This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Cleanse
Exhaust
Ability Order
Mortal Will (PASSIVE)
Pantheon Passive Ability
Introduction
NOTICE: I no longer play Pantheon, and I never updated this guide after he got nerfed. I have no interest in doing so either, and as such he is archived. You can use this if you want, but it's far from up to date.
~ Dalek Jace
Everyone knows Pantheon, but few know him very well. His look is great and pretty tough, he looks real strong and therefore is a quick buy for new players. Personally I've seen the number of Pantheons I play with or against decrease over time, I got the idea this is because at low level people try the champions out, while at late game they know which are good and pick from those.
Because Pantheon is played by poorly skilled players a lot, the thought people get is "food". This is usually true, unless played right. Pantheon isn't just a burst within his cycle, but can actually take on two or even three players on his own, while at the same level. This, while he has no significant AOE spells apart from the recently buffed



The placement of his ultimate can make or break a teamfight, gank or quick push.
Your team has to know what to do, they have to know what you can and what you can't. You have to be prepared to sacrifice yourself to give your team the winning edge. Getting 10 kills early in the game doesn't mean you'll carry your team, as you'll be taken down rather quickly without any escape possibility (except for summoner spells).
You take carries down in one cycle and one or two seconds, or get your *** out of there. You take down that support, and you spike that runner into the ground with your spear, but you won't stand ground against a good team on your own. You are not an end-game carry.
Keep this in mind while you play, because taking down that Gangplank and then getting shot in the back by Miss Fortune isn't going to give your team the victory. You take that Gangplank and get your *** out of there. You don't risk your life, you take what you can get and not more.


It's fairly simple to comprehend, but is often forgotten to be "used". When you start a tower dive, you can throw your spear and run in. Block that first tower hit, then use





It has more uses though. If at rank 3 or higher, the stun is long enough for you to get your run if you have to. And as said at

A good way of getting away from someone that's trying to finish you off, is to hide on the edge of some brush. When the attacking player is about to enter the brush, you stun him/her and run like hell. Make sure you use this only when it's smart, but it can safe your life.




Something a lot of people don't know, is that you can cast your next skill while dropping from the sky. It'll immediately throw that


Tip:

Core









Optional


If I use the











Not-to-take




Anyway, onto my choice of masteries: 22/0/8
I think my offensive choices are pretty obvious.

The Utility is just my personal choice, if you want the rest in Defensive, go ahead. It's a personal taste, so make it your own choice.
I use

The rest goes into Crit Damage completely, including my quints. If I get someone below 15% health, he's dead. No way he's getting out of it. I'll rip his head straight off, because of the 100% crit chance you get from

However, if you are going defensive with your masteries, you might want to do this with the runes as well. I'd go offensive with the marks, as that's where they're made for anyway. But you can go for Armor, Magic resist and hp5 seals and glyphs and for flat health or health/level quints if you prefer.





Other good choices would be:





18th of November, 2010
- Initial build. Not yet complete, more information will come during the following days. It takes some time to write this in a sense that people can understand...
24th of November, 2010
- Added a tip about flash with Grand Skyfall.
- Added Masteries section.
- Added runes section.
- Added Summoner Spells section.
18th of January, 2011
- Used the new system of Mobafire on chapters etc. Great job from the Mobafire staff, this is so much better!
- Updated it since things like
Aegis Protection and
Heartseeker Strike had some intense changes and.
- Went over every section and rewrote some things, fixed some grammar and added some extra things, it's just better now :)
- Updated the Summoner Spells section to look better. It was a mess.
- Updated the Skill Sequence (Cheat Sheet) to represent that
Heartseeker Strike is buffed.
You must be logged in to comment. Please login or register.