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Spells:
Exhaust
Flash
Ability Order
Mortal Will (PASSIVE)
Pantheon Passive Ability
Introduction - Greek Pirates
Where I'm coming from with regards to this build:
I was playing a game a while back against a team that was really terrible. But there was this one Pantheon on the team that was actually putting up respectable numbers. He was relatively difficult to kill, and yet was putting out a fair amount of damage. Confused, I checked what he was building and noticed the conspicuous use of

Then I saw that Chaos Dunk video on Youtube, and realized that maybe AP shouldn't necessarily be verboten on Pantheon. That's when I looked at his AP ratios, and liked what I saw. So that's when I decided that maybe the Revolver isn't such a bad idea after all, and Trinity Force is one of my favorite items, so let's mash them together with the B. F. Sword madness and see what happens.
But then my hard drive fried and I couldn't play for two weeks, but when I came back I whipped this build out and went 13/5/22 (because Kassadin and Tryndamere kept stealing my kills).
Now, before you throw up your arms in outrage at some mild unorthodoxy, let me explain a couple of things:
Pantheon is one of the squishiest champs in the game, and can have some difficulty as the game matures and you pass from level 6-13-ish (i.e. before your AD has really stacked up, but after your monstrous early game presence wears off). The trouble is, early on, it's pretty tough to find HP items that really get you going in the AD arena as well. Luckily, lifesteal is nearly just as adequate as HP at keeping you alive (especially in the small skirmishes of early/mid game). Bilgewater Cutlass ends up being the perfect item, providing you with a fair amount of damage and a healthy dose of lifesteal.
Some of you may cringe at the 100 or so AP floating around this build, feeling that it's unwise to invest any gold anywhere besides AD (or defense). Let me defend my position in two ways. 1.) Both



I don't think anyone should really see any problems here. Exhaust is an awesome spell for the melee-DPS man. It might seem to make Bilgewater Cutlass redundant, but trust me, all those times you said, "Damn, I wish Exhaust lasted just a little longer," should make you take comfort in your badass cutlass.

If you build your masteries far enough down the Utility Tree, you'll achieve a healthy mana supply with which to cast, meaning that you won't need to rely on



If you're disgruntled about my spell choice, don't worry, Pantheon has the added advantage of making impressive use of almost all the summoner spells:
TOP PICKS





FOOD FOR THOUGHT





Runes
Marks
Greater Mark of Desolation - I can't really think of any scenario where I'd recommend any other Marks besides these. I suppose Alacrity Marks could be kind of cool for proccing

Seals



Greater Seal of Vitality - These will help make you less squishy. I think Flat HP Seals are equally as viable.
Glyphs



Quintessences

Greater Quintessence of Desolation - More ArPen never hurt anyone

Masteries
What I'm running right now is what you see above, 19/0/11, as suggested by ZeroRacer (thanks, brah).
Basically, the goal here is to get enough mana regen to forgo

About Havoc
Havoc sucks. Even with the recent changes, it still sucks. Let's say I deal 1000 damage in one hit, Havoc only gets me 40 bonus damage. And, sorry, you'll never be dealing that much in one hit. 500 damage per hit? Hooray! Havoc has given me 20 extra damage. Dumb. You might possibly see some benefit out of this during the first couple levels of play, but I'm not too big on using something that's useful until level 3, and then becomes basically useless for the next 16 levels of play.
Further Explanations
Alacrity - To be entirely honest, these 4 points are basically useless, and serve merely to make available the 10% extra crit damage from Lethality. I put them in Alacrity simply because it will help slightly in proccing

Archmage's Savvy will provide you 10 free damage on your stun and Skyfall, but only by Level 18. I now realize that, at that stage of the game, this extra damage is totally negligible. True, at the full build this would boost you to a 70 damage bonus to your stun/Skyfall. But I mean really: 60 damage, 70 damage, it's all the same in the dark.
Brute Force is even more useless. I really hope that the developers do something to make this not a total waste. 3 AD. Might as well be 0 AD.
I chose Expanded Mind because I usually get along fine without the extra experience, and the increased mana pool goes so far for me as to make it worth the investment.
While I think Lethality is worth the investment (since we auto-crit thanks to

On A New Alternative
12/0/18
This will provide you with some very cool stuff.
1.) Increased Buff duration from Utility Mastery is always helpful.
2.) Quickness can provide you the edge you need to get off a stun or last hit with your spear.
3.) Blink of an Eye makes Flash incredibly more useful
Meanwhile, you'll still get your MagPen and ArPen in the Offense Tree, which is all that really matters there.
Now that I'm thinking about it, I might start speccing this way (I should play with it first, though before I make any claims).
Of course, my old standard 21/0/9 build works just fine (with

Tangentially
If I decide to Off-Tank (which is another build entirely), I'll take a 12/18/0 approach, getting ArPen and MagPen in the Offense Tree and all the obvious stuff in the Defense Tree.
Hypothetical Queries
Why do you like spending points on Magic Penetration?
For your Stun and Skyfall, silly! Plus it helps you out if you take things like


