Risky Pantheon Build
First Back: < 1100 gold
First Back 1100 gold or more
Rush if ahead
Threats to Pantheon with this build
|Ashe||UNCOMMON. It won't take very long to make her rage quit lane. She can kite okay, but she is incredibly squishy early game and lacks any escape, making her an easy meal for your gap closer.|
|Kalista||RARE. An easy lane. She can sort of kite you with her weird passive, but it doesn't work too well when she's stunned. She lacks any other method to escape you. Kalista is unbelievably squishy, but you better be careful of those little spears stacking up. They go through your passive! Don't focus her support because she can instasave them with her ultimate. Thresh and Kalista make a scary combo who can easily save one another if one gets focused.|
|Lucian||VERY COMMON. Lucian is kind of a strange ADC. Boasting worse damage than Ezreal and one sort of dash, a watered down miss fortune ultimate and no CC, he can't really deal with Pantheon. Just lock him down with the help of your support and you should get fed really really fast.|
|Twisted Fate||Very RARE. A weird ADC, but generally a source of free kills for Pantheon. Boasts zero escape (except for his ultimate) but has good utility with his clickshot stun. The second you see his cards start to cycle, try to get a stun off if you think you can reach him before the card cycles to yellow, as it will keep on cycling and he will miss his stun for a second or two, giving you time to burst him. If he tries to gate away, stun him.|
|Twitch||RARE. A poor laner against most ADC's, Pantheon is no exception. Twitch has almost no CC but good escape with his invisibility move. The second you see him start to go invisible, stun him to make him cry.|
|Vayne||EXTREMELY COMMON. Everyone's always scared of Vayne. She's a monster late game and does well against most ADC's, but gets stopped dead by Pantheon. With poor escape and CC that only works near walls, Vayne can't do much against you unless you position yourself stupidly. A good Vayne can shoot you away if you try to stun her. The stun will always connect but you will be thrown back. She's extremely squishy when caught and pretty easy to catch. One or two combos should be enough to finish her off. Punish her hard when she tries to farm. Poison stacks through passive, so be careful.|
|Bard||UNCOMMON. This support is a joke against Pantheon. He doesn't look squishy, but he dies faster than Ashe does if he gets jumped on at 3. Watch out for his stun, if it hits a minion or a wall it will make you a pretty easy target. Push when he's roaming but always be wary for his return!|
|Blitzcrank||VERY COMMON. If this was a guide about someone like Soraya or Janna, we would be having a very different discussion. What's better than a support that brings you directly to them? The answer is nothing. This is by far your easiest lane as you want to be close to your enemy so you can combo them down. When you don't want to get pulled it can be irritating but all it takes is hiding in minion waves and you're good.|
|Janna||VERY COMMON. A highly passive support whose greatest power is making her allies go slightly faster. Sure, her shield is irritating but it shields for about one auto attack before it goes away in the laning phase. She can save her champion with her ultimate but can be stunned while channeling it if you are fast enough.|
Introduction / Summary
Hello! Thanks for having the courage to read my guide considering how weird of an idea Pantheon Anti-ADC is. As of right now, I am still testing out all the items as well as the best/worst comps to go with and against, but I have a lot of faith in this new out of meta idea!
|Bringing Pantheon to the role of ADC is a very interesting and out of meta pick that I discovered by accident when a nasty autolocker forced me to go down there. I ended up carrying hard and decided to experiment some! Pantheon fills a very weird niche that almost no other champion can fill, a role I've coined "Anti-ADC". He crushes ADCs hard, especially with the help of a hard engage support with a lot of cc ( Leona, Nautilus, Thresh). His kit combines ranged poke and a powerful all in to create a horrifying lane opponent who can swap roles smoothly at the mid game to support any team comp.|
Below you'll find a comprehensive but only partially complete guide on playing Pantheon as an Anti-ADC. This is my first guide on MobaFIRE and I put a lot of work into making it as good as I can with the knowledge I have. Thanks for taking the time to read my guide, please leave feedback so I can make it better for everybody!
I hope to see you all ingame!
Pros ∞ Cons
+ Passive blocks auto attacks
+ Very powerful from level 3-6
+ Ranged clickshot poke makes you a contender against marksmen
+ Denies enemy ADC's with ease
+ Powerful turret diving potential with ultimate and passive
+ Out of meta pick - your enemies will have no idea how to deal with you!
+ Uncommonly banned and picked
|- Incredibly weak from levels 1-2
- Very mana hungry (Can be managed)
- Susceptible to aggressive early game strategies.
