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Pantheon Build Guide by MikaeraKun

Middle Pantheon Mid Guide Reworked [12.15]

Middle Pantheon Mid Guide Reworked [12.15]

Updated on August 10, 2022
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League of Legends Build Guide Author MikaeraKun Build Guide By MikaeraKun 10 0 6,157 Views 4 Comments
10 0 6,157 Views 4 Comments League of Legends Build Guide Author MikaeraKun Pantheon Build Guide By MikaeraKun Updated on August 10, 2022
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Runes: Optimal Summoner Spells

Press the Attack
Legend: Bloodline
Last Stand

Bone Plating

+8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2 3
Usual Spells
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Champion Build Guide

Pantheon Mid Guide Reworked [12.15]

By MikaeraKun
About Pantheon

Pantheon - The Unbreakable Spear
"The stars are beyond my reach, and so I grasp my spear and take aim."
Playable Lanes:
Top and Mid

Early game

Power decline late game, vulnerable pre level 3

Why Pantheon - Brief Introduction:
Pantheon is an early game champion able to bully their opponents in both their and other lanes, being perfect roaming champion. Because of this, opponents will not look for early trades with Pantheon, especially if they're Melee. However, unlike most champions, Pantheon's power declines as the game progresses, so his role is mainly to pick opponents out and destroy them, making them behind as much as possible.
Pros and Cons
+ Powerful Early Game
+ High Sustain
+ Relatively High Mobility
+ Huge amount of Damage Output
+ Great Map Presence
+ Easy Champion to Learn

Pantheon is a great Early Game Champion, able to destroy their opponents, both in their own lane and side lanes, making them behind. He is a lane bully, so his laners will be very careful around him, especially as this build makes him tankier than lethality, but still as deadly as lethality build. He is able to roam whenever and wherever he wants from Mid lane, helping his team with their lane and objectives, with his Grand Starfall.
- Falls behind in Late Game
- Ultimate Ability isn't that useful by itself
- Very bad clear Early Game
- Vulnerable to Mobility Champions when casting Aegis Assault

Unlike other champions, Pantheon falls behind in Late Game. He will get behind eventually, no matter what you do, so you should end before that. While casting his Aegis Assault, he is vulnerable from behind, so mobile champions can use this and kill Pantheon nontheless.
Mortal Will (Passive):
Pantheon gains one stack of Mortal Will when he lands a basic attack and/or his ability.
He gains full stacks upon starting the game, respawning/backing and using his ultimate ability.
At 5 stacks, his next ability will be empowered, and stacks will be consumed.

It is important to look how much stacks you have, because they empower your abilities, and so it is important to use them wisely.

Comet Spear Q :
Pantheon's Comet Spear can be either Thrusted (tap) or Thrown (hold).
While holding Q, Pantheon will charge for up to 4 seconds, increasing Comet Spear's range, while being slowed by 10%.
When thrown, it will deal physical damage to all enemies hit, dealing increased damage against enemies below 20% of their maximum health, but having reduced damage by 50% against enemies hit beyond the first.
Total damage is reduced by 70% against minions and increased by 105% against monsters.
When Thrusted, Pantheon will deal same amount of physical damage to all enemies hit, but will refund 60% of Comet Spear's cooldown. Thrusted damage is Not reduced against enemies hit beyond the first.
While Empowered by his Mortal Will, it will deal an additional 20 - 240 (based on level) (+ 115% bonus AD) bonus physical damage, affected by the previous damage reductions, to all enemies hit.
It will consume all Mortal Will stacks upon recasting.

It is always better to thrust with your Q, instead of throwing it, because you're having increased cooldown by 60%.
You should throw it only to kill, not to poke.

Shield Vault W :
Pantheon can leap to the front of target enemy, dealing physical damage and stunning them for 1 second upon arrival.
While Empowered by his Mortal Will, his next basic attack, landed within 4 seconds, will become unstoppable and will strike it's target 3 times, dealing 45% - 55% (based on level) AD physical damage per hit, up to 135% - 165% (based on level) AD.
Each hit is affected by critical strike and on-hit modifiers.

You should use this ability to close gaps between you and your opponent, as well as incapacitating them from throwing abilities/attacking you.
It is a great tool in your kit that can turn tide of the battle. It will also proc your PTA instantly if empowered.

