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Recommended Items
Runes: Corrupting pot setup
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Spells:
Flash
Ignite
Items
Threats & Synergies
Gangplank
Give up CS as needed so he doesn't murder you with free grasp Qs. A gank will be greatly appreciated to breathe a bit but won't magically make you strong enough to 1v1 him, his kit is too good against yours
Elise
You stun, then she cannot miss her stun, boom dead enemy, excellent diver too with her aggro reset
Elise
You stun, then she cannot miss her stun, boom dead enemy, excellent diver too with her aggro reset
Champion Build Guide
I am a EUW platinum toplaner who plays almost exclusively




This is a guide on my style of playing




I will detail all my reasonings and give multiple build options. This guide also includes some tips about

PROS
- Strong laning phase
- High snowballing potential
- Oppressive when ahead
- Reliable single-target stun for the team
- Incredible roaming
- Easy to pick up
CONS
- Mediocre scaling
- No good escape once committed
- Uncomfortable in long duels
- Underwhelming in teamfights
- Weak when behind
- Team-reliant kit



However, he tends to struggle as the game goes on and enemies get tankier. He is mostly relegated to a team utility role in the late game unless far ahead.
He is mechanically simple, but requires good decision making to make correct use of his abilities, which will only come with practice.
REASONING BEHIND MURAMANA ON PANTHEON
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This second passive adds a lot of damage to everything




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There are two main weaknesses in





COMPARISON WITH A STANDARD BUILD
If we look at the PROS and CONS from before, the differences between this

High snowballing potential-> Mediocre snowballing potentialOppressive when ahead-> Oppressive when ahead... only onceMuramana is complete
Mediocre scaling-> Amazing scalingUncomfortable in long duels-> Strong in long duels
Until your



This breaking point should happen around 20:00 in an average game. If you snowballed hard and bought

MANAMUNE FIRST OR SECOND?
So you have two options.
- Option 1: build
Manamune first, and then build your mythic.
- Option 2: sit on a
Tear of the Goddess, build your mythic first, and then complete
Manamune.
Both should result in similar


Even an untransformed



Perhaps more importantly, it only costs 2900g, whereas a mythic +




- For 2900-3000g. With option 1, you would have
Manamune and a lot of AD as a result. With option 2, you would have something like
Tear of the Goddess +
Sheen +
Phage +
Kindlegem, which only gives 15AD (and a
Sheen effect), although it at least gives some survivability.
- For 3700g. With option 1, you would now have something like
Manamune +
Kindlegem. With option 2, you would have
Tear of the Goddess +
Divine Sunderer. Option 1 still gives more AD, but option 2 is overall stronger at this point into the game.
- For 6200g. Both options even out, since you now have both
Manamune and
Divine Sunderer anyway.
In conclusion, the 2 options have slightly different windows of power. See if you want to have a lot of AD very fast (option 1), or want something a bit safer and more flexible (option 2).
It also depends on which mythic item you're building. Here are my recommendations.
Divine Sunderer: Both viable, leaning towards option 2 (mythic first).
Goredrinker: Both viable, leaning towards option 1 (
Manamune first).
Trinity Force or
Stridebreaker: Both viable, leaning towards option 2.
Turbo Chemtank: Definitely option 1.
Eclipse or
Duskblade of Draktharr: Definitely option 2.
WHY NOT TEAR OF THE GODDESS START?
Starting with









If you feel cheeky / very comfortable, feel free to go ahead and start with



KEYSTONE
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Those two are the most popular keystone choices for ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
PRIMARY TREE
-
is an amazing source of mana sustain during the laning phase as long as you're hitting abilities.
-
is taken instead if you're starting with
Corrupting Potion, since you don't need
Presence of Mind anymore in this case.
-
is very useful since many matchups, and almost all comps will have some kind of CC that can be mitigated by tenacity.
-
is our second choice if you really don't need tenacity against the enemy comp.
-
is a very powerful rune in the toplane, especially for champions like
Pantheon who fight to the death.
-
may be taken instead into squishy ranged matchups where you just want to kill them in one swift all-in.
SECONDARY TREE
-
saves 300g and gives a little bit of movespeed. It does nothing for a while and restricts your buying freedom: take if feeling comfortable enough.
-
is an extremely powerful rune for a champion like
Pantheon, who will fight a lot in the early game and may need the sustain both for HP and mana. You can sell a
Total Biscuit of Everlasting Will if comfortable enough that you won't need it, for a quick 35g and getting the max mana buff immediately.
-
is amazing together with
Corrupting Potion and
Biscuit Delivery, both for getting the immediate sustain to win close fights, and to gap close with the movespeed buff.
You can take







ALTERNATIVES
The Inspiration tree is tried and true, however, you can attempt





WHICH STATS DO WE DESIRE?




