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Pantheon Build Guide by MikaeraKun

Middle Pantheon Mid Guide Reworked [13.10]

Middle Pantheon Mid Guide Reworked [13.10]

Updated on May 20, 2023
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League of Legends Build Guide Author MikaeraKun Build Guide By MikaeraKun 21 5 52,797 Views 6 Comments
21 5 52,797 Views 6 Comments League of Legends Build Guide Author MikaeraKun Pantheon Build Guide By MikaeraKun Updated on May 20, 2023
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Runes: Optimal Summoner Spells

Precision
Press the Attack
Triumph
Legend: Bloodline
Last Stand

Resolve
Bone Plating
Overgrowth
Bonus:

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3
Usual Spells
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

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

Champion Build Guide

Pantheon Mid Guide Reworked [13.10]

By MikaeraKun
About Pantheon
Abilities





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

Powerspike:
Early game

Cons:
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 are a melee champion. 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
PROS
+ 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.
CONS
- 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.
Abilities
PASSIVE
ABILITY
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.

Q
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.

W
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.

E
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.

R
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
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
W
Q
E
Q
Q
R
Q
E
Q
E
R
E
W
E
W
R
W
W

Starting with W is (almost) always a great choice, as it makes you proc PTA immediately, and deal bunch of damage immediately. Be careful though when engaging in mid of their wave, as the trade will most likely be bad for you.
You should max Q first, as it is main source of your damage.
You should max E second, as it makes cooldown smaller on the ability that can potentionally save your life. Maxing W second is not a good practice, as it is a bad ability to max in general, as it contributes nothing but lower cooldown on the least important ability in your kit.
You should put a point in your Ultimate as soon as possible, because of the Roaming Potential it gives and of it's passive.
Items

Blade of the Ruined King

Spear of Shojin

Divine Sunderer

Muramana

Black Cleaver
New Season 13 Build for Pantheon in Mid lane. Just like build from the previous season, it has Blade of the Ruined King and Divine Sunderer as it's core items. Additionally, it has Muramana in it as well, being incorporated into main build from the second "experimental" build from the last season as well. In it, it has Spear of Shojin, the new Season 13 item, which is perfect for Pantheon, as being told in both next Section and in the Notes of the Items above in the Guide. Black Cleaver is also added for the "Final Build Example", as it is a great item for dealing with the new tanky items in the new Season.
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 Attack 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.


Tear of the Goddess
Item Description:
Tear of the Goddess gives 240 Mana.
It's Unique Passive makes Basic Attacks deal 5 Bonus Attack Damage to minions.
It's Second Unique Passive makes attacking enemy/affecting ally with a spell consume a charge that you gain every 8 seconds, and it grants 4 Bonus Mana, up to 360 Bonus mana.

Why this item:
Tear of the Goddess is a great item on Pantheon as it resolves his Mana issues. It also builds into Muramana, which is a great item on him.
It is not recommended buying it as a first item.


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 12% 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 − 103 (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 absolutely overpowered on Pantheon. It deals huge amount of damage to your opponents, and it shreds through their Maximum Health.
It also gives you Bonus Movement Speed, as well as slowing opponents down, making it an excellent item. It is highly recommended to build it First, before anything else, because of it's huge damage output.
You should build it First, because it is a great item, as explained. Other items aren't that useful so early in the game, so don't consider building anything before it.

Spear of Shojin
Item Description:
Spear of Shojin gives 65 Attack Damage, 20 Ability Haste and +300 Health.
It's Unique Passive gives your Non-Ultimate spells 8 (+8% Bonus Attack Damage) Ability Haste, reduced to 4 (+4% Bonus Attack Damage) for spells with immobilizing effect.
It's Second Unique Passive grants you up to 15% Movement Speed, depending on your Health, maxing out at below 33% Health.

Why this item:
Spear of Shojin is a new Season 13 item, which is fantastic on Pantheon. It grants you lots of Attack Damage, Ability Haste and Health.
It gives you even more Ability Haste because of it's passive, and Movement Speed when on Low Health, making you escape easily if something goes wrong.
You should build it Second, because of it's great passive and raw stats, making it excellent in early game fighting, and also making a difference in late game fights.


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 Attack Damage (+6% of targets Maximum Health) as Bonus Physical Damage On-hit, with Minimum Damage being equal to 150% Base Attack Damage, and Maximum Damage against monsters being equal to 250% Base Attack Damage.
If the target is a champion, heal for 68.75% Base Attack Damage (+3.3% of target's Maximum Health).
Divine Sunderer's Mythic Passive: Adds 3% Armor and Magic Penetration to all Legendary Items.

Why this item:
Divine Sunderer is a great Mythical 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, like Eclipse and/or Duskblade of Draktharr, which are only useful for dealing damage, Divine Sunderer actually helps you survive fights, while also dealing huge amount damage, even to squishier opponents.
You should build it Third, because both Blade of the Ruined King and Spear of Shojin give you better attributes that you need early on.


Muramana
Item Description:
Muramana is upgraded version of both Tear of the Goddess and Manamune.
Muramana gives 35 Attack Damage, 15 Ability Haste and 860 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% Attack Damage) Bonus Physical Damage.

Why this item:
Muramana is a great item on Pantheon, as it resolves his Mana issues, and gives him additional AD, and dealing additional on-hit damage.
In the previous season, and the older version of the guide, it was in the second build path, taking priority over many items, it is now considered less important item, thus making it viable to build either Third or, as recommended, Fourth item.


