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Spells:
Flash
Ignite
Ability Order
Mortal Will (PASSIVE)
Pantheon Passive Ability
Foreword

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.
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This is a vital spell on a champion with no easy escape methods if he finds himself in danger. Ensure that you only use this when vital due to its large cooldown (which is set to get larger in season 3). Needless to say, this spell has hundreds of uses, including: escaping ganks, catching a fleeing enemy, tower diving, escaping pursuers and getting through a particularly troublesome wall.
Good Tier

If you just really, really prefer this spell to



This is the second summoner spell that I personally grab on Pantheon. Its two primary uses are securing a kill on that one enemy who escaped you with one bar of health left and inflicting Grievous Wound on high-sustain champions like




This is another spell that is more viable on an AD carry, but is far from non-viable on Pantheon. The primary use of this spell on an AD caster is to either keep an enemy within range for a second combo or as a supporting spell for ensuring the success of ganks or chases involving team-mates. Another potential use is popping it on the enemy AD carry in teamfights, allowing you to hammer them without them being able to hammer back.
Average Tier

This spell has a high cooldown and little combat utility, but it's certainly a viable choice for any solo top champion (though less so for




Probably the least viable of each viable Pantheon spell, but nonetheless, it has its uses. This can give you the sustain necessary to survive a gank or hold a lane, and it can also be used to bait opponents into attacking you, then allowing you to turn on them once you've popped the spell. It's not a bad spell, but there are certainly more useful ones available.
Unviable Tier






'Kill Me' Tier


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.





These are the 'standard' starting items for solo top champions, and in most cases, they'll serve you well too. The


Alternatives






Buy this setup if you suspect that you'll be countered in lane (the enemy team has a





Purchase one of these if you suspect that you are your lane opponent's counter (perhaps you're facing a

Standard


These should be the two things you grab on your first trip back to base. They're powerful items for their price and the extra damage they grant will give you an early edge in lane. The extra HP also helps your own survivability, as does the lifesteal.
Alternative


If you started with a

Standard


Unless you're especially fed or underfarmed, these should each take a single recall to grab.


Alternative


If the enemy team has little CC, grab these alternative boots in order to increase your armour (a stat that's typically more useful than MR in top lane) and resistance to auto-attacks, which you may find a problem depending on your opponent.



Admittedly, when you think '





Alternative

Granting less AD than




Standard

This is the next milestone on your quest to render armour a non-issue. The massive 40% armour penetration along with the helpful 40 extra AD makes your life so much easier against enemy bruisers, tanks and anyone else wise enough to build armour against you. There are no alternatives here - with this build, Pantheon needs that armour penetration, no matter what.

The most AD that can be gained eventually from any item in the game (with the exception of a fully-farmed

Alternative

This is another item that I see frequently in Pantheon guides and builds, but like







Standard

By this point in the game, some players may already have complete builds, full tanks will be impossible to 1v1 and AD carries will be dishing out ridiculous amounts of damage. This item remedies your severely neglected maximum health and prevents you from being burst down or dying almost instantly if focused. Be sure to keep it farmed up like

Alternatives

Sometimes, having armour and magic resistance is just a better choice than having tons of health. If the enemy has very little magic penetration or armour penetration, purchase this to shut down a lot of their damage potential. Its passive is also incredibly useful, allowing a second chance if you die early in a teamfight, or a chance of escape if you're one of the casualties of a failed fight.

If you're especially fed, brave, or stupid, grab a second one of these and become a very dangerous glass cannon. I personally don't recommend a second Bloodthirster in 90% of cases, but it's true that sometimes, you just need as much damage as you can pack into that spear of yours. Note that if you forgo one of the above items for this, you'll die very quickly in teamfights if focused.
Standard

This item, despite its plethora of stats, isn't worth the extra money that it takes from you earlier on in your build. Of course, however, if your build is otherwise complete and you've got money building up, there's absolutely no reason not to build that old

Alternative

If you're in desperate need of more damage for whatever reason, sell





- This ult does not make you invincible. You won't survive plummeting into a full enemy team without the rest of your team there to aid you. The best time to use this ult during a teamfight is either immediately after initiation, when you hopefully won't be instantly focused, or just after a successful teamfight in order to clean up the low-health survivors. If you're low yourself and they retreat into a tower,
Aegis Protection should allow you to dive them with
Grand Skyfall.
- Don't dive onto a full tank, even if they're solo. Chances are that they have some form of sustain capable of weathering your ult's base damage, and their armour and health will allow them to survive your combo. Once all of your skills are on cooldown, you're pretty much useless, allowing them to counter-attack.
- Do dive onto solo carries and low-health pairs pushing a lane if the enemy team aren't nearby. A favourite tactic of mine is to ult on top of a pushing carry, waste them almost instantly with my combo, then dive into a bush and recall to prevent myself from being caught out.
- If your tower is about to get destroyed after you recalled, ult just behind the pushing enemy in order to either force them further into your team's side of the map or to catch them with your ult's full force as they attempt to back off. If the enemy is difficult to 1v1 and the tower won't survive long enough to be of any help after you ult, however, just accept that you lost your lane and move on. I've dived onto a tower just as it died only to get curbstomped by a stronger enemy more than once myself...
- On the other hand, if your team has been forced away from a tower and it's under threat from 2 or 3 (low/medium-health) enemies, don't be afraid to ult onto it and combo the squishiest one (if the tower isn't about to die). You can pick up a kill and save the tower this way. Of course, see point 1 if there are more than 3 enemies present.
- Don't waste this ult, whatever you do. If the 2-second channel is cancelled, your ult gets reset to 10 seconds of cooldown, giving you a small window to change your mind, but after you jump, you have to wait a maximum of 150 seconds (2.5 minutes) until you can jump again. The huge cooldown can be alleviated by CDR items such as
The Brutalizer, but these can only do so much. Be sure that your timing is spot-on and learn to time the total of 3.5 seconds between casting and landing effectively.
- While in the air (after channelling but before landing), press W and aim
Aegis of Zeonia at the most viable target within its range. Upon landing, you will automatically jump onto and stun the targeted enemy, ensuring that both your full combo is set up and that they are caught within
Grand Skyfall's damage shockwave.
- Finally, a little-known use of this ult is gank escaping. Hard CC will prevent you from channelling, of course, but if that hard CC has already been used or isn't present in the first place, your ult is a valid emergency life-saver. Only use this as the last possible option, however. Check if
Flash is available, or if using
Aegis of Zeonia would give you enough space to escape.
Pantheon's ult requires a lot of skill and experience to master. In fact, it's probably one of the most difficult to use properly in the game. However, once mastered, this powerful tool can reap brilliant rewards (TRIPLE KILL!).

You counter Gangplank pretty easily simply because










Jayce is very powerful in the laning phase because of his significant utility, mobility and harass. Keep well behind your minions to prevent yourself from being caught out by




This is it - it's time to face down your evil clone. Seriously, though,









Riven is indeed a harsh lane opponent.







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