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Pantheon the Might of Gargantuan (AD/ArP)






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Spells:
Exhaust
Flash
Ability Order
Mortal Will (PASSIVE)
Pantheon Passive Ability
Pantheon the Might of Gargantaun
Changes:
10/03-11: Changed the item purchase order and added Atma's instead of Last Whisper
09/01-11: Added section 5.3 about defensive attributes and which items to replace with a situational.
Index:
-Pros & Cons
1.1 Abilities
1.2 Combo/rotations
2.1 Summoner spells
2.2 Substitute summoner spells
3.1 The first runeset
3.2 The second runeset
3.3 The math behind the two runesets
3.4 The third runeset
3.5 A quick comparison
4.1 Masteries
4.2 Optional masteries
5.1 Items - purchaseorder & explanation
5.2 Situational / optional items
-Defensive
-Aggressive
5.3 Additional info concerning situationals
6.1 Playstyle & laning
- Aggressive laning
- Defensive laning
- Mid-laning as Pantheon
6.2 Your role in teamfights
7.1 Hints & tips
8.1 Finishing comments & credits
Pros:
-Extreme burst damage
-Lethal passive from heartseeker
-A nice finishing ability (

-Life-saving (occasionally) passive
-Mobility - without the boots ^^
-Superb farmer
-Good harasser
-High damage output
Cons:
-Squishy
-Very mana-dependent
-A bit CD-dependent
-Easily targeted
1.1 Abilities
IMPORTANT -> Mana
Before introducing his abilities and explain them I must make you understand that Pantheon is very mana-dependent! This is handled with mana-regen runes and/or




Aegis Protection
This is a nice passive. It gives you some resistance against harassment during the laning phase. It improves your tower-diving by blocking the turret. You are able to keep this shield up from a safe distance, by using your



Spear Shot
Your main spell for harassing. This can be spammed with advantages and disadvantages. Etc. you have gotten an enemy down to low amounts of HP, but you haven't got the mana left to bring your enemy down below 15% with


Its AD scaling makes it too lethal too ignore and it should be used properly and with the right runes you can spam it without being too handicapped. It deals extreme damage in late game too.

Aegis of Zeonia
A spell that characterizes Pantheon. It can be used for harassment and ganks and escapes. Almost everything. It applies your shield and stuns. This is a great spell, and it should be used properly. It's an extremely important part of your combo, keep that in mind. It's more costly than spear shot and on the other hand more vital, since it allows you to get


Harassing with





Important: This ability should mostly be followed by

NOTE: I choose



Chase:Your





Escape:Stun



Heartseeker Strike
An amazing skill, which deals huge amounts of damage, which is AoE if targeting more than 1 target. It is your farming ability and it pays off in the end because this build costs 16k. Also a huge amount of your damage should originate from this particular spell. Always use it in your combo! It has an extensive AD-scaling which should be used in your favor.
NOTE: Very mana-costly in early game. Play smart or buy runes. Try to minimize your mana waste.

Grand Skyfall
This is an absolutely, unquestionable, gamechanging ability. At high level it's 333-1000 damage(pre-MR) in your enemies' face. Right after that portion of damage you should pick a target:



This spell is so extremely global that you have to take maximum advantage of it by cutting of runners, backdooring and major AoE damage in teamfights(but don't be late - the enemies' will slaughter you, and your teammates will slaughter you verbally.)
The key to this spell, is timing and prediction. How to time the spell, so you'll land where you predicted the enemy would run to. The hardest to do is to predict. This is the actions and thoughts of another soulless shelter/gamer you have to predict. But be certain to take some things into consideration.
If they have got extremely low health, you should aim for the direct route, which he might run back to his base.
At medium health try the direct route or nearby jungle creeps.
If a player is laning you should just place it a little bit between him and his turret/base/logical escaperoute.
It can be used for taking down turrets in empty lanes by jumping to the turret and destroy it.
NOTE:It takes Pantheon 6 seconds to get his *** from point A to point B.
1.2 Rotation/combo
Standard rotation:



