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Pantheon Build Guide by luigidragon

AD Offtank Pants are Dragon's guide to Pantheon

AD Offtank Pants are Dragon's guide to Pantheon

Updated on May 15, 2014
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League of Legends Build Guide Author luigidragon Build Guide By luigidragon 16 1 371,050 Views 27 Comments
16 1 371,050 Views 27 Comments League of Legends Build Guide Author luigidragon Pantheon Build Guide By luigidragon Updated on May 15, 2014
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Introduction

Hi I'm Pants are Dragon, a CHALLENGER solo queue player, also subbed for Complexity Gaming once in the NACL and I've been playing since the release of Nocturne, my first champion was Teemo and I grew in love with his champion select quote "Captain Teemo on Duty" and ultimately the game. I actually didn't make my name, it was given to me by Riot! My old name was jlzzdragon and then Riot changed my name to this and I feel like I was trolled to oblivion, but at the same time I grew with great power, and from that day I knew I would be one of the best!

For those who want to view my other guides, check the description in this video as it lists links to other guides and is updated thoroughly:

4 minute guide on Pantheon:



For those interested, here's my summoner profile:


Pantheon is a bruiser/assassin jungle, I feel hes a very strong season 4 jungler and he is one of the best junglers early game. His damage is high early and he's a beast at dueling early game and no one wants to 1v1 him. He's got a great initiating skill with high kill potential on people and not to mention he's one of the few champions with a global ultimate. He's a very easy jungler to use except for the fact that his ultimate takes thinking to use and I like him a lot because of how much damage he outputs and he puts a lot of pressure early on every lane. Overall he's one of the stronger junglers in the meta currently.


Social Media Links

Check me out on youtube, I make video guides on champions and there will be stream highlights along with montages and random other stuff!
http://www.youtube.com/luigidragon

Check my stream sometime!
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Runes


9x
9x
9x
3x
... Greater Mark of Attack Damage
Greater Seal of Scaling Health
Greater Glyph of Cooldown Reduction
Greater Mark of Attack Damage

I take flat AD runes on Pantheon because he has one of the highest AD ratios in the game, bringing up to a 5.0 bonus AD ratio combo and it doesn't even include an ultimate so it keeps coming back in fights.

Scaling health is the best for junglers, since the armor runes got nerfed and now there are other options to take.

Magic resist is for early game but I prefer cooldown reduction if you want faster clear times, and your ultimate being up more for more ganks and of course in ganks to throw more spears, maybe you could get an extra spear off if it comes down to it.

AD quints are worth more than armor penetration quints for some reason, because if you compare them with 9x reds for eachother the value for AD quints are more and thus we take AD quints and also for Pantheon's bonus AD ratios.
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Masteries


This mastery page is the best for any jungler who does a ton of damage, use this as you'll want to be bursting people and killing them faster. The longer they are alive the more chance of incoming reinforcements and survival potential.

Taking 9 points into defensive tree since most of it benefits you in the jungle, smite, reduced minion damage and the +3% health is useful..


Explanation of most mastery skills taken:

Double-Edged Sword : 2% will help in the early game damage and taking 1% damage is really nothing, so it's definitely worth it.

Sorcery: More CDR means our ultimate will be up more and other spells, so its good and better than the 5% attack speed.

Brute Force : Gaining +10 attack damage at level 18 is really just having a long sword at level 18, I don't like it but it builds up to a better skill.

Martial Mastery : +4 Attack damage at level 1 is too much to not take, always get for most junglers who scale with AD.

Expose Weakness : I actually take this skill because my ultimate is global so I feel this will activate a lot of times, and it's just 1 point.

Executioner : 5% damage is a lot, and if we can take down targets quicker the better, you can think of this mastery as a 2.5% damage increase as a whole, since it only applies to 50% and under targets.

Dangerous Game : This can save you from ignite tic or maybe a minion that's about to attack you when you finish someone off, it's good for junglers who get a lot of kills as it could be that saving grace.

Warlord : Since you get the Spirit of the Elder Lizard and black cleaver and maybe Maw, I'd say its a worthy investment to improve your damage.

