldown and your poking better.
Honor Guard This skill makes you more tanky by reducing your damage taken.
Juggernaut Gives you 3% extra free health, and aids you with incoming disables.
Summoner's Insight Makes your Flash have 15 seconds less of a cooldown so its up when you need it!
Expanded Mind Gives you more mana over time which makes it so you don't have to base more than needed as well.
Swiftness Increases your mobility to help you get "That Stun" Off.
Faerie Charm Sight Wardx3 Health Potionx1
These items give you a tier item toward your Philosopher's Stone, Health and Mana pots to help you over time, and Wards to aid you in ganks and give you a general idea of where everyone is.
Heart of Gold Makes you tanky giving you more HP and gives you more gold over time!
My Items for my build:
Aegis of the Legion Makes you more tanky, and provides your team and yourself an Aura increasing their defensive stats.
Ionian Boots of Lucidity For Cooldown Reduction on your stun and makes you poke more, spammin' those spears! (Can be switched with Magic Resist or Armor Boot)
Frozen Heart Gives you Armor, Mana, Cooldown Reduction, and Shuts Down AD/AS Carries by providing an Aura that reduces the Attack Speed of nearby enemies by 20%
Zeke's Herald This item is really optional it can be replaced depending on how you want to play and the team mates you're playing with, I like it because it gives you Cooldown Reduction and Health, while it's giving Nearby Allied champs 20% attack speed and 12% life steal.
Randuin's Omen Gives you 75 Armor, 350 Health, 25 Health Regeneration, and 5% Cooldown Reduction. Also, a very beneficial part of this item is the 20% chance on being hit to slow the attacker's movement and attack speeds.
Force of Nature with this current build you will have a lot of health and armor so this item is good to help protect you again Magic Damaging Champions.
Banshee's Veil Blocks a negative spell every 45 seconds, and provides you 375 Health and Mana, plus 50 Magic Resistance. This item can save you from ults or block an initial part of an enemies combo.
Soul Shroud Gives you 520 Health, and Gives nearby Champions 12 mana per 5,and 10% Cooldown reduction, this item is nice when you have champs on your team that are very mana reliant.
Locket of the Iron Solari Gives yourself 35 Armor and 300 Health, and provides a bubble absorbing 50 damage + 10 per level, 230 damage absorbed at level 18. This items gives you a bubble, something you've lacked as Pantheon support all early game.
Warmog's Armor Health and Health Regen. GET BIG !
Atma's Impaler Provides armor and turns your health in a Attack Damage.
I max out Aegis of Zeonia First because that's your stun which makes you "Support Pantheon"
Following Aegis of Zeonia I max Spear Shot because that's what you use to poke the enemies down for your Carry to finish them off.
Heartseeker Strikeis the last spell I max primarily because it's an AOE Spell, and I want to take as little Creep as I possibly can!
Alternatively you can max your Heartseeker Strike prior to maxing your Spear Shot so you can do more damage to multiple target rather than just 1 but that's a personal preference.
The ones I use:I use Flash and Exhaust. Flash to either get away or Flash into an immediate stun to engage a fight. Exhaust to slow or shut down and enemies damage.
- Exhaust can be very useful as you are able to slow a running enemy and/or reduce their attack speed when they are pouncing on you or an ally.
- Ghost can be used to catch up to someone to stun them or move across the map fast. It's personal preference.
- Teleport is a great spell to use on Support Pantheon to get across the map and be "That Support"
- Provides a heal to assist your team in fights! Small but can be game changing.
- Pantheon himself isn't mana reliant, however you can use it when you are laning with someone that's reliant on mana.
- Ignite is nice on most champs but you don't want it on Support Pantheon to avoid kill stealing as much as you possibly can.
- I feel these are just irrelevant spells on Support Pantheon.
Support Pantheon- Complete
Pantheon Support: Released and up to date with the latest Major Patch; Spectating Mode Build. Updated 6/25.
Thanks for reading my Support Pantheon Guide, please feel free to comment, as I'm always wanting to Improve!
Please try the Guide First, and then leave comments and vote!