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Choose Champion Build:
Spells:
Exhaust
Rally
Ability Order
Mortal Will (PASSIVE)
Pantheon Passive Ability
Introduction



Now even though this is a guide for tanking as Pantheon, but I have two different ways to play TANKEON. Each way to play fill the tank roll, only one is more traditional, and the other more... Chaotic. Just the way I like it. Remember that Im offering you two ways to play TANKEON, not just a bunch of situational items.
TANKEON: PURE TANK is the simple traditional balance of both Armor and MR. This is a great set up for any tank, but it fits Pantheon very well. When it comes to longevity, the first build is best for that. As the initater, these items help TANKEON do his job. Since Pantheon usually gets focused when he rushes or ults into a fight, this build will shock and awe the enemy team when they have to use each of their ults to kill you. Yes, thats a max of 5 ults to kill you. And for Panth, thats impressive.
TANKEON OPTION 2: OFFENSIVE/DEFENSIVE TANK This build is for those that want to have a 'bulkier' version of Panth. This build will allow for a more offensive play. This build uses items that give Health, Armor, and MR, but at the same time giving AS, LS, and DMG. This TANKEON is a lil more squishy, but has more of a balance of DMG and Longevity. This Panth cant always dive into a fight, so take care when planning a team fight or before Ulting into a team fight.
NOTE!!!
This build is great if you know how to tank or if you have a premade team. DO NOT, I REPEAT DO NOT, TRY THIS SOLO IF YOU DONT TANK OR DONT HAVE A PREMADE!! Po, I should have put in this disclaimer before you tried it lol Forgive meWe all know that I dont think and play like a 'normal player'. I like to take some champs to their limits. And TANKEON is a prime example of that. Such is the way of Chaos.
1. Far less squishy than the standard

2. His ult is a great for team fights since it got its 'buff'. Said buff is your team can now see the AoE before you leap. This is a very nice to have as a tank, due to the fact that your bulkier mates can start a fight and keep the enemies in the AoE. Also, this is great for ranged and support champs with slow, snares, and stuns. This will allow you to do more dmg upon landing, and it keeps the carries or other targets in range of the CC and burst that Pantheon naturally has.
3. Can take harassment well. Just like any other tank, TANKEON can take the Laning Phase abuse. Ive found that, with the right items to start, TANKEON can take a lot of punishment before having to recall. Another good thing about being able to take harassment well, is that he can take the top lane in TT (Twisted Treeling), mid or solo lane in SR (Summoner's Rift). Thats good for any champ.
Cons
1. You sacrifice dmg for survival. But such is the way of the tank. Ulness you are

2. The lack of dmg output means your KDA ratio will be more tank like. Most tanks have more assists than kills, and usually have more deaths. Depending on how well your team plays that is. I say this, because Ive noticed thats how most game work. You get the assist from ulting into a fight and providing the CC. There are times though, when you are in a heavy AoE team, that you can time

3. You are item dependant still. Panth is a glass cannon, we all know this. Thus he is item dependant. That said, TANKEON is no different. If shut down, or unable to farm effectively, TANKEON losses his effectiveness in team fights. This must be avoided at all times. This can only cause rage quitting from your team, QQ that TANKEON sux, and so on and what not. All things that we dont want to hear.
Offense
Tier 1: I choose Cripple and Deadliness. I take Cripple for a few reasons. This is great for CC in team fights and ganks.