Devastating Strikes : Everyone must get this mastery and 3 points in it, it just increases your damage by a lot no matter who you are, it's best for hybrid characters like Evelynn but it helps with basically every other champion in the game.

Havoc : 3% increase for 1 point, and since we want to maximize our early game damage. I'd probably say it's the best last skill for a mastery page between the other +5% movement speed and 15% tenacity.
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Items

Starting Items

+ x5 +

Basic start for a jungler, need Health Potions to survive early game jungle and machete helps us clear it, I take Stealth Ward early but sell it later as wards are needed for early game.

Early Game

+ +

Get Spirit of the Elder Lizard as it's probably the best item for Pantheon since he actually has a great early game and can snow ball it with this item. To be honest I wish I could rush The Brutalizer but you need those conservative stacks to do well in season 4.

Boots is needed for just having a tad mobility around the map, as you don't want to be slow and be kited by Vayne or not get to a fight quicker.

The brutalizer will improve your damage vastly and the cooldown reduction is great especially for getting more ultimates off and of course throwing more spears and Es. Overall is a good item for AD casters with good base damages.

Mid Game

+ + +

Hexdrinker is a great item against magic damage because it gives you essentially a 250 HP shield against it, while giving 25 AD and 25 MR all for the cost of 1350, giving a lot of value for a low price and if you compare it with brutalizer it seems to give a bit more value.

Mercury's Treads is to stop the lock down on the monkey, so you can have more mobility around the team fight and to not be CC'd and locked down since you are the front line for your team.

Once you get Randuin's Omen you lessen the enemy ADC's DPS if he focuses you, and of course it gives a lot more HP. The active is great for added crowd control to your kit since it's an AoE slow around you for quite a decent duration.

Sell your warding trinket and get Sweeping Lens, this item will be your oracles from season 3 and upgrade it when you need to actually have to clear a certain area as it gives you oracles for 10 seconds.

Late Game

+ +

Late game, you should refer to the situational items as it's a bit vague on what you should build right now as there are multiple situations that may happen, like if you need more damage or you need more tank etc.

Black Cleaver is good and I feel it's better late game since people will start building armor and you can get 3 procs of armor reduction with your E, which is also AoE. Building it early game seems a bit bad because it is a very high costing item for early.

Maw of Malmortius is a very good item on Pantheon, I find it better than Banshee's Veil as it does give a 400 HP magic damage shield while Banshee's veil gives 450 HP + a spell shield, which is almost the same but you actually get more damage on Pantheon, I'll always prefer this item if I need magic resist on Pantheon as he has great AD scaling.

A Banshee's Veil will help a lot in the late game, of course if they are stacking AD get some more armor like Thornmail or Sunfire Cape

SITUATIONAL ITEMS

If you are in need of more armor and health and want to do some damage, this item is what you want to be a threat in team fights. HP and Armor are good stats for any kind of tank.

I get this so AD's won't be doing a lot of damage to me, but most of the time I'll get a mercury treads.

We have an aura for our team so our team fights will be better since magic damage will be lesser and of course an AoE health shield which gives everyone an extra 100 HP or so.

I'll get this item if I'm really fed and I want to start dealing more damage and to penetrate those tanks. It has synergy with brutalizer since they both have the different types of armor penetration.
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Skill Sequence


For the skill order I max out Q first because it's going to be our main tool for ganking, as it's a ranged nuke and it's on a fairly low cooldown so we can use it atleast 2 or more times in a gank.

E is a bit unconsistent because people can walk away when you start to cast E as you aren't moving when it's channeling, but yes E is better for clearing but Pantheon is a ganking jungler not a farming jungler.

But we do max out E 2nd because it does scale pretty good giving a 60 base damage increase to champions per level, and the cooldown on it does go down.

Then last but not least we max out W just because it already gives us everything we need at level 1, a stun, gap closer and our passive.

I get it also level 2 because it's useful for when taking down the 2nd buff since you can block an attack from it, and also reduce the damage it does to you since you'll be stunning it and does 50 damage, basically you don't burn as much pots when you get it 2nd.