1.
As one can see the majority of times it is



This could be followed up by


2.
If you happen to misplace your ultimate, so that the enemies are just outside the range of it, I strongly suggest to

3.
A more lethal rotation (requires blue buff for CD-reduction) is






2.1 Summoner Spells

Flash
As some might have noticed I pick this because of it's escape mechanism, its utility during combat sequences and rotations (improved use of


Exhaust
This spell makes you able to get that last little edge if your opponent has managed to survive your rotation. You can easily outrun a slowly opponent with your boots and then do the standard rotation.
It can be used defensively to slow a chaser followed by a

Another extremely important use is for blinding AD champs and again do the

2.2 Substitute summoner spells

Ghost
This spell would be the substitue for



Carity
The very first thing I wrote after the introduction was how sick a mana problem he has in general. If you have not got the runes, go for mana-regen items or this particular summoner spell. It has also got the ability to support your teammates abit, but please don't bother going for improved clarity. Overall a nice spell for Pantheon early-game. Later on you would want exhaust instead to just finish off your enemies.

Teleport
I always recommend this spell to whatever champion I play. You can jump around the whole map and ALWAYS bethere for your team. The timing of your use of it should fit, thus your




Ignite
This deals a nice portion of true damage and is a nice counter to





Clairvoyance
Should you want increased accuracy with

Other than that you can help you team by spotting gankers and such.
3.1 The first runeset
greater mark of desolation
These are picked for increased armor penetration aka. increased damage output. Originally I would choose crit% runes, but I changed this because of my focus in this guide: An AD burst champion, which he can be. And in that context the ArP is better.

There shouldn't really be an explanation for this choice of runes. I would think that I emphasized the mana-issue pretty much in the earlier parts of this guide.

This might be superficial, but I prefer the extra mana-regen, for the best result. If runes are to be replaced - start here.
greater quintessence of desolation
The same story as with the marks. Higher damage output. Enough said.
3.2 The second runeset




-This setup gives you the extra damage output you would want. Maybe it could pay off in the end because of the armor penetration you have in your build no matter the runes.
The costly side is of course the loss of mana-regen/5.
3.3 The math behind the two runesets
The difference in the effective damage output is the object, which we want to find now.
The formula for calculation of one's damage reduction% is:
((x - y)*z) / (((x - y)*z) + 100)*100 = percentage damage reduction
x = total armor y = armor reduction and/or penetration
z = remaining percentage after subtraction of the ArP percentage from items written in decimals. I.e remaining after

Our stats for the first rune set are:
371 AD | 50,99 ArP | 40% penetration from

Our stats for the second rune set are:
422 AD | 26,00 ArP | 40% penetration from

An auto-attack on a target with 50 armor:
1. ((50-50)*0,6)/(((50-50)*0,6)+100)*100 = 0% damage reduction
(100-0)/100*371 = 371 effective damage.
2. ((50-26)*0,6)/(((50-26)*0,6)+100)*100 = 12,587% damage reduction
(100-12,587)/100*422 = 368,88 effective damage.
An auto-attack on a target with 100 armor:
1. ((100-50,99)*0,6)/(((100-50,99)*0,6)+100)*100 = 22,723% damage reduction
(100-22,723)/100*371 = 286,69 effective damage.
2. ((100-26)*0,6)/(((100-26)*0,6)+100)*100 = 30,747% damage reduction
(100-30,747)/100*422 = 292,24 effective damage.
An auto attack on a target with 500 armor:
1. ((500-44,99)*0,6)/(500+100)*100 = 45,51% damage reduction
(100-45,51)/100*371 = 202,1579 effective damage
2. ((500-20)*0,6)/(500+100)*100 = 48% damage reduction
(100-48)/100*422 = 219,44 effective damage
CONCLUSION: Damage runeset gets to take the grand prize by having a higher damage output for 50, 100 and 500 armored targets.
3.4 The third runeset
I've been wanting to try a combined build where one achieves ArP & Damage in one build, while still having mana-regen. The mana-regen would occupy the seal slots and the marks/quintessences/glyphs should be ArP and Dmg/lvl. This will look like this:
3x greater quintessence of desolation
9x greater mark of desolation
9x

