Pantheon Build Guide by Spection
[UPDATED FOR S9] Pantheon In the Botlane, Making ADCs Cry!By Spection | Updated on July 30, 2019
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Choose Champion Build:
Risky Pantheon Build
Riskier Pantheon Build
+9 Adaptive (5.4 AD or 9 AP)
+10 Adaptive (6 AD or 10 AP)
Threats & Synergies
UNCOMMON. It won't take very long to make her rage quit lane. She can kite okay, but she is incredibly squishy early game and lacks any escape, making her an easy meal for your gap closer.
COMMON. Caitlyn can be somewhat irritating with her kite and escape ability as well as her very long range poke. She's pretty squishy regardless and relies on empowered auto attacks to do most of her damage. Make sure your passive is ready when she has the little particles around her hands!
UNCOMMON. Cork is pretty annoying. He is strong at both long and short range and boasts a very irritating escape. He can do a lot of damage whether you're in his face or at a distance if you're not careful! Play passive and poke a lot. Force his bombing move out before you move in for the kill! Only all in with the help of your jungler or if you are extremely sure you can net the kill.
RARE. Boasting no hard escape and little cc, Draven relies on his empowered auto attacks to do damage, which he can if you aren't careful about his passive. Draven has to catch his axes to ready another Spinning Axe. Don't let him do this! He is extremely predictable and easy to shut down, but do not ever underestimate his damage and always be wary of his ultimate.
COMMON. Ezreal brings almost no damage and no cc to lane. While he has a powerful escape with his teleport, he is incredibly squishy and entirely skillshot reliant. Wait for your support to stun him before you follow up! Keep in mind that your shield will block his Q. (I have no idea why)
UNCOMMON. Graves is probably your hardest ADC counter, bringing a terrifying amount of damage at any range whether he is extremely behind or way in the lead, you don't ever want to pick Pantheon onto this horrifying champion. He will burst you down in seconds and wipe his face with your blood and tears.
UNCOMMON. Brings hard cc that also serves as an escape mechanism and good kiting and poke abilities, Jinx is pretty annoying for you to deal with. You can't really hide in minion waves because she'll just Q and AOE you down. Jump her when you get in range and burst her hard, she will probably panic and won't be able to stop you from killing her. Don't feed her, she snowballs harder than most ADC's.
RARE. An easy lane. She can sort of kite you with her weird passive, but it doesn't work too well when she's stunned. She lacks any other method to escape you. Kalista is unbelievably squishy, but you better be careful of those little spears stacking up. They go through your passive! Don't focus her support because she can instasave them with her ultimate. Thresh and Kalista make a scary combo who can easily save one another if one gets focused.
EXTREMELY RARE. I've never actually laned against this guy, but he has powerful escape and good poke, as well as stacking hard CC. Lock him down before engaging, but be ready for his ultimate!
RARE. Kindred is occasionally picked as an ADC, but doesn't fare too well against Pantheon once she's caught. Kindred has a pretty good slow and powerful early game damage if she manages to lock you down in her wolf's damage zone. Be careful about engaging her and don't overcommit, especially when she has her ultimate ready. Your burst is better than hers, so save your W for the second her ultimate ends so you can stun her before she has the chance to kite you.
VERY COMMON. Lucian is kind of a strange ADC. Boasting worse damage than Ezreal and one sort of dash, a watered down miss fortune ultimate and no CC, he can't really deal with Pantheon. Just lock him down with the help of your support and you should get fed really really fast.
VERY COMMON. Miss Fortune is a pretty powerful pick against many ADC's. Boasting a powerful AoEslow, crazy movement speed and a game changing ult, she can do away with most ADC's. Pantheon is not one of those. Just jump on her when she tries to use her ultimate and she is done for. Getting to her can be a challenge especially when she's a lot faster than you and can just use her E to slow you down, but she has no way to answer to you when you do. Don't hide in minion waves unless you want to die really fast. Passive will not block the damage from Love Tap.
EXTREMELY RARE. If you see a Pantheon at bot, he probably read my guide. Just hope your support is better suited to your passive/agressive style than his is! Can go either way depending on who is more skilled and who engages first.
UNCOMMON. This champion SUCKS. Her endless CC and her insufferable blind spell trouble. If you do manage to catch her, she can just vault off of you, possibly over a wall or her support. Try to catch her and lock her down, she's really very squishy once she's CC'd a lot. Ask for a lot of ganks and don't engage if you know her Q is off cooldown.
RARE An ADC who's pretty irritating to deal with if she knows what she's doing. She has powerful long range poke that hiding in minions will not help you avoid. She can avoid your all in combo with her spell shield, making her exceptionally hard to lock down. Her ultimate can serve as a powerful engage tool but also serves as a powerful escape tool. Ask for a lot of ganks.
UNCOMMON. Generally a pretty powerful ADC, but she crumbles against Pantheon. Squishy beyond reason when caught, but doesn't stay in your range for long when she does get caught, so pick a CC heavy support! Tristana has very powerful escape but almost no CC to speak of. Poking her down works best. Auto attacks will stack explosive charge even if they are blocked. Your shield will not block explosive charge.