- Passive requires use of W or 4 auto attacks to proc, which is a challenge to utilize in the early game
- Falls off hard in the late game unlike most ADC's which only get stronger
- Very risky pick, failure to win lane will almost always certainly result in a loss for your team
- Your team loses access to an ADC that they would have had otherwise
- Will almost always irritate your teammates if picked, out of meta choice
Risky & Riskier Skill Sequence, which one is best?
Risky Ability Sequence Order
|The risky skill sequence is generally best for players that are new to Pantheon ADC. It supports a more passive poke heavy playstyle. This is emphasized by maxing out Spear Shot first, as it is your main harass tool. Taking Heartseeker Strike as your level one ability is most helpful as it helps out a lot with last hitting in the very early game and helps you conserve your mana, as I've seen that many Pantheon players use their Q an excessive amount in the laning phase, draining mana you could have used more efficiently with Heartseeker Strike. Heartseeker Strike is maxed second as it is your main damage dealing tool at close range and in team fights. Aegis of Zeonia is maxed last as it is mostly a utility and gap closer move and does not deal a lot of damage, nor does the stun's duration increase with level.|
Riskier Ability Sequence Order
|The riskier build sequence is less poke reliant and weaker from levels 1-3. Additionally, this build path considerably harder to utilize during all phases of the game but has far greater kill pressure during the laning phase, allowing experienced players to land a kill or two very early, turning the tide of the lane in your favor. This build path is far more fragile but deals a ridiculous amount of damage and can 1v1 practically anyone except for the most tanky champions and the most mobile champions if utilized right. Heartseeker Strike is maxed first as it is your main all in damage dealing tool. Only put a point into Grand Skyfall if you're getting pushed out of lane and need to recall early for whatever reason or you need to gank for your midlaner. It's generally not advised to put a point into this ability until Heartseeker Strike is fully maxed.|
Aegis Protection: Causes Pantheon to block the next autoattack or turret shot against him every four autoattacks. This ability is extremely helpful against auto attack reliant champions, which is every single ADC you're going to be laning against. Don't forget that it can block turret shots as well! This is very nice for diving but don't risk poke to stack up your passive, it isn't worth the damage!
Spear Shot: 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.
- Don't be afraid to use it a lot, but beware of your mana!
- Has insane AD scaling (1.4 additional damage per point of AD!) This means you could two shot the enemy ADC with enough AD with spears alone. Powerful!
- The crit from Heartseeker Strike applies to Spear Shot, allowing Pantheon to easily execute ADC's who are running for cover!
- This ability can be used to execute cannon minions if you are afraid of taking poke to get to them, but shouldn't be used against any other minion.
- Clickshot, no skill required to land it!
Aegis of Zeonia: Pantheon leaps at the target 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.
- Great move for closing distance to the enemy ADC!
- Refreshes your Aegis Protection. Practice using it right after you suffer an auto attack that your passive blocks to block two passives or turret shots in a row!
- Can be used as a disengage mechanism if there's an enemy minion or champion in your escape route.
- Can be used to jump over walls in the jungle if you target a monster camp. BEWARE: You will not be able to pull this off unless you ward first! You can't jump at the monster if you can't see him. Will not work on the Dragon or Baron Nashor , I've tried.
- Good for turret diving and blocking some turret damage.
Heartseeker Strike: 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.
- Pretty good farming tool, but try to place the ADC in the cone as well if you can for some free poke, and to discourage them from getting close enough to harass you.
- Applies Thunderlord's Decree if all three strikes hit, try to make it happen! If you miss one you can just use Spear Shot to finish the combo.
- The range of the ability extends slightly past the tips of the animated spears, keep this in mind when trying to harass!
Grand Skyfall: 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.
- Wonderful tool for escaping if you're getting ganked or you don't have anything else to use. Very dangerous to pull of though, make sure your enemies have no hard CC that can stop you from jumping!
- Good for getting back to lane fast after recalling.
- Allows Pantheon to roam and gank pretty effectively.
Greater Mark of Lethality
Greater Seal of Armor
Greater Seal of Health Regeneration
Greater Glyph of Mana Regeneration
Greater Glyph of Magic Resist
Greater Quintessence of Attack Damage
- Greater Quintessence of Attack Damage is your standard ADC rune. Can be replaced by Greater Quintessence of Armor Penetration for more early game power but is more expensive as a result.
- Greater Seal of Armor and Greater Seal of Health Regeneration form a nice combo when it comes to dealing with your lane opponent efficiently, giving you some more protection from auto attacks as well as the ability to come back from said auto attacks more efficiently. Can be switched out for full Greater Seal of Armor runes if your support has a lot of sustain.