NOTE: Sometimes at level 3 I will have 2 points in Q and skip E because your E in a gank you'll have to channel it and there are 2 things to note, 1 you have to channel this spell so the enemy can walk away from you and 2, you won't be proccing your red and repositioning yourself every auto attack with the enemy.
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Abilities

Aegis Protection (Passive)


A passive which gives you the ability to nullify a tower shot or an auto attack that does 40 or more damage. It activates upon getting 4 stacks which can be obtained by auto attacking once or using a skill once. This passive is good for dueling as it makes the enemy 1 less auto attack on you which could be about 80 damage less, and is also useful when tower diving. Late game comes it could fall off unless it blocks an auto attack from an AD champion.



Spear Shot


A ranged damaging nuke, which is a very simple skill. It has a 1.4 bonus AD ratio which is pretty high and it's on a low cooldown. The base damage goes up by 40 per level and it'll be your main ganking tool and clearing tool. There is a short cast time of .3 seconds or so, so beware of that if your trying to run away or chasing someone. It can also crit if you have E leveled up at least one point and when the enemy is below 15% of their maximum health, so it's also a finisher.



Aegis of Zeonia


Pantheon's stun, which has no skillshots what so ever and makes Pantheon a very simple jungler. It's a gap closer, stun and it also can reactivate your passive so you can block an auto attack or tower shot. It is a 1 second stun which is enough for ganks. They also recently changed it so that you can now target any enemies like minions so you can juke to them or if your doing a buff to just stun them.



Heartseeker Strike


Pantheon's AoE damaging skill, which has one of the most highest bonus AD ratios (which is 3.6 to champions, 1.8 to minions) in the game as just a basic skill. It damages all enemies in a cone and does 3 ticks in 2 seconds, you have to channel it but you can unchannel it by just moving. It deals double damage to champions so that's why it can be so powerful to champions but of course bad for jungling. This is one of the main damaging skills in a team fight and if you have enough AD it can be surprisingly powerful to squishies. It also grants the ability to crit when an enemy is 15% low with an auto attack or Q.



Grand Skyfall


Pantheon's global ganking / initiating skill. It has a high base damage and at level 3 it can do 1k at the center and minimum 500 damage. The circle is actually a huge circle which is about the same radius as GP's ult and it slows everyone who got hit by it for a few seconds. The way this ultimate works is that you cast it, and there's a delay before landing so you have to add the time of the channeling, and when it's about to drop, the first ring that shows is the indicator for your allies your coming and the 2nd one is the one where the enemy can see your coming. You can cancel the channeling by moving but that's just a little info and it'll go on cooldown for 10 seconds and refund mana. The usage of it has to be predictive, that means you have to predict where the enemy will run so I usually put it behind the enemy if I'm ganking since they are going to run, it doesn't matter if this skill hurts but preferrably you'll want it to hit but of course it's better to use it for positioning as what if you put the circle on them, they can just use an escape and you won't be in range for your stun to land which won't end up in a kill, you should always get a kill with this skill. You can also queue skills when your about to land for faster skill usage.
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Early Game

Pantheon has very good ganks and horrible clears, he has a damaging skill that happens every 3-4 seconds to chain with your auto attacks, he has a block for big monsters like golems and buffs and can mitigate damage and of course stun the minion. His ganks become scary are one of the scariest early game because the 1 second stun could mean terror, and it will always hit because it requires no skill shot and he's gonna follow up with some big damages and force someone to flash or die.

Usually when I jungle Pantheon, I have the mentality of ganking 90% and farming 10% since his clears are very slow and his ganks are very strong and he can snowball off 1 kill. I will jungle if my smite is up and clear it out of the way or if I have stacks up from the jungle item or if I can't find a gank (by analyzing situations). Pantheon's ganks early are one of the strongest, since he has a gap closer, a stun and a ranged nuke damage that can prob happen 2 or more times in a gank. Once I've obtained my ultimate, ganks become kills 90% of the time if you position it right especially on bot lane and can keep coming constantly when my ultimate is up. Literally I'll camp bot lane when I'm 6 and whenever my ultimate is up will always net me a few kills, without it I just pressure other lanes.

Always keep tabs on your blue buff/red buff and do them immediately or have some ward coverage so the enemy jungler doesn't steal it, he will steal your red buff (blue side) if you're ganking top and he notices you started there and it's 7:15 minutes. These are general rules I go by, but if you can get a kill and lose a buff it's worth it in my opinion so if you think you can get a kill go for it.