9x

This allows you to get a high amount af ArP and a bit of damage, and still allowing you to have some of that valuable mana-regen/lvl.
3.5 A quick comparison:
Stats with 1st set: 371 AD | 44,99 ArP | 40% ArP
Stats with 2st set: 422 AD | 20 ArP | 40% ArP
Stats with 3rd set: 399 AD | 29,96ArP | 40% ArP
50 Armor
1. (100-((50-44,99)*0,6)/(50+100)*100)/100*371 = 363,56516 effective damage
2. (100-((50-20,00)*0,6)/(50+100)*100)/100*422 = 371,36 effective damage
3. (100-((50-29,96)*0,6)/(50+100)*100)/100*399 = 367,01616 effective damage
100 Armor
1. (100-((100-44,99)*0,6)/(100+100)*100)/100*371 = 309,77387 effective damage
2. (100-((100-20,00)*0,6)/(100+100)*100)/100*422 = 320,72 effective damage
3. (100-((100-29,96)*0,6)/(100+100)*100)/100*399 = 315,16212 effective damage
500 Armor
1. (100-((500-44,99)*0,6)/(500+100)*100)/100*371 = 202,1579 effective damage
2. (100-((500-20,00)*0,6)/(500+100)*100)/100*422 = 219,44 effective damage
3. (100-((500-29,96)*0,6)/(500+100)*100)/100*399 = 211,45404 effective damage
Conclusion:
The second runeset is still going back to its runepage with the grand prize, but the 3rd runeset is the best alternative to the 2nd, because of its rather "high" damage output paired with the mana-regen runes.
4.1 Masteries
Offense
My choice of 21 in offense should be no surprise.
Deadliness and Cripple: shouldn't be questionable for this champion.
Sorcery, Alacrity and Archaic knowledge: The next points are in CD-reduction and AS. The AS is a small bonus, but far from lethal and this is a burst damage champion rather than auto-attack (until I have created a suitable and promising AS/AD build.) The CD-reduction is a nice addition to the cooldown, from your



Sunder: shouldn't be questioned either. This build relies on ArP and AD (+a bit of crit) and of course the 3 points in

Brute force: increses all your damage (execpt for


Lethality: is chosen because of the increased damage you get when you finish off an enemy with your

Havoc: Increases your AD and magic damage. Why shouldn't I pick this? I have after all chosen 20 mastery points to get to this.
Defense
Pantheon is squishy like the opposite of heaven if you keep in mind that he's an AD-champion. This has resulted in 9 defensive points.
Resistance: This is of course to just lower some of the incoming damage from all of your enemies, you're not a tank and you don't want to take too much damage.
Hardiness: (See Resistance: .)
Evasion: The dodge chance might just do the trick. That one attack that you dodge once in a while might be life-saving.
Nimbleness: Paired with Evasion this will do the trick. Movement speed increase serves as a chase ability and/or an escape mechanism.
4.2 Optional masteries
You might want to try a defensive mastery setup.
This has been created with inspiration from Phreak (the almighty.)
9/21/0 this is what I use for defensive masteries. After some testing this is viable against those damn auto-attackers. Especially against life-steal


It should look like this:

5.1 Items - purchaseorder and explanation
Core items:






This is the build which you want to have. After having obtained these items you can upgrade and there's your complete build. By having these items you're one of the deadliest in the game at your level. You have a chance to slow, health points to put you beyond the border of squishyness, armor-penetration and most importantly damage!
The 183 extra damage you have at that moment is "just" 87 damage from where you want to end up. Meaning you have already gotten more than half of your damage.
Purchase order and explanation
In case you don't want to scroll to the top of the guide to see the purchase order:













