Pantheon Build Guide by
Not Updated For Current Season
Beefy Hunk of a Mantheon
Not Updated For Current Season
Passive: Aegis Protection
Being able to block a standard attack is nothing to sneeze at. Especially when that shield can block a turret hit. This ability certainly helps Pantheon excel in the top lane. It’s easy to build up, as jumping in for your wombo combo will easily give you 3 of the 4 if not all of the stacks needed for the shield. If it is already up, then you can get all fancy pants and jump someone under their turret , then walk off like a gangsta knowing the turret shot will be blocked. DENIED, SON. This is a powerful harass tool because minion attacks shouldn’t break the protection due to the low damage they output.
Your most reliable damage skill. Max this first because it is on low cooldown, lower mana cost and outputs the most damage out of your three basic skills. Since it is arranged attack you also reap the benefit of having a harass tool that keeps you out of danger. It can be used to farm creeps from afar, but be wary of spamming it and wasting all of your mana.
Aegis of Zeonia
Pantheon probably likes frogs, because he has mad hops and makes suckas croak. Aegis of Zeonia is your go to utility skill. Generally utility skills are maxed last due to the fact that they provide the least amount of benefits outside of their initial properties. The same applies here, we put one point in it at level 3 so that we have a stun added to our arsenal. After that though we save it for last, because it is magic damage (we’ll talk about this more later) and the stun does not increase with level. Sure the cooldown is reduced, but in most situations early to mid game you won’t need to output multiple stuns.
Pantheon must not know where a person’s heart lies cause he just stabs all over that poor mofo’s body when he lets this loose. Pantheon’s most damaging normal skill, we max it second because it hurts real good and because it’s cooldown is longer/is less mana sufficient as Spear Shot. Also because you cannot really harass with it very well. The fun part about this skill is that once you have a point in it and a point in spear shot, the spears will crit low health targets (15% or lower). Keep in mind that this is a channeled skill, which means you will be immobile while it goes through the animation. Don’t get caught in a bad spot with it!
Told you he was a jumpmaster. This is some serious Hulk **** right here. As with any champ’s ultimate, put a point into it whenever available. This ability is fun because you jump like a million miles across the map, which leads to some unsuspecting ganks. Your ult does magic damage, a LOT of magic damage if the foe is closer to the epicenter of your ult. This is why you may see an Ability Power Pantheon from time to time, the temptation is great for some. AP Pantheon means diddly squat though if you can’t land your ult. So when is it a good time to jump in? Here’s a skit:
Pantheon: “Ashe, you and your lane partner annoy my friends and I wish to stab at thee.”
Ashe: “Silly Pantheon, we are in the bottom lane, thou canst not reach us from your positioning in the middle lane. My arrows shall blot out the sun, and your teammates shall truly suffer for thine folly!”
Pantheon: “Then we shall fight in the shade of the bottom lane!” *Channels ultimate, making sure to best gauge where Ashe and her partner will be on impact, ulting to that locale.
At this point if you are successful several things may happen here.
A) You crash down on that fool’s head, and then immediately stun them and wombo combo them with your other two abilities. At that point they should be dead if not nearly.
B) You sandwich them between you and your teammates, and then perform the wombo combo from part A on the most enticing target. Your mates should HOPEFULLY know you are coming due to the large green circle your ult broadcasts to them, if not, let them know you are en route. Then you shall take them down as brothers and sisters!
C) You land and hit no one, but scare them back. They fear your might!
D) They don’t fear your might, you land and die. Especially ****ty if your teammates abandoned you. COLD.
The most important thing to think about is how you think the enemy will react as they will be warned a second or so before impact that you are about to land. You also need to know your limits. You probably will not land right on top of them 90% of the time, so don’t just assume you are going to nuke them to hell and back; you may have to put up the fight of your life on impact. This is why it’s best used in conjunction with teammates, they can help you secure those much needed kills.
If you feel like you’ve made a terrible mistake and have begun to channel your ult, you can always cancel it by pressing R again. This will stop it and it will go on a short cooldown, allowing you to try again in 10 seconds.
It can also be used to jump to an empty lane, allowing you to unsuspectingly split-push it forward. Split-pushing itself is an art, and will not be explained further here.
Finally, you can use it to run away if you think you’ll have enough time to get airborne.