Some Junglers out there will not keep tabs on their buff, and at 7:15 if you know he started blue on purple side and you see him ganking top, that's a free blue for you. Little notes like these will make you a better counter jungler and player.

GANK COMBO

A successful gank involves you just using your stun and just auto attacking and throwing spears, if the enemy has to run through me I'll start with my Q first so that it will be on cooldown when I'm using my W and E, but usually I'll start my stun in first if I see the situation where if I cast my Q and then I wouldn't be in range of my W. Early levels if I have red buff, I will give an auto attack after I land my stun and just stick with him with auto attacks and sometimes not use my E because the red buff procs are important early.

Once I've gained my ultimate the combo becomes pretty simple, first of all you should always position your ultimate behind the enemy so that he can't get away from you and not on top of them (note if the enemy has a dash skill, might want to put it a bit farther. It doesn't matter if the ultimate hits as long as you position yourself behind the enemy, as would you rather have an enemy flash out of range of your stun and not have a chance of getting a kill and just appear to blow summoners or would you rather get the stun off and perhaps get a kill. Then basically you can queue skills so that your spear shot is being cast first and then use your stun and then use your E, the damage should be a lot for your ally to follow up on and take down the enemy target and also of course if they did get hit by the ultimate they'll be slowed for a bit.

Pantheon is a very strong duelist and is perhaps the best duelist early game because auto attacks matter in a duel early, his passive which can block an auto attack or in other words a potential 80 damage or more, he also has a stun to just lock them down for a bit and a low cooldown nuke and once he gets some AD his E starts to hurt people. And he has a finisher since when people get under 15% health he can 1 shot them with an auto attack or spear shot since it does crit. Although after level 6 since his ultimate doesn't do anything for dueling other champions have an advantage over him but he is definitely the best early game duelist in the game.

When to do Dragon
  • Bot Lane is dead. Reason: When doing dragon, it would be a 4v2 if they try to contest it.
  • You see bot lane recall and your mid and bot lane help do dragon (your team has to have immediate reaction from you and your teammates).
  • Mid laner down. Reason: Mid is basically worth 1.5x of an ADC early game, because of the level advantage. So you have a clear advantage at dragon.
  • You feel confident on doing it. You feel that the enemy team won't contest, feeling more powerful, etc.
  • Vision warded or sweeping lens'd, can solo or ask for some help.
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Creeping / Jungling

How to Effectively do Jungle Creeps

Level 1 : AA - Q - AA
Level 2+ : Q (because you'll be not in melee range) + AA + W + AA

Note about using W: Use it when you don't have your passive up so you can reset it.

Blue Side Route

1. Red (smite)
2. Wraiths
3. Blue (smite)
4. Gank or Super Wraith
5. Wolves
6. Wraiths
7. Golems


When ganking:

- Usual Combo: W - Q - AA - E and then use skills whenever up.
- Flanking Combo: Q - W - AA - E - use CDs when off


Purple Side Route

1. Blue (smite)
2. Wolves
3. Red (smite)
4. Gank or Golems
5. Wraiths
6. Wolves
7. Super Wraith


Ganking Mid Lane


Ganking mid lane is very simple, and the pressure from Pantheon to middle is high since he has a reliable stun and good burst damage. With that stun literally the mid laner should be a burst type of champion so either your gonna get a kill or your gonna get a flash, a lot of pressure here of course. If the enemy is low Pantheon can tank 2 or more tower shots if needed to get that extra damage in. Level 6 I feel that Pantheon shouldn't use his ultimate on this lane because it's fairly small and the enemy can run away through the river if you use the ultimate behind rhem if your ally doesn't have CC to lock him down. I'd still concentrate on bottom mostly with it unless my mid has reliable CC for me to position my ultimate.



Ganking Bottom Lane


The hardest lane to gank, this lane is probably the trickiest to pull off as everything is warded most of the time. I will be talking about this from blue side perspective.