First item: Boots
Start out by purchasing pots and boots. The boots can be substituted by




Phage:
I usually go back at level 6-7 and then I rush


Boots of swiftness:
I choose boots next because it gives you the speed, which you need to maneuver and catch up with an


Last Whisper:
It has been boosted this patch at the cost of the AS it once provided. This couldn't be better from our perspective. We need that extra AD and ArP but who cares about AS? (I know some do, but it's banned from this guide.) It has a cheap price compared to its damage and ArP, and this item is better than a B. F. sword at this stage

Giant's belt:
Having just obtained an extreme damage boost, you might want some extra survivability and health, to make you look tougher (it wont get you targeted as often like a low-health like Malzahar) and allow you to stay on the field of battle for longer periods.

#1 B. F. Sword:
I choose




#2 B. F. Sword:
The extra damage makes you even more lethal. This should eliminate all doubt and make you the boss.

Frozen mallet:
A slight boost to your damage, the ensured slow and the tiny bit of extra health you get from upgrading should be worth the gold, and people are no longer leaving early from your rotation.
This item is also bought to create room in your inventory for


The brutalizer:
This item is extremely useful for a champion like pantheon, because of his burst damage. It has the AD boost and the flat ArP, which is awesome, and the ability cooldown, which allows you to fire off your rotation more often and do "the" rotation (see section 1.2 paragraph 3,) if paired with blue buff. And later on it allows you to upgrade into


Infinity edge:
Your first


Combined with your


The bloodthirster:
An item, which every Pantheon build should contain. This is because of its massive damage output. It relies on minion kills, but your



Youmuu's ghostblade:
Having already bought

5.2 Situational / optional items:
Defensive items:

A valuable substitute would be


Dodge chance and armor. The dodge chance will drastically reduce the damage, which you'll take while you're in the hotspot. This damage is reduced even further by the armor. A nice item, which really depends on the other teams setup. For AD-carries only.

This item is brand new and I'm a huge fan of it already. It gives you just the AD and MR you need. Just basically: MR and AD in one item = gief. The passive allows you an easier escape if things have gotten to crazy. A nice counter to AP nukes.

A very, very useful item. Provides you with the survivability, which you need, the mana and the awesome passive, which - once again - boosts your survivability which allows you to get in more attacks and spells, thus making your damage output higher. The passive might stop the enemies from interrupting your


A defensive item, providing you with the stats you need for countering an AD heavy team. The active (and passive) reduces their dps and your health is boosted by its stats. The CD-reduction is a nice addition too and overall this a very preferable item if your in trouble.

The main features of this item is its passive, the mana and armor. If you choose this item to counter the other team's AD carry, you'll get the mana for Pantheon's mana-issue and the passive, which will pay off, because of your role, which is melee AD-burst. That role requires you to be in the hotzone very often and your

Aggressive items:

It's very questionable whether this one is defensive or aggresive. Consider it like the AD-counter version of



In alot of Pantheon builds one will find


Crit %, lifesteal and the passive. Passive for countering Warwick.

This should only be used if you know what you're doing and if you are capable of molesting the other team. I have seen to many Pantheons running around with 1-2 stacks, because their build/guide tells them to buy

5.3 Additional info for situationals
If you face a team and you realize: "I'm going to need situationals." You might end up wondering which items to replace, which to get and such.
If you have a need for situationals swap Youmuu's with the situational and then buy boots according to the situational. I.e.


Main attributes:
Armor
Magic Resist
Secondary attributes:
HP
Passives
AD (from defensive items)
Armor:
If you face attack-speed champs you will want to grap either [frozen heart] or [randuin's omen] because of their passive and huge amount of armor.
Tryndamere: (And other high damage AD-carries)



He's a ***** and you know it. I suggest many of the armor items which we have available for situationals.