Lethality synergizes infamously well with



Apart from ability haste, the most desirable stats are AD (obviously) and HP. HP is especially important as

In conclusion, we want mostly AD, ability haste and HP.
BUILD CORE
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Of course. Read the "About ![]() |
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Did someone say AD, ability haste and HP? These 2 bruiser mythics offer perfect stats and have powerful effects. ![]() ![]() |
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After your mythic item, you want ![]() ![]() |
In conclusion, your 2-item core in the midgame will be





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Build ![]() ![]() ![]() ![]() ![]() ![]() |
ALTERNATIVE MYTHICS
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These 2 other bruiser mythics give decent stats and have interesting effects. ![]() ![]() ![]() ![]() |
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Tanktheon! ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Unlike ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
4TH AND 5TH ITEM CANDIDATES
-
is a powerful teamfighting item that offers sustain and anti-burst during fights. It is particularly strong together with
Goredrinker and
Conqueror.
-
is the most defensive lethality item, with a nice amount of HP. It offers burst to kill squishies faster and a very useful spell shield especially when ulting in.
-
is your go-to armor item. Build it every time against heavy physical damage.
-
is an obvious buy if you need Grievous Wounds, which will often be the case. Luckily, it gives... AD, ability haste and HP. Lovely.
-
can replace
Sterak's Gage against a heavy magic damage comp as it is the only decent MR item for
Pantheon.
-
can be teched in if the enemy comp has obscene amounts of shields. It is a very squishy item, but the anti shield passive is too strong in this scenario.
-
is generally unnecessary with the passive on
Grand Starfall and
Black Cleaver (and potentially
Divine Sunderer), especially due to the diminishing returns of percentage armor penetration. Only buy it if the enemy team has absolutely unreasonable amounts of armor.
-
is your 1-button answer for cleansing debilitating CC like suppressions. Only take it if your survival is very important, like if you're the most fed carry on your team.
-
is a nice item to have in the late game when death timers are high. Only build it early if you have a large bounty you want to protect, but don't get caught alone and waste it. One of its components is the all-powerful
Stopwatch which can singlehandedly win a teamfight. Do not underestimate the League of
Stopwatch.
-
gives nice stats and omnivamp and can make you an unmanageable drain tank if you are already fed. If even, however, the lack of defensive stats will be too easily punished in a build that already lacks it due to the presence of
Muramana. Only build it when far ahead.
DISCLAIMER
The build part of this guide is mostly over. This section gives general pointers on


QUICK OVERVIEW
Hover icons for details if you are unfamiliar with

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Using ![]() ![]() |
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An extremely potent tool both offensively and defensively. The damage over time is low, but the final slam hurts badly. More importantly, the damage immunity can block lethal enemy attacks or abilities. It is extremely important to not waste E
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TRADING PATTERNS
Level 1
Look to tap Q


If you space correctly, most melee champions cannot easily retaliate against your tap Q



You may have to give up level 2 priority if you leashed your jungler, if you started W




Level 2
You get a decent powerspike with W


Otherwise, the general concept is the same: if you can afford it in your matchup, hold your push advantage and aim to get level 3 first. Trade aggressively if applicable.
Level 3-5
At level 3, with E

Do note this is a frequent gank timing. What to do from there mostly depends on the state of the wave - more on this in the next section. Level 4 and 5 are similar to level 3 in terms of relative power.
Level 6
Unlike previous iterations of





