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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Mortal Will (PASSIVE)
Pantheon Passive Ability
For people who want it fast...
Ok so runes, I'm not saying this is the best or only option (see the rest of the guide), but I generally play:
Greater Quintessence of Desolationx3
Greater Mark of Desolationx9


These give you decent damage early game and a good bit of defence so you're not crying if you screw it up.
Masteries tend to be offensive for me, but if you're new you might want to whack a few more in the defensive section. Also consider mana regen as Panth pisses out mana early game.
Items are obviously dependent on how you play and what you're looking for in Pantheon, but if you're a beginner or new to Panth, I would go:






This gives you a good starting point where you're doing decent damage and don't die fast. Once you've got the hang of him you can begin to experiment a bit.
Play style is a little different to what you might be used to, best combo tends to be:




It's not always easy to aim heartseeker so try and anticipate their movement. Never ever run in and just try to autoattack, you will not do enough and will probably get bent over before you get half way. Your abilities work best with a burst playstyle, not DPS.
That should be enough to get you started, as said earlier, if you want more detail or die too much, come back and read more, it's never as easy as just knowing which items to build. On to the real guide....

Ok so the Pros for using Pantheon are:
Burst damage
Great farmer
Incredible at ganking, especially if with a good lane partner
Can easily solo lane
Great at harrassment
Dominates early and mid game
Has a teleport that does AOE damage....
Quick cooldowns
Great stun
Good combo
The Cons are
Not best used as a DPS character, so can be easy to build wrong
No escape mechanism
If you jump in and stun at the wrong time or make any mistake you're dead...
Can be difficult to play late game
He is one mana hungry champ early game[/centre]
First ability to get to gribs with is Pantheons passive.

This is an incredible passive in my opinion, quite often underrated. However, it can be misused with disastrous consequences. One of the worst ways I have seen Pantheons die is through towerdiving at level 1-4. Yes you can do it. No you shouldn't unless you are experienced at it. You are a melee character so you have to get close to the champ to kill them, your aegis protection will block one hit from a turret, but because you have to get close, chances are the turret will get maybe 3 hits on you after your Aegis has been used up. All it takes is some spazzy minion to stand in your way and make you walk a slightly more obscure route out and you're dead. It's good to watch your enemies playstyle and see which abilities they initiate with, it could mean that you run in, take their first ability and block their ult, or the other way etc depending on who it is. It's important to remember it doesn't block AOE attacks, so don't run in thinking you're invincible only to be drained down by


Spear shot is incredible. It has a 4 second cooldown without any reductions which basically means it's almost ready by the time you have finished casting it.


This is what makes Pantheon an incredible burst damage melee caster. You jump from quite a range to land on your enemy, dealing magic damage and stunning for 1 second allowing your heartseeker to rip in to them. Not only that but there is very little they can do back as your


This is a huge damage dealer and tends to be the deciding ability in your ganks. I use this as soon as I have landed on the enemy, aiming in the direction I think they will move. You will annihilate them and as if that's not enough, if you get them below 15% health, the passive on this ability means you crit them every hit with both spear shot and your basic attack, they probably won't get away....

This is one of the most difficult ultimates to master in my opinion. The reason it's so difficult is because the enemies see it coming about 2 seconds before you get there so often have time to get out of the radius. There are some incredible ways to use it though, rather than it becoming just a fancy teleport that looks awesome. For instance, if your team has engaged in a team fight, you can sway the entire game by ulting in. For the most part, the enemy won't run once they have engaged because that would be stupid, if they run away they will get eaten from behind by your team. If they stay, you ult, dishing up to 1000 damage, jump on the nearest enemy and bish bash bosh your team is one up. It's also exceptionally useful for clearing minion waves from turrets, general turret defence, and towerdiving.
So in summary, Viable options for your Quins and Marks are:
Flat AD


Total added damage=15.3
That's equal to about one and a half

Flat Arm Pen
Greater Quintessence of Desolationx3
Greater Mark of Desolationx9
Total added Armor Pen=24.93
That's more than you get in a