Optionals are


Semi-offensive armor build:


Provides you with 70 Armor 18% crit and atleast 50 AD lategame. I see no dark side of it.
Magic Resist:
Against casters you should take their spells into consideration. CC, roots and DoTs and insane bursts.
Countering CC's and burst damage:


Merc's for the passive and MR, which sums up to 75 MR when paired with Banshee's.
The passive from banshee's allows you to avoid the first spell, which mostly is a cc meant to slow you, so that they can kill you.
Mercury's allows you to have a smoother get-away too.
Against dots:

You have just chickened out on a fight after having made a terribly bad initiation and suddenly you see Morde's ult on you. It brings you below the 300HP but then it stops. You were saved from the 300dmg shield from its passive. The AD bonus makes it interesting too since you're playing Pantheon!
Health, Passives and AD:
Health is very important but it should always be paired with some armor/MR 'cause without them you'll just go down as easy as before.
Passives are life-saving (i.e Banshee's, Hexdrinker and Mercury's)
Buy items according to stats and passives. Or atleast take them into consideration.
AD is vital since you're Pantheon. If you manage to get a situational item with decent AD too you're one, satisfied gamer. But please do not steer according to AD when you choose situationals. Survivability is the issue, when talking about Pantheon.
6.1 Playstyle & Laning
Laning:
Aggresive laning: (1v1, 2v2, 2v1 laning)
As Pantheon you will almost always end up with the aggressive playstyle during the laning phase. An aggressive playstyle, which should be accomplished through a stable harassment with





-Defensive laning: (2v2, 1v2 & (1v1) )
Pantheon is vulnerable to harassment just as any other champion and you should play rather defensive if you can see that your laning opponent has a more powerful partner than you or if he just owns your ***es.
Take cover behing minions to avoid skill shots and instead of risking life & limp you should last-hit with your




When playing defensively there will always come huge packs of creep to your turret because you have been unable to kill them earlier and these minions can easily be killed by

Mid-laning as Pantheon
Mid as Pantheon is possible because: Mid-champions have rarely got huge HP-pools and Pantheon has alot of early-game damage (slightly nerfed in latest patch.)
This allows you to get easy kills = easily fed. The playstyle for mid is fairly aggressive and it should allow you to get first blood or atleast "2nd blood."
Watch out for mid-champions like Mordekaiser and Vladimir. You shouldn't go mid against those guys. Especially Vladimir.
Mid-laning requires a bit more activity and movement than other wise. You might have more skillshots to evade (Karthus, Malzahar, Ezreal, Cassiopeia etc.)
6.2 Your role in teamfights
As Pantheon you have to be careful and play smart because you can't do 1v5. You'ree just to vulnerable. Wait for a tank/toughy to initiate. Pick out a squishy target (preferably a high-damage target) and shut him down. Try to place

You can use your ultimate to jump into a teamfight from a lane and then do the same as mentioned before. BUT do not initiate with your ult in a teamfight. You'll get torn apart and you don't want that.
One can also try to jump an enemy do the rotation and chicken out and wait for cooldowns. A bit more defensive for my playstyle but more durable.
After a teamfight you will play the role of chaser (if your team is chasing of course) because of your


7.1 Hints & tips
If you have got low health you should be more careful as you can easily be cc'ed into death and pantheon is squishy. Try to


Stun an opponent if he has rushed for a kill and towerdived. Stun him to get a couple of turret shots in on him while you do your rotation. This should force him to go back or atleast chicken out.
You can not jump across walls with your

When you see the green circle after having used your ultimate you can pick a target and stun it. You do not have to wait for the whole animation to play. This makes the chances of your enemy escaping drastically lower.
8.1 Finishing comments & credits
This guide is meant for guidance and not as a schedule. This is to enlighten, not to command. You should consider this as a lesson. I hope that you have got a broader knowledge of Pantheon after having read this guide.
The MOBAFire community for getting me the tools and encouragement to create this guide.
DavidSS for helping me out with the BB-code mastering.
My calculator for me letting me exploit it.
Myself for taking the time to do this guide.
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