Fortunately, this is also the time where you can start looking for roams with R


Sometimes, you may simply R




Level 7+
In the context of this build, you should have a



Look to stack


Maximizing your keystone
The ideal use of



The ideal use of






COMBOS



- (5 stacks) Empowered W
-> triple auto -> Q
Quick trade with no counterplay. Powerful with. Either back off or commit with autos and/or E
.
- (3 or 4 stacks) W
-> auto -> empowered Q
Quick trade with no counterplay, usually less damage than the first combo but also less predictable and smoother. Either back off or commit with autos and/or E.
- (5 stacks) empowered W
-> triple auto -> Q
-> auto -> empowered E
Possible followup to the first combo, hard engage for a big trade or an all-in. Use the movespeed buff to chase or disengage.
- (5 stacks) empowered W
-> triple auto -> Q
-> E
-> (auto) -> empowered Q
Variant on the previous combo with more damage but no movespeed buff. Try to squeeze the final auto in the early game, but it becomes optional after your Qcooldown is low enough.
- (2 stacks) W
-> auto -> E
-> slam E early -> empowered Q
Decently quick trade that deals good damage and is unpredictable due to starting at 2Mortal Will stacks, but it blows your E
which commits you.
- (5 stacks) empowered Q
-> auto -> W
-> auto -> E
-> auto -> empowered Q
This is not so much a strict sequence as an example of what scrappy fights will often look like, and an illustration of the importance of weaving autos in-between your abilities to stack upMortal Will efficiently.
TIPS
- Starting from the midgame, stack up
Mortal Will by tapping Qs
in the air.
-
is faster than
. This works for both the tap and thrown variants of
Comet Spear.
- You can reach
Baron Nashor or a non-leashed
Dragon from across the wall with a thrown
Comet Spear. Get stealing!
- The leap from
Shield Vault can be used as a juking tool, for example against
Darius'
Decimate.
- You can cancel the triple auto from empowered
Shield Vault by spamming a move command. This is important if you are stunning to disengage, as the triple auto would be a waste of time.
- Remember the bulk of the damage from
Aegis Assault is in the final slam, not in the continuous stabbing which is weak. This is why it is sometimes appropriate to slam E
early for burst.
Aegis Assault denies all damage from champions who are in the half-plane in front of you. The location of the champion is what matters, not the direction of the projectile or anything else. While this doesn't matter most of the time, it is important to know.
- You can use empowered
Aegis Assault to go back to lane faster from base if you know you will not need the
Mortal Will stacks immediately upon arriving.
- You can Q
or E
right after the triple auto from empowered W
, almost at the same time. However, if you input the Q or E command too early, you will simply cancel the triple auto.
- You can E
right after casting Q
, almost at the same time.
- After a W
-> auto, you can walk back slightly before casting Q
while the opponent is still stunned, in order to disengage more efficiently.
- If you need to escape and you know the enemy currently has no way to interrupt
Grand Starfall, it's time to make a stylish exit and leap out of there!
DISCLAIMER
Wave management is a critical concept for all top laners, but even more so for

INTRODUCTION TO TOP LANE
Top lane is like a game of ping pong. Minions originally meet in the middle of the lane, but one champion inevitably takes the push, either by last hitting while their opponent is conceding CS, or by actively hurting minions faster than their opponent. The wave then pushes towards the turret until it eventually crashes. Then, it bounces back thanks to the turret compensating the minion difference. It is now pushing in the other direction. Rinse and repeat. (This is a simplification, of course. The goal is just to give a general picture.)
WHEN YOU HAVE THE PUSH

However, it also puts you in an uncomfortable position: in the enemy half of the lane, which is vulnerable to ganks from the jungler, or occasionally mid laner or support.
When you have the push, your eventual goal is generally to crash the wave into the turret so that it bounces back into you. This has a lot of advantages.
- It guarantees the wave will bounce back and push towards your half of the lane, which is a comfortable position regarding ganks.
- While the enemy is busy farming under tower, you can roam to help your team or invade the enemy jungle.
- Right after a crash is an amazing timing to recall and lose very little CS for it, commonly known as a "cheater recall". You now have an item advantage and the wave is pushing into you.
- If the crashing wave is large, you may dive, often together with an ally, sometimes alone if you have a gigantic HP advantage.
- Your jungler can walk through alcove brushes unseen and lane gank once the wave has bounced back.
You don't have to crash the wave ASAP, it depends on several factors like where the enemy jungler is, how much gold you wish to recall with, etc. But you want to crash it eventually, or alternatively, try to make the enemy hurt your minions and push back into you, for example by baiting AoE abilities.
If you get ganked while having the push, you can try to escape or fight the 1v2. With the minion advantage and