Black Cleaver
Item Description:
Black Cleaver gives 50 Attack Damage, 30 Ability Haste and +400 health.
It's Unique Passive makes dealing Physical Damage to an enemy champion to apply 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.
It's Second Unique Passive makes dealing Physical Damage to an enemy champion to grant 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 on Pantheon. It is now in the Recommended Full Items, because of it's great synergy with Blade of the Ruined King and Divine Sunderer, rendering those new Mythical useless.
It shreds through opponent's Armor, and reducing it by huge amount, making other items deal even more damage.


Death's Dance
Item Description:
Death's Dance gives 55 Attack Damage, 15 Ability Haste and 45 Armor.
It's Unique Passive stores 30% of all Post-mitigation Physical Damage recieved, which is taken as true damage over time instead.
It's Second Unique Passive makes takedowns on champions to remove Ignore Pain's remaining Damage, and heal you for 50% 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.
It is a situational item, thus not recommended going in normal circumstances.


Spirit Visage
Item Description:
Spirit Visage gives +450 Health, 10 Ability Haste, 100% Base Health Regeneration and +50 Magic Resistance.
It's Unique Passive increases all Healing and Shielding recieved by 25%.

Why this item:
Spirit Visage is for the dare devils.
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.
It is a situational item, thus not recommended going in normal circumstances.


Ravenous Hydra
Item Description:
Ravenous Hydra gives 65 Attack Damage, 25 Ability Haste and 10% Omnivamp.
It's Unique Passive makes Basic Attacks and abilities to deal 40% of total Attack Damage Physical Damage to other nearby enemies.
Second Unique Passive gives him 0.5 Attack Damage on minion kills, increased to double of that amount for Champions, Large/Epic monsters and Siege Minions. Stacks up to 20 Attack Damage, and you lose 60% of stacks upon death.

Why this item:
Ravenous Hydra is a good item on Pantheon. It gives him lots of Attack Damage and Omnivamp, also dealing Damage to enemies nearby.
It is a situational item, thus not recommended going in normal circumstances.


Dead Man's Plate
Item Description:
Dead Man's Plate gives 45 Armor, +300 Health and 5% Movement Speed.
It's Unique Passive makes, while moving, to stack 7 Movement Speed, up to 40 Movement Speed (100 stacks), which decays while Immobilized. Basic Attack will consume all stacks and deal 0-40 (+0-100% Base Attack Damage) Bonus Physical Damage per stack, also Slowing them by 50% at maximum stacks.

Why this item:
Dead Man's Plate isn't that good of an item on Pantheon. It has mediocre stats and it's passive isn't all that good except the movement speed Bonus.
It is a situational item, thus not recommended going in normal circumstances.


Thornmail
Item Description:
Thornmail gives +350 Health and 60 Armor.
It's Unique Passive makes when struck by a Basic Attack On-hit, to deal 10 (+25% 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 Attack Damage 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, although it doesn't work that well.
It is a situational item, thus not recommended going in normal circumstances.


Serpent's Fang
Item Description:
Serpent's Fang gives 55 Attack Damage.
It's Unique 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.
It is a situational item, thus not recommended going in normal circumstances.

Sterak's Gage
Item Description:
Sterak's Gage gives +400 Health.
It's Unique Passive gives 50% base AD as Bonus AD.
It's Second Unique Passive makes it that ff you would take Damage that would reduce you below 30% of your Maximum Health, gain a Shield equal to 80% 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 on Low Health, but can be useless in other terms.
Granting 400 Health is not bad, but 50% Base Attack Damage is actually not that good.
It is a situational item, thus not recommended going in normal circumstances.


Boots


Boots of Swiftness
Item Description:
Boots of Swiftness give +60 movement speed.
It's Unique Passive reduces the effectiveness of slows by 25%.

Why this item:
Boots of Swiftness are mediocre on Pantheon. Only advantage it has on another boots is greater Movement Speed.

Ionian Boots of Lucidity
Item Description:
Ionian Boots of Lucidity give +35 Movement Speed and 20 Ability Haste.
It's Unique Passive gives +12 Summoner Spell Haste.

Why this item:
Ionian Boots of Lucidity are best boots on Pantheon, as they give him much needed Ability Haste.

Mercury Treads
Item Description:
Mercury's Treads give you +45 Movement Speed, +30 Tenacity and +25 Magic Resistance.

Why this item:
Mercury's Treads are mediocre on Pantheon. It gives you lots of Tenacity and Magic Resistance.

Plated Steelcaps
Item Description:
Plated Steelcaps give you +45 Movement Speed and 20 Armor
It's Unique Passive reduces incoming all Basic Attack damage by 12%.

Why this item:
Plated Steelcaps are mediocre on Pantheon. It reduces damage from opponents, so play against ADCs and other.


Elixirs


Elixir of Wrath
Item Description:
Elixir of Wrath gives 30 Bonus Attack Damage and 12% Physical Vamp for 180 seconds when consumed.

Why this item:
Elixir of Wrath is best Elixir on Pantheon, as the stats it gives are great.

Elixir of Iron
Item Description:
Elixir of Iron gives +300 Bonus Health, +25% Tenacity, 15% Increased Size and Path of Iron when consumed.
It's Unique Passive (Path of Iron) gives 15% Bonus Movement Speed to Allied Champs that walk through it.

Why this item:
Elixir of Iron is mediocre Elixir on Pantheon. Tenacity is the only good stat it gives.
Runes

PRECISION
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.
Spells

SUMMONER SPELLS
-
FLASH:
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.

IGNITE:
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:
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.

CLEANSE:
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.
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Pantheon Mid Guide Reworked [13.10]

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