Build Guide by Zn0w
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
SUMMONER SPELLS AND MASTERIES
My Favorite Spells
Exhaust is a great choice for Pantheon, mostly for the slow. I always take it along.
Flash is never a bad choice, but I find Ghost just works better with how I play Pantheon. However, feel free to take it if you prefer. Fortify is that spell that everyone wishes someone else took when you need your tower to hold just a bit longer, and since Pantheon doesn't need Teleport, you can fill that need. The extra creep damage is a nice bonus. Ignite is a favorite among many DPS players, and with good reason, so it's not a bad choice either.
Some of the points can be spent according to preference(especially the utilities), but for the most part this is what you will want.
SKILL EXPLANATION AND ORDER
Pantheon's passive is ridiculously useful. It will save your *** more times than you'd think, give you offensive options, and it recharges very quickly. My favorite use for it is tower diving- the passive will block one tower shot, and thanks to its short recharge and your W skill, longer dives become a possibility. Generally you won't take too long though.
I seem to be in the minority here, but I like this move quite a lot. It's not too much stronger than a normal attack until late game, but it's cheap, has a short cooldown, and is a great harasser, especially early game. Nothing scares a squishy lane rival like losing a fourth of their health because they got too close to you. Later on this is useful for pegging runners and doing some extra damage after jumping a target. Hell, it's good for pegging runners the whole game.
W-Aegis of Zeonia
This is what sets up kills for you and your teammates. The damage isn't great, and it scales with spell power, so it's not going to get any better with this build. However, the damage hardly matters, because you want this for the stun. 1 second isn't too long, but it's enough for a Heartseeker Strike and whatever else your team throws. Levels in this lower cooldown but don't increase cost, so I like to level it in the laning phase where the damage is still decent and mana is tight.
The passive 100% crit chance on enemies with 15% or lower HP that this skill gives is useful for enemy champions, but even more so for last hitting creeps. This is what is going to make Pantheon his gold. The active, however, is what's going to get enemy champs that low. Early game this isn't very powerful, but later on when you have a ton of attack power, your victims are going to **** their pants at the thought of getting hit by this. The fact that it hits in a cone means you can hit multiple unfortunate enemies with it, and farm entire waves of creeps very quickly.
Just to put how much this can hurt into perspective, at level 5 this move does 30% of your attack power 5 times, and 60% instead of 30% if it's hitting a champion. This means you can do 300% of the damage you'd normally do in a heartbeat!
Keep in mind though- this skill is not very good until around mid game, it's fairly expensive, and even at level 5 its cooldown is LONG. You're almost never going to get more than one Heartseeker off in a fight, so make sure it hits by stunning with your W first.
Here's what makes Pantheon such an odd melee DPS. Anyone with half a brain is going to get as far from the center of your landing zone as possible. You're rarely going to do the full damage to anyone. However, this doesn't mean that the move is useless. You just have to get creative.
In the same way that Gangplank's ult can, Pantheon's ult can trap enemies between a rock and a hard place, or in this case, your team and a painful 35% slow. The AoE is really big on it, so you can block entire lanes or paths easily. Dropping on top of an enemy group in a team fight can be a huge tip in your team's favor, assuming they're clumped together. You can ensure this clumping to some degree, because during the landing phase of the ult you're technically located at the landing site, meaning your summoner skills can be used from there. If you weren't sure about taking Exhaust for some reason, that should seal the deal.
Keep in mind though, that you spend about 4 seconds channeling and 2 seconds warning the enemy, so try to predict the enemy's movements for those 4 seconds as best you can.
Try to save this one for team fights, unless you really need to get somewhere immediately. And for the love of all that is decent, don't use this to farm creeps. You have your E for that. Don't be stupid.