WHEN YOU DON'T HAVE THE PUSH
The wave is pushing into you, perhaps after you successfully crashed it. This puts you in a safe position in your half of the lane, and is an ideal time for your jungler or other allies to come and gank for you.
This position is so comfortable that it would be really nice to have it forever... That is why your ideal goal in this situation is often to freeze the wave in this position. This is achieved by having an enemy wave larger than yours by about 4 minions, only last hitting from there, and never allowing enemy minions to reach your turret (tank them to hold them in place or pull them back by walking into an alcove brush if necessary).
If you secure a freeze, your opponent has to break the freeze. If they are strong enough to do it solo (they beat you in a 1v1), you will unfortunately have to let them crash the wave. But it is an ideal time to gank them.
If you're actually stronger in a 1v1, which is often the case with


THE FIRST 3 WAVES
A common application of all this for strong early game champions like

Slow push the first wave, just hurting the enemy minions a bit more than yours is sufficient. Just maintain that push advantage during the second wave, this is important: if you push the 2nd wave too fast, it will crash. While this can be good, it is not the strategy we're describing here (it's just a way to get early level priority but still get the lane to bounce back and push towards you). Anyway, once the 3rd wave arrives, shove it as fast as possible with your abilities and recall once you've made sure it's crashed.
If you farmed decently, you should have 400-500g upon executing this, which allows you to buy any basic component you wish. In the specific context of this build, it is an ideal time to squeeze in an early


An alternative is to not recall, but move to the topside

If attempting this 3rd wave crash, be wary that if the enemy jungler started botside, you can frequently expect a gank starting from 3:00 which is exactly when you're trying to crash the wave.
OPTIMAL TIMES TO KILL
It is important to know that not all kills have the same value. Killing your lane opponent is generally great, but it may make them lose a lot of CS, or no CS, and those are not the same result at all. In the worst scenarios, it is actually not worth it for you.
For example, imagine you're running


The ideal times to kill your lane opponent are therefore in favorable wave states that would result in them losing a lot of CS in addition to giving you the kill gold. This generally implies they do not have

If the wave is frozen on your side and you kill them, you are free to recall. If the freeze was properly managed on your part, you can walk back to lane and it will still be frozen.
If the wave is crashing into their turret and you kill them, they lose the CS to the turret, which is why it is so beneficial to successfully dive a lane opponent, even if you die too.
When you kill your opponent and the wave is pushing to them but not crashing, you should always make it crash if possible: this is called fixing the wave, as it is in a poor state if you leave it as is. It may not be possible if they have

AFTER THE LANING PHASE
This guide focuses more on laning phase, but here I will share some thoughts on what happens after.

If you are strong enough in a duel, however, look to pressure a side lane at the same time as your team is pressuring a different location, like the midlane or an objective. The general idea is to draw an enemy to you to defend the lane, and then ult to your team for a favorable 5v4 in order to secure an important objective, like a


You don't have to be the one playing that role, you can also move together with your team if an ally can sidelane instead.





Other than picks, R


Outside of ult considerations,






Your teamfighting skill will simply improve with practice and if I may allow myself a personal recommendation in this final part of the guide, ARAM can help you a great deal, both to get familiar with the kits of many champions, and to tremendously improve your teamfight mechanics and decision making. Obviously it does nothing for your laning skill though.
HOW ABOUT OTHER ROLES?
MID
You can try out



JUNGLE
A somewhat greedy scaling build like this works a lot better for lane


SUPPORT
Obviously don't go



ADC
If you somehow ended up in this position... Then I say there's no better time to go for this build! Show the enemy bot lane what you're made of.
THANKS
I wanna give credit to Keegun and Spear Shot, these 2 streamers taught me a lot about

Thank you for reading my guide about my style of playing


Cheers - Sleepless
CHANGELOG
April 15, 2021 - Big revision on


April 12, 2021 - Big visual cleanup + revised some parts for clarity
April 08, 2021 - Added justification on

April 06, 2021 - Published
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