- Greater Glyph of Mana Regeneration helps out slightly when it comes to poking and being able to hang out in lane longer. Mana is your biggest enemy in the early game! If you want to get more risky, you can swap out more of your Greater Glyph of Magic Resist and increase your mana regeneration, but this makes you susceptible to the enemy support in the early game and against high burst AP champions in the later game.
| | » Secret Stash is most beneficial to you, giving you a bit of extra sustain. Runic Affinity might be nice if you can pick up a blue buff by stealing it or something but isn't quite as useful. You are laning with a support, so Assassin is generally useless unless you plan to roam a lot.
| » Meditation can be taken if you feel you have mana issues but Merciless helps out your early game kill pressure which is too good to pass up, although meditation is better with the safe build.
| » Both of these talents are viable, but Pantheon is ability reliant so the CDR helps him a lot more than unused magic pen.
| | » We take thunderlord's decree because it synergizes extremely well with Heartseeker Strike, allowing him some free early game damage. A quick word on Courage of the Colussus, it grants increased trading power which is effective against lanes which counter you and/or high damage lanes such as Zyra or Jhin.
| » Sorcery is much better than Fury because you deal a large amount of damage with your abilities, although Fury can be taken if you want to do more damage with your autoattacks. It is stronger in teamfights, giving you measurable durability when going all in.
| » Double Edged sword grants you more kill potential. You don't really need the sustain from Feast, but it can be taken if you feel like you're going up against an aggressive poke comp (Think Sona or Caitlyn)
| » Vampirism is a better choice for you because the early sustain is nice considering you don't pick up a Doran's Blade. The AD and AP granted by Natural Talent is negligible at any point in the game.
| » Both are viable, but Bounty Hunter is more rewarding of a roaming play style so you can stack up your damage, but you see better results from Oppressor early game if you have a CC heavy support.
Flash is standard on most summoners and Pantheon isn't an exception. He doesn't really have an escape nor does he have a gap closer after Aegis of Zeonia is down. Highly experienced Pantheon players can escape with Grand Skyfall, although this is very hard to pull off and can be nullified by any form of hard CC except roots, and still doesn't substitute for the unique utility that Flash gives.
Heal is the standard spell on most ADC's and works on Pantheon as well, although it isn't optimal on him unless you have a squishy support that's getting focused or you think your opponents will be playing aggressively. Due to Pantheon's innate tankiness against auto attack reliant champions, Heal isn't so good on Pantheon, but can still be taken for less experienced players.
Ignite is the best summoner spell choice on Pantheon besides Flash. The healing reduction it grants is excellent against Heal and health potions and gives you even more early game kill pressure, which you very much need to get ahead and snowball.
Exhaust can be taken on Pantheon to help with duels and to lock down an enemy more easily, but it isn't recommended due to the fact that it doesn't give kill pressure like Ignite does.
I have much less experience with playing Pantheon in ranked, although I have a large amount of experience with playing in ranked games other than this one.
- The most important thing I can tell you is to have fun. You're playing a game and you should treat it as such! If you fixate on how your support is doing and how poorly your team is doing and how hard you're going to lose, you definitely will lose. If you just play to have fun, you will do really well and you might turn around that game that you thought you would have lost!
- If you're nervous about your ranking (everyone gets nervous when they're in a precarious position), you should be stop playing after your first loss. It may seem like a weird thing to do, but your state of mind and mentality after losing declines, even if you convince yourself you're not. This is the most dangerous thing as you can lose many games in a row with your damaged state of mind, damaging it and your elo further. If you win a couple of games in a row, stop at a point where you feel satisfied and happy. Don't let your winning streak get to your head, or find yourself losing a game when you least want to, such as a series. Be graceful in victory or defeat, whether you carried or got carried. Take each game and ask yourself how you could improve your performance.
- Think! If you want to be smart about how you approach a team fight or initiate a gank, things will go better for you. Before you jump on that Lux with 100 health left, think about where her teammates are, and if she has enough mana to combo you down. If you analyze the situation with enough care you might realize it's not worth the risk and back off, avoiding giving the enemy team another kill. The ability to think about how to approach a situation is what separates great players from good players and will almost certainly decide your ranking.
- Ward. This is incredibly important, especially if you are doing well and attracting the attention of the jungler. As an ADC, the river and tribush are the best places to ward. If the enemy has an a champion capable of stealth, you'll want to put a Vision Ward there instead. Often called pink wards, they cost next to nothing and can save you if you get ganked by an invisible champion. If your top laner has taken Teleport, you can place a ward in the bush closest to the enemy side and he/she may gank for you and turn the tide of the lane in your favor.