Why do you have such a ******* for the Utility Tree?
Sure, for many physical carries, The Defense Tree makes the most sense as your secondary tree because you have to spend a lot of time standing around using your auto-attack. As such, Defense helps you auto-attack for longer and your mana situation is practically irrelevant.
However, an important thing to realize with Pantheon is that he is, at heart, a caster. Most of his DPS derives from using his abilities. These abilities simply draw upon his AD rather than his AP (With the obvious counter-examples excluded). Being that the Utility Tree is the preferred avenue for casters, it just makes sense that Pantheon would want to take advantage of it.
The idea is basically that we get a bunch of mana management in the Utility Tree rather than a little more survivability in the Defense Tree, and I really do feel that this goes very far for your DPS output.
The guy that won't shut up about "mana management", picked Good Hands?
Yes I did. There's various literature (which I'm somewhat ashamed to say I've read) about this highly fascinating and enlightening debate. The summary is that the HP and Mana Regen provided by Perseverance is totally impotent and useless by the end of the game--in fact you probably won't even notice you specced into this by the end of the match. Good Hands, by contrast can be incredibly clutch towards the end of the game. Reviving nearly 10 seconds earlier than everyone else is great for any champ, but remember: you're a guy that can teleport anywhere on the map. These extra seconds can be beyond invaluable for a win.





Don't put too much stock in my skill sequence. Pantheon is very flexible, and I feel that both Spear Shot and Heartseeker deal equitable damage given their most favorable circumstances. Basically, while you're harassing beef up Spear Shot. When you're fighting champs (or pushing) in earnest, put points in Heartseeker. It's always good to have a point in Heartseeker early on because it makes last-hitting minions really easy.
While I still feel the above statement is true, here's an alternative method of determining how to look at the decision: Spear Shot's AD ratios are absurd, and only get more absurd as you level it. So, once you start to get more serious AD (maybe after your first B. F. Sword) make this your priority. It's cost and cool down are way lower than Heartseeker Strike, so when you've got the AD to back it up, Spear Shot will probably give you lots more damage. Keep in mind, however, that that damage is single target where Heartseeker's will hit multiple opponents.
So, the big question is why bother with this item? It costs 1825 gold, which is almost 200g more than my first



Furthermore, we have to look at some other elements. Certainly, damage is your most important stat, and there's no denying that a B. F. Sword will give you double the AD boost that the Cutlass does. But with the Cutlass, you get more: 12% Lifesteal (15% with your Doran's Blade) which sustains you for a maddeningly long time. Further, it builds into Hextech Gunblade, which will provide insane SpellVamp healing late-game. Secondly, a lot of your gold is being invested in the active ability of The Cutlass: "Deals 150 magic damage and slows the target champion by 50% for 3 seconds (300 range). 60 second cooldown." You're now a much scarier chaser/finisher, and you get a free 150 damage every minute.
45 AD vs. AD, Lifesteal (survivability), Incredibly useful active (lethality)
It's up to you really.
With that said, it's important not to get too excited and rush your

But don't discount the Gunblade altogether. 60 AD is damn good--that's more than a Black Cleaver, and as much as a Bloodthirster with no stacks. It gives a good amount of AP, which is nice for your other two abilities. With a better understanding of Lifesteal and Spell Vamp, I like this item even more. 20% Lifesteal will go a long way for your auto-attack, while 1v1-ing and waiting for your abilities to come off of cooldown. The 25% Spell Vamp will be huge at all times, as every single one of your skills will refund 25% of the damage dealt back to you as HP. Hitting a whole team with Heartseeker Strike will mean immense healing! (though likely will not be enough to protect you from 5 ultimates, i.e. don't play like a *****).
Yeah, the Hextech Buff was totally sick.
This is another really expensive item, but one I think on the whole, absolutely worth the price. Boosted Movement Speed makes you even more threatening as a chaser, but also allows you to initiate ganks even more effectively.
Then it gives you a little bit of everything: AD, AP, HP, Mana, AS, Crit; all stats you make use of.
It also gives you a possible slow, meaning that in a single fight you could potentially throw out a gnarly trifecta of slows.
Finally, your abilities will proc a 150% base-damage boost. This means your next attack will do something like 150 bonus damage. With Spear Shot on a low CD, you can proc this pretty much every 3 seconds that the perk is off cooldown. To compare it to







Really I guess this comes down to personal preference, so that's why I post in the next section a more straightforward AD Build, feel free to synthesize that one with my main build.
Core Build
Most games this is what you'll be looking at:
As Regards the Remainder
Starting Item

After much deliberation, I finally decided that this is my favorite item to start off with when playing as Pantheon. The HP makes you less squishy and it gives you plenty of AD. 3% Lifesteal doesn't seem like all that much, but trust me, it's enough to give you staying power until you reach level 6.
Plus, we're not rushing any items that build out of a