Teir 2: I take Sorcery for the CDR. CDR is always nice. This will allow for more up time on my spells, and with a long CD for

Defense
Tier 1: I take the Armor and MR masteries. Something that all tanks need IMO. Better to keep a balance of the two. It also helps with his early game survival. Its always better to be able to take harassment.
Tier 2: I take the Health Regen increased by total mana. This will help him stay in lane longer. He might have a shallow mana pool, but its better than nothing. Some might say, why not take the dodge instead? Simply put, I would rather have Health Regen over Dodge. After all dodge is only useful against melee attacks, and spells can be dodged. I also dont take the dodge since I dont use Dodge Seals. I see no point in taking this mastery if I wont be building on it.
Tier 3: I take reduced phsyical dmg, and reduced dmg from minions. They both help in many ways. It helps with early game harassment, and fighting minion waves isnt a challenge early on either. What do I mean? Well how many times have you dived on someone, got the kill and than minions rape you? It happens to everyone dont lie. These two masteries, IMHO, help me dive and take that minion dmg. Health Pots are handy too.
Tier 4: Vet Scars are great for TANKEON. TANKEON is fairly squishy early game, so this helps. And lets face it... Tanks need health, and Vet Scars help with that.
Tier 5: I take Ardor. I get this for many reasons. First the AS boost. This is great for helping his passive. Also, if I take the AS bonus from Offense, this will add to that. So it works out to aid me. Some say this is a questionable mastery, but I like it.
Tier 6: Of course Tenacity. This is great for tanks, and it helps with his squishiness. Defensive masteries work well for

Summoner Spells



The second reason I like this spell, is because of the reduced dmg during the duration. Thats great concidering that you can use this on carries that deal massive amounts of dmg. This saves dmg to TANKEON and his team. This helps him fill the role of the tank, and it makes him very viable in team fights.




Second reason is that this is great for the team. If you have champs like

One other thing that I like about this spell, is the pushing power you have. That small boost of dmg is great for pushing a turret or inhib. It gives 10-35 dmg, but all extra dmg is good dmg when you need to push.
Seals I take Health Per LvL. These are good since he is squishy and as tank, HP is good. These also allow for longer lane time as well. Some might think that Dodge Seals would be good, and if you find that you fight a lot of melee teams, than by all means go for it. But I like to have HP Per LvL
Glyphs I take Flat MR. This helps cover dmg against casters, and thats important. Now I think that MR Per LvL would be good too since MR is a lil more expensive than Armor. So either work very well.


I like to max out SS first for its harassment and last hitting for the kill power. This is great to have early on too, since you can deal great harassment dmg with the ArP runes. So it synergy is good there. Again, last hitting someone on the run is good too. Even though this is TANKEON, he still has some offensive power.
I only take one rank of


Now for my reasoning for what makes a TANKEON a great tank.







Mercury treads are my boots of choice. Although boots are influenced by a few factors. Ill explain that later in the guide. I take these boots due to the fact they give a defense against CC. Which we all know kills a regular Panth. Also, the best way to shut down any tank is to CC them out of a fight. These boots prevent you from being CC'd for too long. They also give MR which is good for Randuin's Active.
Situational Items Lets face it. Sometimes teams arent balanced with Magic and Physical dmg. And as the tank, you must itemize accordingly.
Heavy Phsyical Dmg




Heavy Magic Dmg







Mercury treads are the best boots ever for Panth in general. Its defensive passive is also its offensive power. If TANKEON spends less time CC'd, he can effectively tank and support the team. There are other options, but these are best.
Situational Items There are always items that can be used, but dont get priority. And here are a few that I choose for this TANKEON. I dont think there are any that fight according to Magic or Physical dmg teams though.

1. It helps with map awareness. This is good for watching key points for ganking and buffs. Keeping an eye on dragon and Baron is always helpful.
2. The ward you drop is great for Tele-Ganking. If you realy want to hardcore gank, than taking this item with mates with