Aegis Assault E :
Pantheon braces his shield in the target direction, channeling for 1.5 seconds.
Aegis Assault cannot be interrupted by crowd control.
It can be recast after 0.3 seconds.
For the duration, Pantheon is invulnerable against all damage, except Turret damage as of 10.25 patch, dealt by enemies from the target direction, and deals up to 100% AD physical damage in a cone to all enemies struck, reduced by 50% against minions.
At the end of duration, or when recasted earlier, Pantheon slams with his shield, dealing physical damage.
While Empowered by his Mortal Will, he will gain 60% bonus movement speed for 1.5 seconds after slamming his shield.

While being perfect tool to survive, it also has its weakness. Your opponents can damage you from behind, as well as from certain angles from your sides.
It also has quite a big cooldown, so you should both max it second and use it wisely.
You can also hunt opponents down with empowered Aegis Assault, but use it cautiously, if you waste it and you happen to be in a fight, you have no means of defending yourself.

Grand Starfall R :
Pantheon gains armor penetration based on ability's rank.
Upon activating, Pantheon channels for 2 seconds, then leaps into the air, vanishing and becoming immune to crowd control, until he reappears.
While in the air, he channgels again for 2.2 seconds and grants sight around the target location 0.5 seconds into the channel.
After 0.8 seconds into the channel, Pantheon prepares for landing by marking his destination with his spear. The spear deals 40 - 190 (based on Comet Spear's rank) (+ 115% bonus AD) physical damage to enemies in an area and slows them by 50% for 2 seconds.
Then Pantheon crashes down and creates a shockwafe that travels toward the target location, dealing magic damage to all enemies in his path, decreased up to 50% for those hit at the edges of the area.
He then gains full stacks of Mortal Will after reappearing.
Grand Starfall is put on a 30 seconds cooldown if the first channel is cancelled.

This ability is useful for it's passive only if you plan on 1v1'ing someone, but in teamfights it can become very useful.
You can deal quite a bit of damage with it and it also maxes your passive immediately. You can use it to escape as well.
Skill Sequence

As explained in the notes above, this is the optimal sequence of maxing your abilities. You're going W first because you can proc your PTA instantly with it, also it closes gap between you and your opponent, thus making you deal enormous damage in the very first attack. You max Q first because it's your main source of damage. You max E second because of it's long cooldown. W is useless to max, so you should max it last.

Divine Sunderer

Blade of The Ruined King

Death's Dance

Ravenous Hydra

Spirit Visage
Regular Divine Sunderer build. It is made specifically for destroying tankier opponents and surviving fights for longer. It is also really good in destroying squishier opponents, and, unlike lethality, it doesn't lack tankiness. Note that Divine Sunderer and Blade of the Ruined King are a must in this build path, everything else can be swapped for situational items. Swapping Death's Dance is not recommended, but can be done.


Blade of The Ruined King

Divine Sunderer

Death's Dance

Black Cleaver
Another possible build for Pantheon. Note that Muramana and Black Cleaver are new "Final Build Example" items, switching Spirit Visage and Ravenous Hydra. Also note that the build path has been changed, and now Muramana is build first, Blade of the Ruined King second and finally Divine Sunderer. As with anything else, last two items can be swapped for situational items, those two being Black Cleaver and Death's Dance. Swapping Blade of the Ruined King is also a possibility, but not recommended. Swapping Divine Sunderer and/or Manamune in this build is not recommended.
About Items
Doran's Blade
Item Description:
Doran's Blade gives 8 Attack Damage, +80 health and 2.5% Omnivamp.

Why this item:
You should start with Doran's Blade because it gives you Damage, Health and Omnivamp, and each of those attributes is useful on the lane.
Other starting item which Pantheon could buy is Corrupting Potion, but after it being nerfed, it's next to useless in most scenarios.

Divine Sunderer
Item Description:
Divine Sunderer gives 40 Attack Damage, 20 Ability Haste and +300 health.
It's unique spellblade passive makes his next basic attack, after using an ability, to deal 125% Base AD (+6% of targets maximum health) as bonus physical damage on-hit, with a minimum damage being equal to 150% base AD, and maximum damage against monsters being equal to 250% base AD.
If the target is a champion, heal for 81.25% base ad (+3.9% of target's maximum health).
Divine Sunderer's mythic passive: 3% armor and magic penetration on all Legendary Items.