Filling it Out

This item doesn't get too much love in Pantheon builds, but I think that the combination of 250% crit damage with


Maybe not the best item for a champ that doesn't rely so much on auto-attack, and a build that doesn't focus on AS so much. But this is your only armor-counter, and I think that makes it important (I don't think

The bottom line is, however, that either or both of these could be readily replaced by


I automatically assume that by the end of the game you'll be getting mauled by CC and Nukers. But if you managed to avoid such a scenario, here are the best alternatives:



Boots
Besides



Other Items to Consider


When your focus is AD, I don't think you need to rely as much on sneaky bonus damage, like you would in my main build, so we just go all out with our Bloodthirsters. The lifesteal of this build is ridiculous.
Spell Rotation




A lot of times you won't have the advantage of using that opening Spear Shot, but you should always try to do so to max your DPS. Of course, if you're ganking from within a bush, don't blow your cover with Spear Shot and then try to stun (the exception being if they've REALLY over-extended).
Don't think just because you stunned an opponent you can take on a 2v1. You can't, the stun doesn't last that long and it'll leave you very exposed. Plus in situations like that you might stun, but it's highly likely that the opponents will hit you with CC of their own, meaning that you won't be able to capitalize on their momentary disability.

Early Game
In the Side Lanes
Why take


Harass like crazy until the two of you gain the dominant lane control. When this happens you and your partner should have more freedom to set up good positioning, at which point you can Stun and the two of you can nab a kill or two.
If they have hard pushers like

Soloing Mid
Some of my most fun games as Pantheon have been when I've taken the middle lane. Don't hesitate to volunteer for this position if nobody on your team is stepping up. Here's why:
Although you are a "melee" champ, you can go toe-to-toe with most ranged opponents for two reasons. The first is that



One more thing to say is that picking up Spear Shot early on is even more important because you won't have enough DPS at level 1 to make very much use of your stun and pick up a kill. Rather, your opponent will probably be harassing you to *****ville and back, so you'll desperately need to respond in kind, and that's what Spear Shot is for.
Taking the middle lane, I feel also makes

Take it easy, farm, work their HP down until they burn through their

If you get cooked, back off and let


Mid Game
For the purposes of this guide, I'll define mid game as from the time after you begin ganking until significant team-fights break out. Because of Skyfall, even if you took the middle lane, you can abandon your post to go on the hunt for a quick kill. Bushes are a Pantheon's best friend. Hide in them until opponents get within stun range (be sure to ping ahead of time, so your peers know what you're doing) and then stun, and cast Heartseeker Strike. Try to cast it in such a way that the enemy either has to run through its area of effect or into the waiting arms of your teammates.
You're also a good counter-jungle champ as you can surprise opponents struggling to get buffs with a Stun, forcing them to helplessly tank the monsters for you as wipe away their HP. As a bonus, Heartseeker Strike will damage the enemy AND the monsters, making it super easy for you to get a kill and walk out with some buffs. If you see enemy champs MIA, check the jungle--but again, use the bushes because if they're tag-teaming Golem or some such and you charge in, you'll be in a bad way.
While you're ganking keep an eye on the minimap to be aware of the lane you just abandoned. If the gank is taking to long, forget about it. The good news is, with your ultimate, you have time (in fact it's even better) for lane opponents to make it all the way to the tower. That way you can drop on top of them, and probably get a neat kill out of it. In effect, on a good day, Pantheon ganks are twofers.
Late Game, Or Team Fights
The only thing you really need to keep in mind is that you can never initiate. If you do, you'll die, and I hope your team berates you.
Be wise about your use of your stun. You don't necessarily need to open with it, because unlike in 1v1 scenarios, unstunned champs are more likely be within and remain within the AoE of Heartseeker Strike in big fights (just by the nature of the beast). Having your stun available can come in handy when gnarly ultimates like that of



Your stun can also be used to trap opponents in your team's own gnarly ultimates, like say that of


Using the Gunblade
Just like Exhaust can be invaluable in both offensive and defensive situations, so too the Gunblade. Offensively, you can either use it initially to ensure that you'll make into stun range (this works best if you know your Skill Combo is enough to burn them down), but many times it's best to save it for when they try to flee.
Defensively, take advantage of its huge range. You can escape a lot of ganks by blasting the right enemy with this active ability. Generally, it's wisest to hit their main CC'r, but pay attention to who has the



At the end of the day, my goal is just really to remind about the merits of

Yes.
Because this build is far from perfect, criticism is as greatly appreciated as praise, so please leave constructive feedback to help me improve!

4/12/2011 - Found a couple more bits of erroneous information and edited those. Also, updated the guide to reflect the most recent patch changes. Finally, play-tested

5/8/2011 - Changed my masteries on the suggestion of ZeroRacer, and as a result also changed my preferred summoner spells. More detailed updates to follow soon. Also dropped







6/11/2011 - Finally got around to those updates I promised. As a result, My "Summoner Spells" section has been moved around and edited. As well, my "Runes and Masteries" has grown more verbose.
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