Ganking this lane is actually the hardest lane to gank because it's warded literally everywhere around it, the trick to ganking this lane through a lane gank is waiting until the enemy trades with your lane or your lane lands a CC, that way you can follow up with your damage and can stick with the target. I prefer to gank this lane of course if they are over extended and they don't back away when I come but in high ELO it's usually warded.

Once you gain your ulitmate, camp this lane everytime it's up. I will usually gank this lane everytime my ultimate is up, the ultimate placement will depend on the champion I'm targeting, I will always put the ultimate behind the enemy so that the tip is hitting the enemy but they'll have to walk through my circle to get to their tower, if they have a dash I'll put it a bit farther and they won't even be in the circle. Also the person your focusing must be pinged for instance I feel that Sivir is ungankable because she can use her ultimate to run away from you and also spell shield your stun, so I will go on there support but someone like Ashe, Jinx is easy and if the Thresh is positioning himself to lantern someone out I'll aim Thresh.



Invading


Start with Q as it's your most damaging skill. If need CC start W..



When to do Dragon
Comes up every 6 minutes


The dragon comes up every 6 minutes, knowing when to dragon is key, remember its every 6 minutes and you need to have some sort of advantage most of the time when doing it.



BARON NASHOR aka Dragon V2
Comes up every 7 minutes


The Baron comes up every 7 minutes. If the enemy ever does Baron, Pantheon shines really bright at this because his ultimate can easily hit the enemy as chaos will start once they see you coming in and there position gets dis-oriented and your team can take advantage of that, also his smite becomes 1k damage * 1.3 (jungle item) + smite for a great steal.



Counter Jungling

Pantheon is a bad counter jungler I feel, because his clears are bad and he has almost 0 escapes, I wouldn't go into their jungler unless I'm contesting a buff or something with team. But I mean he can duel the enemy jungler but I feel he won't kill him without the help of an enemy, I mean a simple harass will get him out of the jungle of course and make it yours as long as people don't come to you and kill you unless your laners follow them.

A good way to go in there jungle is when you have vision of the enemy jungler, having that gives you an idea of what to do in a jungle for example, say he's ganking bot lane at 7:15 when he should be getting his buffs is like saying free buffs for Pantheon.



Counter Ganking:

Find your enemy jungler, then set up in a place where he will come and you can come kill the enemy jungler or whoever is squishier with your allied laner, make sure to pick a target that you can burst and your ally knows it, or else the disperse damage could cause you to die.

Pantheon is a great counter ganker, as the damage has been put onto your ally and if he hasn't died yet then you can come in, clean up and since there cooldowns are down they can't focus you and Pantheon damage is very high while being tanky.



How to Spike Objectives


Smite + Q, because Q can crit so it goes afterwards.
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Mid Game

Mid game you should have Spirit of the Elder Lizard and The Brutalizer, and you'll actually be outputting a lot of damage with this. If you are ahead, build a Hexdrinker but if behind, start trying to build tanky but usually Pantheon will get easy kills with his ultimate.

This is where also the best team fights come alive, since everyone is around level 13 and multiple variables happen instead of late game where it's peel for carries and kill the crowd controlled guy, refer to team fights section for what to do with skills and mindset.

In the mean time, keep trying to find picks as Pantheon with his ultimate, find good fights and find good people to burst. Remember you can't usually 1v1 people with your ultimate and catch people as you'll need some kind of follow up and rely on your team mates so ping prime targets you feel that is a good pick. Also even though you feel you are super powerful, remember if an ally is dying and you feel the need to jump in and help, analyze the situation like say if you came would it turn out better or worse? Like he's getting 1v3'd and you come in, it still sounds bad as you'll be blown up right after in a 2v3 situation.

Pantheon should be looking to also initiate good fights, just remember though to ping when your going to initiate so your team can follow up, otherwise if you dive too far in and your team doesn't know you'll be blown up as Pantheon is rather squishy until he gets some defensive items.

Try to find objectives to secure if you have an advantage and push with your advantage.

Also you should be keeping track of objectives on timers like dragon and baron, 6 minutes for dragon and 7 minutes for baron.