Why this item:
Divine Sunderer is a great item on Pantheon because it gives him much needed sustain.
It also shreds tankier opponents, as well as healing you for a damage dealt.
Unlike lethality items, which are only useful for dealing damage, Divine Sunderer actually helps you survive fights, while also dealing huge amount to damage, even to squishier opponents.

Item Description:
Muramana is upgraded version of both Tear of the Goddess and Manamune.
Muramana gives 35 Attack Damage, 15 Ability Haste and 850 Mana.
It's unique passive grants Attack Damage equal to 2.5% of Maximum Mana.
Second Unique Passive grants on-hit bonus physical damage on Basic Attacks against champions equal to 1.5% maximum mana.
Damaging abilities against champions deal 3.5% maximum mana (+6% AD) bonus physical damage.

Why this item:
Muramana is good item on Pantheon, as it not only resolves his Mana issues, and it also grants him bonus AD and bonus on-hit damage.
It is, however, a second build path item, as you wouldn't exactly call it superior item to those it should change.
It is also taking priority over Divine Sunderer when going Second Path, so you will not have your Mythic Item until you get your third full item.

Death's Dance
Item Description:
Death's Dance gives 55 Attack Damage, 15 Ability Haste and 45 Armor.
Ignore Pain stores 30% of all post-mitigation physical damage recieved, which is taken as damage over time true damage instead.
Champion takedowns remove Ignore Pain's remaining damage, and heals you for 120% bonus Attack Damage health over 2 seconds.

Why this item:
Death's Dance is great item for sustain.
It will prolong your fights by a considerable margin, and heal you if you successfully defeated your opponent.

Blade of the Ruined King
Item Description:
Blade of the Ruined King gives 40 Attack Damage, 25% attack speed and 8% life steal.
It's Unique Passive makes his basic attacks to deal 10% of the target's current health physical damage on-hit, capped at 60 bonus damage against minions and monsters.
Second Unique Passive makes basic on-hit attacks against enemy champions to stack for 6 seconds, up to 3 times.
Third attack consumes stacks and deals 40 − 150 (based on level) bonus magic damage, Slows target by 25% and grants you 25% bonus movement speed.

Why this item:
Blade of the Ruined King is awesome. It deals huge amount of damage to your opponents, and it shreds through their max health.
It also gives you bonus movement speed, as well as slowing opponents down, making an excellent item.

Ravenous Hydra
Item Description:
Ravenous Hydra gives 65 Attack Damage, 20 Ability Haste and 10% Omnivamp.
It's Unique Passive makes basic attacks and abilities to deal 60% − 12% (based on distance) AD physical damage to other nearby enemies.

Why this item:
Ravenous Hydra is decent item on Pantheon.
It's only in the First build path because of it's stats, and that's why it is swappable for other Situational items.
It is great for wave clearing, and for dealing massive amount of damage in fights.

Spirit Visage
Item Description:
Spirit Visage gives +450 health, 10 Ability Haste, 100% base health regeneration and +50 magic resistance.
It increases all healing and shielding recieved by 25%.

Why this item:
Spirit Visage is for daring.
On Pantheon it is good because it utilises other items, ex. Divine Sunderer, Blade of the Ruined King, Ravenous Hydra, etc..., which heal you, and Spirit Visage boosts that healing up by 25%, which is incredible.
It is also great to build Spirit Visage if you have Yuumi or Soraka or any other teammate healing champions in your team.

Black Cleaver
Item Description:
Black Cleaver gives 40 Attack Damage, 25 Ability Haste and +450 health.
Dealing physical damage to an enemy champion applies a stack of Carve for 6 seconds, stacking up to 6 times.
Each stack reduces the target's armor by 5%, up to 30% at 6 stacks.
Also, dealing physical damage to an enemy champion grants 3 bonus movement speed per stack of Carve on them for 2 seconds, up to 18.

Why this item:
Black Cleaver is a great item.
It gives Pantheon excellent bonus stats, and it's unique passive rends opponent's armor.
It also gives Pantheon bonus movement speed, which is great.
Combining it with other anti-tank items, ex. Blade of the Ruined King, which, note, also gives you bonus movement speed on attacking opponent, is astonishing, as it gives your opponents no means of running away from you.

Serpent's Fang
Item Description:
Serpent's Fang gives 55 Attack Damage.
It's Passive grants you additional +12 lethality, and It's Unique Passive makes your Basic Attacks and Abilities to reduce shielding by 50%.

