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Choose Champion Build:
- AD (Threats & synergies here)
- Tank
Recommended Items
Runes: PTA
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Ignite
Items
Threats & Synergies
Who I am |
Guild contents |
+ Strong level 1-5 + Decent scaling + Flexible buildpaths + Fits into many teamcomps + Many playstyles + Chad soldier with cool skins |
- Requires a lot of game knowledge - Can easily throw his lead - Hard to comeback with - Struggles against range - Expensive powerspikes - Can't block towers anymore :( |
Mortal Will
Mortal Will is Pantheon's passive, whenever he casts an ability or auto attacks he gains a stack, at 5 stacks his next ability gets empowered, he automatically gets 5 stacks upon spawning and using his ultimate.
Comet Spear
Comet Spear is Pantheon's first main ability, Pantheon charges his spear and upon recasting throws it, dealing max damage to the first enemy unit hit after which all following units take 50% reduced damage, if he taps the ability instead of holding it he thrusts his spear instead, dealing damage in a small area ahead of him, the ability's cooldown is also reduced by 60&.
Mortal Will bonus: Comet Spear deals additional damage.
Shield Vault
Shield Vault is Pantheon's second ability, he leaps forward to a targeted enemy, stunning them and dealing slight damage.
Mortal Will bonus: Pantheon's first basic attack within four seconds after using Shield Vault strikes the target three times.
Aegis Assault
Aegis Assault is Pantheon's third ability, upon use he raises his shield in a targeted direction, continuously striking and completely negating all damage taken by anything except for the enemy towers and nexus beam as long as they are coming from that direction. Upon recast/completion Pantheon slams his shield and deals damage to all enemies in a small area.
Mortal Will bonus: Pantheon gains a burst of movement speed after recasting/completing the ability.
Grand Starfall
Grand starfall is Pantheon's ultimate ability, Pantheon selects an area and starts channeling, after two seconds he leaps into the air and starts moving towards the selected area. Upon landing he deals damage around him and gains full stacks of
Mortal Will.
Precision | ||
---|---|---|
Press the Attack
| Press the Attack is my favourite keystone for Pantheon, it synergises well with his Mortal Will stacked Shield Vault since the three hits after his leap and stun instantly proc it. | |
Conqueror
| Very strong against teams with multiple tanks, Pantheon stacks the rune very fast and is able to keep it up with relative ease. |
Domination | ||
---|---|---|
Electrocute
| Taken into squishy lanes where you know you'll dominate early, (one example being Kassadin). I would say it's overall a weaker version of Press the Attack since the cooldown is significantly longer and it scales worse, but if you're against someone who you can oneshot very easily then feel free to take it. |
Resolve | ||
---|---|---|
Grasp Of the Undying
| If you're going with a tank while also laning against another tank then you can easily abuse this rune, just jump on them with Shield Vault whenever a proc is available. | |
Aftershock
| Less useful for fighting when compared to other runes but gives him slightly more frontlining power. |
Shard runes:
Offense:
Adaptive Force:
In case the enemy team doesn't have a lot of CC and you opt for Legend: Alacrity instead of Legend: Tenacity then you can take this instead of the attack speed shard.
Attack Speed:
I personally take this most games but if you for whatever reason dislike the attack speed then just take adaptive damage instead. I wouldn't take this with Legend: Alacrity unless you're taking Conqueror and the enemy has multiple tanks whom you can get close to easily with an empowered Shield Vault.
Spell Haste:
Pretty insignificant on Panth, I would opt for the other two.
Flex:
Adaptive Force:
Damage is nice, this is the most common option.
Armor:
If enemy has a lot of AD and you're afraid, feel free to swap out some damage for a bit of extra tankiness.
Magic Resist:
If enemy has a lot of magic damage and you're afraid, feel free to swap out some damage for a bit of extra tankiness.
Defense:
Health:
Works well with Overgrowth, if you're taking this you might be focusing more on building HP so this can be nice to have.
Armor:
Pick this in an AD lane.
Magic Resist:
Pick this in an AP lane.
Flash is the most broken summoner in the whole game, and you need to have it in order to win. | ||
TP has the potential to turn games and is just very strong overall, if you're in a lane you can dominate without Ignite or that you know you can't win too hard anyway just take TP and play for your teammates. | ||
Ignite is good for getting kills early and weakening healing, mainly take this only if you are mid but it can also be flexed top in-case the enemy toplaner is a Dr. Mundo or a Garen for example. |
Builds:
AD:
Eclipse builds:
Prowler's Claw builds:
Duskblade of Draktharr builds:
Stridebreaker builds:
Goredrinker builds:
Tank:
Stridebreaker builds:
Goredrinker builds:
Sunfire Aegis builds:
Iceborn Gauntlet builds:
Turbo Chemtank builds:
Which mythic to take when I have on Ornn on my team?
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