AD and Arm Pen Spread

Greater Mark of Desolationx9
Total Ad=6.75
Total Arm Pen=14.94
A little less than both of the above, but combine to give you a good early advantage in harassing and last hitting.
Now moving on to Glyphs and Seals.
Pantheon has the problem of being both squishy and mana deprived early game. Now depending on how confident you are and how good you are at last hitting, knowing when to extend, knowing when to pull back etc, you're Glyphs and Seals should mirror your ability. If you are a pro and have no need of added protection I would go for

If however you prefer to tend towards the cautious side and think, yes a bit more protection in those first one or two levels would go down very nicely, I would recommend going for


So again in summary my preference is






Where you put the last point doesn't matter too much, I tend to whack it in utility in the summoner spell branch.
If you want to go more defensive the health bonus' in the defensive tree are great. They can help you stay alive that extra little bit longer and may just give you that survivability advantage over your enemy or allow you to escape a potentially disastrous gank. That and the added bonus of


If at all possible, having a few points in the utility branch would be great as I have said many times, mana regen and cooldowns are Pantheon's friends.
Summary is that you can put them wherever best suits you. There is a place for all of them within Pantheon's stats, play around and see what best suits you. My favourites have been put in the 3 Pantheon builds above, but move them around as you see fit.
Now I am still experimenting with what works best with the way I play Panth. A lot of people like to use


I always start with a




Now depending on how that went, the next time you go back you need to consider your opponents and how well you're doing. If it's going well, last hitting, harassing and such, pick up another





Minions spawn at around the 1:30 min mark and they spawn every 30 seconds after. Each wave consists of 6 minions,3 melee and 3 ranged and a siege minion spawns every 3 waves. Each melee minion is worth 22 gold and its value increases by +1 gold after the 1st wave and +1 gold every 5 mins. Each caster minion is worth 16 gold and its value increases by +1 gold after the 1st wave and +1 gold every 5 mins. Siege minions are worth 27 gold every time they appear and their value increases by +1 gold after the 1st wave and +1 gold every 2nd wave in which they appear(every 3 mins or every 6 waves).After the 20:00 minute mark a siege minion appears every 4 waves(every 2 mins). So if we're talking how much gold you need to go back and get these items, you want to have killed around about 50 minions to get 900 or so gold. That's not including your natural gold per second gain, but gives you a good idea about how many you need to kill. If you do it right you could have killed that many by around the 5 or 6 minute mark.
If you're doing badly at last hitting or have been ganked heavily, I would start to move in to the defensive items early. Picking up either a


As you move in to your next phase, think about the enemies and what they're doing/playing/building. If you have been heavily ganked, going down the offensive route will be useless as they will have more money from the ganks and will be ahead of you. Whatever you do, don't be tempted to assume that with more offense you can bring it back. You might get lucky, but better to play sensibly and buy defense. I tend to start building my



If your opponents are getting ganked by you or your team, go as offensive as you can, either build an




So after getting your two


So...
Offensive
Pure damage.




Damage and lifesteal.




Armor Pen and damage




Defensive
When VS Mostly AD or when the carry is AD





or alternatively, if they are literally shredding your team, you could build a

When VS Mostly AP Casters





When VS even spread of AP and AD





To build in to a


Next up I would get your boots finished, you may want them first, I find I'm usually fine because of the jump and stun closing the gap faster than you could ever run but it's up to you.
Viable boots are:
For Heavy CC teams get

If you're ganking well and racking up the kills and assists I would get

For Heavy AD teams at the moment the best option is probably either


That's probably it for the core build, most games won't reach past this point, if they do the best offensive option in my opinion is to stack



If you're heading down the tanky route, well it all depends on how the game has progressed. You may want to start getting some damage items to add some punch to your longevity, or you may want to grab yourself some more defense.







Assuming you get the chance to max out Warmog's, that gives you a bonus health of 2195.
Add this to your base health at lvl 18 of 1999 and you have an awesome 4194 health which in turn with

My personal preference for final builds are the builds shown in the 3 Pantheons above. Play around with them as you will. I guess that's it for items, I will leave it to any readers to correct me on mistakes, I think that's fairly close to the mark thus far in my pursuing the ultimate Pantheon build.
*EDIT*
After having a look at one of Forgottenduty's experimental builds, there is the possibility of using

I usually play either


OR


Some combination of the four spells is my preference. Pantheon has no real escape abilities, unless you get lucky and have an enemy minion to jump on further in front of you. It's not a bad option, if you are a more defensive player, to have the two escape spells, but I personally don't think you should need to escape that often if you play properly.