- Roam. It's exceptionally important to know when and when not to do this, especially if you are winning lane. You have a powerful ultimate that extends nearly halfway across the map, use it! If you see the enemy jungler dying to your team's red buff and you are in range, you can net yourself an easy kill and a free buff. If you sit stubbornly in lane until the landing phase ends when you've already won it, you are not contributing to your team optimally. When it does come time for team fighting, it will be later in the game and you will be less useful. As Jhin would say, every moment matters!
- Be nice. If you are nasty to your teammates after they mess up, you will damage their state of mind and their precision, making them worse players. If you congratulate them on a good double kill, dragon steal, gank, etc, they will play better and respond to you when you ask for help. There's nothing worse than pissing off your jungler and having him not gank for the rest of the laning phase.
- Ping. The second you see an enemy disappear from your field of vision, you should ping to let the team know in the case that they're too busy to notice it. Ping if you're roaming and intend to gank so your team mate can respond. Ping if you want to all in their ADC. It's an extremely good habit that may save your teammate's lives and score you a kill and your support an assist.
- Watch the minimap. It gives you valuable information. You will have better response time when dealing with and preforming ganks, which is imperative to your success as an ADC.
- You get what you get and you don't get upset. If you are playing draft and you don't get the role you want, improvise. Any good player should have skill in at least three roles, although more is always better. It is highly uncommon that you'd have to take your last choice, people in ranked are usually flexible and will let you have a role if you are kind and convincing.
- Ask nicely. If you want a gank or for someone else to give you their role, it doesn't hurt to say please and thank you. It may make them more responsive to you that game and later when playing with others!
- Know when to duel. If you think you can take someone 1v1 (you probably can), you should make sure their team won't interfere to save them. If you think you can kill that person before the team gets to you, make sure you have a warded escape route that you can reach before the other team can.
1: Leash for your jungler. Do not take his kills. Let him tank.
2: Follow your jungler around, helping him clear all of the jungle camps in that quadrant of the jungle.
3: Assist him in killing the rift scuttler before returning to your lane and farming. You should be well beyond level 2.
Youtube Videos + Breakdown
Here, I will be uploading Youtube Videos with some analysis and breakdown vids. I only have one as of now, but that will change.
This video was generously recorded and provided by GenShadow. Thank you for your help! You can find his guide on Jungle Skarner here. Please give it a visit!
So, Dynamic Queue has its own section because it's pretty complex and very important to understand if you want to excel in ranked. I will briefly explain Dynamic Queue before I talk about how to take advantage of it the best in Ranked.
Exploring this system is extremely important to doing well in Ranked, and I will help you to understand the most efficient method in my opinion to winning the most games possible.
The first thing to note: DO NOT UNDER ANY CIRCUMSTANCE GROUP WITH 3 or 4 OTHER PEOPLE AND PLAY RANKED. This is an excellent way to tank your elo 80 or 90% of the time, unless you have carefully assembled a group of 4 or 5 people that you trust and are prepared to communicate verbally with. Even so, I do not recommend it. Due to the strange way provisionals worked this season, people got placed in much,lower rankings than they were in last season.
Have you noticed all the gold and platinum people in mid to high silver? That's what I'm talking about. These gold and platinum players will generally group up and queue in groups of 4 or 5 to most quickly and efficiently climb back to the rating they were at previously. These groups are almost always in direct communication with one another. This generally spells death for you, unless you are a member of one of these groups, in which case you should ignore what I'm saying. You will almost always lose games with a group of 5 people in ranked unless you are as prepared as the people you will likely be facing. Chances are this will change in a month or so or when everybody gets settled at or near their rightful rankings, at which point I will delete this section.
Now that you know not to do this, it's time to understand the positives and negatives of queueing up alone, or with a group of players.
Solo queueing is when you just click the button and don't bother to make a party. When doing this, you will almost always get put with 9 other people who are solo queueing, but you can be placed with or against any size team comp below 5. The other team will almost always mirror your team comp.
Example: 2 groups of 3 people and 3 groups of 2 people queue at the same time. The team comp will be 2 + 3 = 5, 3 + 2 = 5 to ensure the most balanced team experience. The last group of 2 will have to wait until another game can be found for them.
- You are confident in your ability to carry despite the skill or lack thereof of your teammates.
- You are able to take advantage of the likely disorganization of the enemy team.
- You do not need or want the extra IP.
- You want to have lightning fast queue times.
- You play solo carry champions well. ( Pantheon happens to be one!)
- You want to play with friends
- You need/want the extra IP.
- You work well with others and have a method of verbal communications.
- You can TRUST your fellow teammates.
- You are good at champions that require their team to excel.
- You don't mind the extra queue time.
- You are prepared to deal with a coordinated and good enemy team.