Why this item:
Serpent's Fang is decent item.
It is only useful on Pantheon when there are opponents with lots of shielding, as it destroys shields.
Otherwise, there's no reason of building it.

Sterak's Gage
Item Description:
Sterak's Gage gives +400 health.
Unique passive gives 45% base AD as bonus AD.
If you would take damage that would reduce you below 30% of your maximum health, gain a shield equal to 75% of bonus health.

Why this item:
Sterak's Gage is good item on Pantheon, but you won't build it much.
It is useful to gain shield while low health, but can be useless in other terms.
Granting only 400 health is not bad, but 45% base ad is just miserable.

Item Description:
Thornmail gives +350 health and 60 Armor.
When struck by a basic attack on-hit, deal 10 (+20% bonus armor) magic damage to the attacker and, if they are a champion, inflict them with 25% Grievous Wounds for 3 seconds.
Immobilizing enemy champions also inflicts them with 40% Grievous Wounds for 3 seconds.

Why this item:
Thornmail is good item to take into high AD champions/team comps, as it gives you lots of armor and health.
It's passive also damages attackers, which is not that strong, but still useful.
However, giving Grievous Wounds is great, and, since it gives them higher percentage of Grievous wounds if immobilized, it is great to combine with your Shield Vault.

Press the Attack is the core rune for Pantheon. It is better than Conqueror by a huge amount. Conqueror might be stronger on paper, by giving you additional AD and Healing, but in practice it doesn't work well. It is useless on Pantheon, thus Press the Attack is the only other useful Rune on Pantheon, and it's the best one anyway. With Press the Attack, you can be huge threat to anyone in early, mid and late game. Since with this build you're not as squishy as with lethality one, you can still do great stuff in late game. You can proc Press the Attack with one W with full stacks, that's why you should start the game with W; you can do extreme amount of damage on the first attack, and the opponents usually won't expect it. At level 2, you can most likely get them to flash, and at 3 you can win trades. From then on, you can most likely win lane.
Triumph will restore 10% of your health after a takedown, with a slight delay. It can change course of fights with ease, as you will probably survive 1v2 if you take down one of them, possibly getting double kill. Presence of Mind is a decent choice as well, but you can just go Tear of the Goddess and Muramana, which are definately better choice than Presence of Mind, as it gives you both mana and damage, unlike Presence of Mind which only restores mana.
Legend: Bloodline will allow you to have more Lifesteal by getting takedowns, and at maximum stacks you will gain additional +100 health, which will help you a lot in every fight. Legend: Tenacity is another choice, but you will usually go Legend: Tenacity against hard CC teams.
Last Stand is a better alternative to Coup de Grace, as you will usually be under 50% health in fights, thus having higher damage bonus than with Coup de Grace. Coup de Grace is still good choice, but it is inferior to Last Stand.

Bone Plating is better rune to choose than any other here. Bone Plating will help you with reducing amount of damage you will recieve with abilities, which is alot useful in early trades and fights.
Overgrowth is a great rune, as while farming you can gain health, and after 100 minions, you will gain additional health. It is a great rune because you will usually go Divine Sunderer and other tankier items, thus you will have even more health.
Additional Ability Haste early is great, because you will have slight cooldown advantage against your opponents; you getting your ability those miliseconds earlier can sometimes change course of both fight and game. Additional AD is always good, and you can switch Armor for Health or Magic Resist depending on opponent's team.

Flash is a mandatory summoner spell on many champions, one of them being Pantheon. It is a great tool to both close gaps between you and your opponent and/or to escape from them.

You will take Ignite on Pantheon in 95% of matches. It is a great tool for both securing kills, making your opponent more vulnerable to damage and reducing their healing effects, because other Grievous Wounds items don't work that well.

Exhaust on Pantheon is good in matchups in which your opponent has huge amount of attack speed and/or great burst damage output. Examples are: Yasuo, Yone, almost any ADC champion, sometimes Katarina, and/or any other champions you'te not sure you can win against. Take in mind that you don't have to take Exhaust against champions mentioned, but you can, as it is an option.

You will almost never take Cleanse, but in those matchups against champs with cc with which, if caught with, can kill you in mere seconds. Examples are: Syndra, Ahri, Veigar, etc.. As with Exhaust, you can but you don't have to take Cleanse, it is an option, not mandatory.
League of Legends Build Guide Author MikaeraKun
MikaeraKun Pantheon Guide
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Pantheon Mid Guide Reworked [12.15]

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