This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated.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:
Flash
Ignite
Ability Order
Mortal Will (PASSIVE)
Pantheon Passive Ability
NOTICE

Disclaimer: This build has not been tested in a ranked gameplay environment and as such may not be viable in ranked gameplay.
To begin with, Pantheon has some of the best killing potential in the game. Everything about this champion favours killing other champions. His




What are the basics?
First of all, let's go over Pantheon's Golden Rule: Pantheon is not an auto-attacker. This is the biggest mistake I see unskilled Pantheon players making. If you're right-clicking an enemy champion at any time other than to trigger


Secondly, Pantheon is classified as an assassin, meaning that he is a relatively squishy champion that excels at killing vulnerable enemy champions, such as carries. With this build especially, he does not have the tankiness necessary to initiate a teamfight or go toe to toe with an enemy


This is a solid choice on any AD-based champion, but even more so on Pantheon as it presents a solution to his hardest counter: armour. Armour penetration is much more important in terms of runes than flat or scaling attack damage.

Flat armour seals soak up plenty of the damage you'll receive early on from top-lane AD champions. Armour runes are a better choice than health runes simply because they scale better. It's more efficient to have 13 extra armour than 50 extra health (9x


Same story as



Greater Quintessence of DesolationGreater Quintessence of Desolation
Some AD champions are better suited to flat AD or critical chance/damage bonuses in their quintessences, but keep in mind that Pantheon gets shut down effectively by armour. These quints are essential in countering Pantheon's counter, so to speak.
Why flat runes instead of scaling runes?
Put simply, flat runes provide larger bonuses when they're needed. These particular runes are at their most useful early on in the game, before you're able to purchase powerful items. By the time scaling runes reach their maximum power, you've probably built items to fulfil their purpose anyway. These runes give a significant early game edge that can win you your lane and secure the rest of the game for you.
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
fillerspaaace |
![]() ![]() ![]() ![]() ![]() |

After attacking or casting spells 4 times, Pantheon will block the next normal attack that deals more than 40 damage to him.
This passive is one of the most useful in the game. As well as blocking all champion auto-attacks, this ability also blocks certain abilities (



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.
This is a powerful, low-cost harass ability that can cause a great deal of damage to your lane opponent over time early on and continues to be useful later in the game. It comprises a large portion of your burst damage once leveled and can finish off escaping enemies due to



Pantheon leaps at the target enemy champion 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.
This is Pantheon's hard CC ability. Though the stun time is short, it gives him more than enough time to end a chase and execute his full combo. Use it when ganking to ensure a kill and always use







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.
This is easily Pantheon's most dangerous ability when maxed first. When used in conjunction with







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.
This is one of League of Legends' most hilarious ultimates. This can crush a recalling lane opponent, save a tower in distress, completely wreck a teamfight and even escape a gank. I take a point in this whenever possible.

You must be logged in to comment. Please login or register.