2 ∞ Duo queueing is the most frequent type of group, and it is also in my opinion the most effective. Some effective duo queue comps are:
- Mid and Jungle ∞ This is the best duo queue setup in my personal opinion, allowing insane roaming potential and coordinated 4 man ganks.
- ADC and Support ∞ The most common duo queue comp. Pretty effective but only due to the fact that the two likely trust one another and are good at working together, but not as globally relevant as Mid and Jungle.
- Top and Jungle ∞ This comp is rarer but only effective if both players are highly map aware. If they aren't, the jungler will just camp top and let the other lanes sink while top gets ahead, resulting in a probable loss. If both players are map aware, it can result in deadly and effective ganks that are often more successful then Mid/Jungler ganks.
- It's impossible for your group to be placed with a group of 4, which is a very make-or-break situation that can go wildly in either direction.
- Finding one partner is pretty easy.
- The really good players who are desperately trying to get back out of silver or bronze stay in larger groups, meaning you will see much less of them.
- Coordinating large groups can be a challenge, while coordinating closely with one person is much easier and can be done at a high level without verbal communication.
To sum it up, queueing with 2 people ensures a nice balance where you have someone to work with but you aren't in any risk of facing groups of 4 or 5 coordinated people, maximizing your win chance.
- You're more likely to face large groups of skilled players.
- There are not a lot of triple comps that are very effective.
- Coordination between 3 people can be challenging if the 3 don't know one another very well.
To sum it up, the new dynamic queue system only works in your favor at either extreme. Queueing with a group of 4 other people is very effective if you all know one another and know how to work as a team, and queuing alone or with one other person is very effective because it means you won't have to face these titanic groups and causes the course of the game to depend more upon your personal skill, rather than the cooperation of your team members.
Conclusion & Changelog
After having read this guide, I hope you have a good idea of how to play Pantheon as an anti-ADC. I worked pretty hard on this guide and I'm relatively proud of what I've put together, but it needs a lot of work! Please give me comments and thoughts on this guide. I'm still expanding! Feel free to shoot me a friend request on League of Legends, I probably won't respond to PM's on this website too readily. I'm always up for games!
• I would like to thank darnair for helping me to test Pantheon Anti-ADC by supporting me with some different supports. I would have never have made this guide if it weren't for your support and encouragement!
• I would like to extend my sincerest thanks to jhoijhoi for her wonderful guide on making guides which I would be so lost without.
Jan 6th ∞ Added supports into the build threat list.
Jan 7th ∞ Added a section on general ranked play. Ingame guide in progress!
Jan 19th ∞ Ingame section published. Support synergy being worked on. Thanks for 6k views! :)
Jan 21st ∞ Major overhaul to safe and risky builds.
Jan 25th ∞ Lost my progress on support synergy, have to start from scratch. Bummer! Thanks for 10k views, I never thought this guide would reach so many eyes. It's mind boggling!
Jan 27th ∞ Added level of rarity to the build threat list.
Feb 12th ∞ Added Duskblade of Draktharr to the build list.
Feb 15th ∞ Some grammatical and formatting errors fixed. Added Jhin to the build threat list.
Feb 17th ∞ Some grammatical fixes, along with the addition of an expansive chapter on the new dynamic queue.
Feb 26th ∞ Grammatical overhaul and minor build fixes. Thanks for 25k views!
March 2nd ∞ Hit Gold again! Thank you for 30k views!
March 8th ∞ Thank you to ltvara for my first commendation! It means the world to me that someone enjoyed my guide so much. More content to come soon, busy with life
March 20th ∞ Thank you so much for 50k views!!!! I'm astounded by how much attention this guide has gotten. Thank you all for your attention! More changes to come as I begin spring break!
April 2th ∞ Thank you for 50k views overnight, for a total of like 130k! I am completely floored with the thought of getting so many vies in a couple of months. I will keep the content and updating coming!
April 6th ∞ Testing completed on Guinsoo's Rageblade. Thank you for 150k views!
April 19th ∞ Thank you for 200k views! More content to come this weekend.
April 26th ∞ Updated Guinsoo's Rageblade. Removed boot enchantments. RIP. ;( Updated Taric and made some grammatical corrections.
May 23rd ∞ Added a section with video gameplay. More to come!
May 31st ∞ Thank you to Avare for my second commendation. I am humbled to receive two commendations. I never thought this idea would take off to become such a reputable and popular guide! Thanks to all of you.
June 23rd ∞ Thank you all for 300k views! This is a momentous occasion. I hope to continue pushing out changes to make this guide even better!
July 9th ∞ Finally got to platinum. Quite the grind!