3. Saves on buying wards lol.





Once you recall, you need to get


Recall 2: Another HoG and sit on it. You will want to get at least 4 HoGs. Ill explain later.
Once you have 4 HoG, you will want to get Randuin's. From there you will have to sell one and than get GA. This next part might sound bad, but once you have Randuin's and GA its in the air. Ive have the idea, that while tanking, you build accordingly. That said, Randuin's and GA are the only items that need to be rushed.
One heart gives you 5 gold per 10 seconds. Thats 30gold a min. Thats nothing big. You can get that farming creeps.
Two hearts give you 10 gold per 10 seconds. So you doubled the gold that gives you 60gold a min. Thats still nothing much.
Three hearts give you 15 gold per 10 seconds. 90 gold per min. Thats a lil better.
Four hearts is 20 gold per 10 seconds. 120 gold a min. Thats not bad.
Now if you focus on Creep Counting/Last Hitting, very useful tools explained to me by HEAT, you dont have to worry about getting kills to get gold. You will be 'fed' off minions and the four hearts you have. That alone is more than enough.
Now if you happen to get mid or a solo lane, you will also be able to get assists or kills via your ult. This is a great way to get gold too.
Now as the game goes on, there will be times where giant creep waves will be in a lane. Using your ult is one of the best ways to handle these waves. You can save turrets from these waves, so its a win win deal. You might have used your ult, but you gain so much gold and XP by doing it. This tactic must be used when the team isnt engaged in a team fight. Winning team fights>farm creeps.
There are many times where teams meet in a lane and the only progress made is when creeps move in. Or when ranged champs drop some CC, get off a harssment shot, or fire a skill shot (hit or fail). TANKEON is the solution.
Riot made

If they team baits to the middle, than the enemy will take more dmg since they are closer to the impact spot. This is a great way to start a fight due to Randuin's active, Aegis, and SFC. That combo will give your team an upper hand. And of course any mate with an AoE can help make team fights shorter. Very few champs can escape this set up.
If the enemy is baited to over extending, than when they see the AoE, they will be scattered. That is good since your team will not have to blow all CDs. Simple CC and small skills will be enough to get the kill(s). This is also good, since TANKEON can CC anyone that comes to help. Putting TANKEON between a few over extended and the rest of the team, is a great tactic and always meets with success.
Even his stun is useful too. Remember that this is a tank build and since Panth has great CC, your team should focus who you stun. Unless its a tank or course. He is a valuable asset to the team.
Durible, Able to start team fights, Support the team once a fight starts, and will sacrifice them-selves to ensure the team survives. A tank should always be in the frey and never in the back.
TANKEON has all these features and more. His passive,



TANKEON is one of my more chaotic ideas, but ask those that have played with it. Its choas can cause such confusion and QQ. If you want a tougher Pantheon that isnt a glass cannon, can take harassment, and can stand in the middle of a team fight and walk out? This is the Pantheon for you. And with 2 ways to play, Pure Tank and Off/Def Tank, you can choose which one is for you.

v1.0.0.120
Gold per 10 items do not stack
v1.0.0.122
Ult can no longer jump the whole map.
v1.0.0.123 This patch makes TANKEON a lil more viable. More dmg, shorter CDs, and better scalings.
Pantheon
Heartseeker Strike
Now does a better job of hitting targets on top of Pantheon
Damage increased to 13/23/33/43/53 from 4/6/8/10/12
Scaling adjusted to a .6 bonus Attack Damage ratio from a .2/.25/.3/.35/.4 total Attack Damage ratio
Now fires 3 strikes instead of 5
Cooldown reduced to 10/9/8/7/6 seconds from 18/17/16/15/14 seconds
Mana cost reduced to 45/50/55/60/65 from 70 at all ranks
Channel duration reduced to .75 seconds from 1.8 seconds
Spear Shot
Damage increased to 65/105/145/185/225 from 16/28/40/52/64
Now scales off of a 1.4 bonus Attack Damage ratio from a 1/1.15/1.3/1.45/1.6 total Attack Damage ratio
Certain Death now causes Spear Shot to critically strike for 1.5x damage
Aegis of Zeonia
Cooldown adjusted to 13/12/11/10/9 seconds from 12 seconds at all levels
Stun duration adjusted to 1 second from .7/.9/1.1/1.3/1.5
Pantheon will now attempt to attack the target after using Aegis of Zeonia
Grand Skyfall
Jump channel time reduced to 2 seconds from 3 seconds
Land time reduced to 1.5 seconds from 2 seconds
Edge damage increased to 50% from 33%
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