Team fighting will be referred to the team fights section so remember to look at that!
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Late Game

You should have a Randuin's Omen at this time as the enemy ADC should have a Bloodthirster/Infinity edge + Phantom Dancer and will do tons of damage. Attack Speed reduction will cut a ADC's DPS massively, although once he gets that last whisper, he'll still be doing tons of damage. Just remember when you're chunked to disengage/retreat to an ally and let them switch focus off you.

I feel this is a good time to finish your black cleaver as people are starting to get armor and you can shred more armor than you would early game.

By now you should also have Maw of Malmortius for more damage and resistance against magic damage, and Warmog's Armor for more HP since your passive gives you the resists.

6th item is really situational, I'll build a Banshee's Veil if the magic damage is strong or a Thornmail if the ADC's are very strong and the enemy is physical damage oriented.

Pantheon falls hard late game, as his strength is early game and mid game but he lacks what other bruisers have which is passive tankiness, and his damage falls off late since if he builds damage he'll be squishy and he has no escapes to avoid certain death. His ultimate's base damage is still strong though at 1k damage at the center and 500 minimum around the circle. I guess the good point for him is that he has his W up every 9 seconds for a stun. I still think his initiation is very strong but afterwards his damage lacks and he has only 1 CC available.
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Team Work

What is your role in a team fight?

The Bruiser, is the one who does a lot of sustained damage and can tank a few hits.

The Tank, is the one who can survive a lot of damage while bringing CC.

The Diver, tries to kill the squishies and can survive throughout being in the back line of the enemy.



What do you do with your skills?

Spear Shot - This should be used to damage whoever your focused target is, and is very straight forward. Always use when off cooldown.

Aegis of Zeonia - This should be used to stun the target of your focus, since your diving it'll most likely be a squishy and your team will follow up on that 1 second stun. Again, very straight forward skill.

Heartseeker Strike - This skill provides a lot of AoE damage, the way I use it is once I've landed my stun I'll use it on that target and everybody behind him will take damage if they are in range of it. After my combo is done I'll use it whenever it's up to damage whoever is in front of me even if it's a single target, but most likely I'll try a group of people to use it on.

Grand Skyfall - This skill should be used always at the beginning of the fight, Pantheon should be the initiator of most fights. Ping when you are going in so your team knows when your going to ultimate to follow up on you, your going to want to land your ultimate on as much people as you can as this circle is actually very disruptive to the enemy and they know it because if they are hit they'll take a slow and a lot of damage and it causes the enemy to scatter their positioning. The positioning of this should be behind the enemy slightly or if they are sieging on you than right on top of them. Predict where the enemy will run (usually backwards) and place that ultimate to your prediction.



What positioning should you have?

Trying to dive onto the enemy squishy, and doing tons of damage to him while hoping your allies follow up on your target. Usually you will be in the front line trying to do this and taking a lot of damage since you are a diver. If your full combo on the enemy didn't finish him even with the help of your allies retreat to your back line and start peeling as your cooldowns are down and your stun for people to follow up on.

If you see someone trying to dive onto your carry (ex: Irelia, Jax) you MUST switch focus to them so your carry can keep doing damage and not die in the team fight. He can kite enough and deal damage to him especially with you locking down the target with your stun, although there are situations where you should ignore peeling your comp like if you have heavy assassins or bruiser comp, then your ADC should be smart and stay safe. Like if you have Ziggs + Caitlyn, that's where you should peel but if you have a Riven somewhere in there, dive.

Once your HP is low, you should start using your ranged moves to damage people and of course avoid dying, being safe and surviving the team fight is crucial as you'll want to be alive to either recall and get your HP back or to obtain objectives with your team/ Remember you want to always be surviving throughout the whole fight and that's your goal, but you still want to have presence in a fight even with low HP.
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FULL COMMENTARY + GAMEPLAY

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Conclusion

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Pantheon is a bruiser/assassin jungle, I feel hes a very strong season 4 jungler and he is one of the best junglers early game. His damage is high early and he's a beast at dueling early game and no one wants to 1v1 him. He's got a great initiating skill with high kill potential on people and not to mention he's one of the few champions with a global ultimate. He's a very easy jungler to use except for the fact that his ultimate takes thinking to use and I like him a lot because of how much damage he outputs and he puts a lot of pressure early on every lane. Overall he's one of the stronger junglers in the meta currently.

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