One thing to consider when farming is who you are farming with. You will find that if you are with an AOE AP caster or a DPS carry, you will lack the attack speed and early damage on your autoattack to be as effective at farming as they are. Best idea is to talk to them and work out a system so that you still get a decent number of minions. If you're with a bunch of heemas who flip you the bird when you ask, you can always buy a

If want the enemy to push, only last hit minions and they will move forward in your lane. If you want the enemy to be pushed, go all out and attack as many minions as poss, picking up last hits as they come.
Simple fact is, minions = gold, gold = win. Don't underestimate the power of a good farm, if you get 7 kills and no farm, you will still lose against a well farmed champ. They will be levels above you and have at least as much gold if not more.

If you find you are being harrassed, back off a bit (stay in range for xp) and let the minions push so you can kill them on turret. You will lose a few minion kills, but better that than dying. If you are pro, you can get most of the kills anyway.
If you are doing the harrassing, be careful of jumping in too far. Pantheon is a bit of a one trick pony, once you have used your abilities there isn't a huge amount you can do at those lower levels so you will die against someone like

Panth can easily solo top lane. I don't know why people say he can't but I have heard enough moaning to think that perhaps they just don't get him. If it's one vs one in solo lane, the same rules apply as above. If you are one vs two in solo lane, play defensive. Stay in xp range, but don't run in and allow yourself to be jumped on, particularly with characters with jumps....nothing worse than jogging around, swooping in for the occasional kill only to have





Your game changing ability is your stun, so when you hit level 3, you should be able to start doing some serious ganking. Wait for your lane partner to engage or line themselves up in a good position and jump on them. I have never failed to get a kill in those first few levels using that technique.
I like to go back and get my second

When you reach level 6, be ready to start ganking mid lane. Your

By the end of your early game, your offensive build should look like this




If you're not doing so well and need to build defensively it should look, at least, look like this





Another thing to note is, BUILD WARDS. They are so helpful in general gameplay, no matter who you are playing. If you place wards in the river, you will very rarely get caught out with a gank. You can also mark dragon and baron etc so that you can always be aware of their team movement. You can also jump in easily for ganks using

One of your worst enemies in League of Legends is your team. If your team aren't willing to cooperate or play well or even talk, you will need to be wary of them not joining in or not letting you know about ganks etc. Tends to not happen in Ranked matches, but in normal games you will find that 3 times out of 5 you're with a **** team who can't play. Don't run in to a fight and expect your team to join if they haven't said a word on chat so far. Likewise, make sure you are chatting to them even if they aren't, don't fail to ss or ping just because your team is a pile of wank.
Maintain ward placements, they still massively increase your ability to gank well. By level 12 I would hope you have at least one or two more items, whether you have gone for



A jungle presence is always good, buffs and extra gold can turn the tide in a losing game. Share the love as well, don't take a blue buff if you have someone like

By the end of Mid game you should be working towards a full build. At this point in the game, the enemy carrys will be doing quite a lot of damage, so if you have gone offensive, it might be good to pick up some lifesteal for a bit more staying power.
A good offensive build at this point is






A good defensive build at this point is






Late game is your weakest point. If any other champs have been fed, you will struggle to one vs one. If you have been fed at all you will be fine, but just play carefully, you are not an ad carry that can solo the entire team.
It basically goes like this. Watch for team movement, ping for gank, tank initiates and stuns if possible, you ult in, stun nearest squishy, heartseeker, spear shot, BAM dead. Cooldowns should be finished by then so repeat. You need a full build to be absolutely brilliant, but with enough armor pen, you can take even tanks if you're good.
By this point you should have your



If you went defensive then you should have your




Keep farming, keep warding, keep ganking. Don't initiate, don't go solo vs fed champs, don't miss out!
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