Very RARE. A weird ADC, but generally a source of free kills for Pantheon. Boasts zero escape (except for his ultimate) but has good utility with his clickshot stun. The second you see his cards start to cycle, try to get a stun off if you think you can reach him before the card cycles to yellow, as it will keep on cycling and he will miss his stun for a second or two, giving you time to burst him. If he tries to gate away, stun him.
RARE. A poor laner against most ADC's, Pantheon is no exception. Twitch has almost no CC but good escape with his invisibility move. The second you see him start to go invisible, stun him to make him cry.
RARE. A pretty powerful pick against Pantheon. Various has no escape but very powerful poke and CC, making him incredibly hard to deal with if he gets a combo in on you. He isn't very squishy either, but if you avoid his Q you should be okay.
EXTREMELY COMMON. Everyone's always scared of Vayne. She's a monster late game and does well against most ADC's, but gets stopped dead by Pantheon. With poor escape and CC that only works near walls, Vayne can't do much against you unless you position yourself stupidly. A good Vayne can shoot you away if you try to stun her. The stun will always connect but you will be thrown back. She's extremely squishy when caught and pretty easy to catch. One or two combos should be enough to finish her off. Punish her hard when she tries to farm. Poison stacks through passive, so be careful.
COMMON. Very very scary as soon as he itemizes a little bit, but until then he really isn't that much tanker than you are. Go mercilessly hard on this guy the second you hit 3 and you'll probably score a kill. Watch out for his headbutt and pulverize combo, it will leave you wide open for a lot of time. Mercury treads are powerful against this CC heavy champion.
RARE. A support that's becoming more and more common, you will be able to regret making her pick that role. She has some good damage but no tankiness. She needs to stack her passive and it can drain her mana to do so, but be careful of eating a stun when you all in, as it can be the death of you.
UNCOMMON. This support is a joke against Pantheon. He doesn't look squishy, but he dies faster than Ashe does if he gets jumped on at 3. Watch out for his stun, if it hits a minion or a wall it will make you a pretty easy target. Push when he's roaming but always be wary for his return!
VERY COMMON. If this was a guide about someone like Soraya or Janna, we would be having a very different discussion. What's better than a support that brings you directly to them? The answer is nothing. This is by far your easiest lane as you want to be close to your enemy so you can combo them down. When you don't want to get pulled it can be irritating but all it takes is hiding in minion waves and you're good.
UNCOMMON. This champion is powerful against Pantheon. He generally has trouble getting close enough to the opposing ADC to start laying down stacks of his stun, but with Pantheon in his face it is very easy for him to lock you down and kill you. Do not engage unless you think you can lock down the ADC long enough to score a kill.
VERY RARE. Thank god this guy's almost never a support. He's a CC powerhouse who does best when you're in his face. He will silence and knock you up to kingdom come and you can't really stop him. Do not pick Pantheon onto Cho'gath unless you want to feed.
VERY COMMON. A highly passive support whose greatest power is making her allies go slightly faster. Sure, her shield is irritating but it shields for about one auto attack before it goes away in the laning phase. She can save her champion with her ultimate but can be stunned while channeling it if you are fast enough.
COMMON. A CC powerhouse that is pretty hard to kill as well, Leeona is not someone you want to deal with after the very early game. Apply serious pressure at your level 3 powerspike and try to pressure her and you might score a kill, setting her far enough behind to win you lane.
RARE. Lulu brings a very large amount of utility to her ADC and later to her team. She can hard CC you, do a lot of damage to you, and make her ADC practically unkillable with her ult. Pressure her instead of her ADC to try to force her to ult herself. This should make it a lot easier to take out her ADC.
UNCOMMON. Man, is Lux annoying! She can peel hard for her ADC and has powerful zoning capabilities which are hard to dodge. Her combo can 100-0 you if she catches you off guard. Build mercury's treads and hide in minions or dodge her slow moving Q to win lane. It will only hit the first two minions and the hotbox is slightly larger than the projectile, so be safe when dodging it.
UNCOMMON. Pretty durable and powerful champion, but he belongs at top. He brings no sustain to his ADC, and does next to zero damage early game. Go hard and score an easy kill, but be wary of his powerful all-in capabilities.
COMMON. Morgana is only rough if she can land Q's. Her black shield helps to inhibit your all in capability, although most Morganas will shield themselves if subjected to your Q. Use this opening to all in without fear of having it not stun the ADC.
UNCOMMON. This champion is incredibly tanky but falls pretty hard against Pantheon. He possesses an pull that is slightly less optimal than Blitz's, because it doesn't pull you right to his ADC unless he positions himself poorly. Be careful of his ultimate's CC potential as well as his powerful damage while his shield is active.
COMMON .Son is relatively common but also relatively weak against you. She can poke you pretty well and her ultimate makes for powerful CC, but when she gets stunned she will generally panic and try to save herself. Wait for your support to engage and then follow up with your combo.
COMMON. This champion can be quite annoying for all the healing she provides, but she can't heal herself and dies pretty fast as well. A good Soraka will position herself very well to avoid you or your support, but take any advantage you can to bash her if you think you can get off without too much damage.
UNCOMMON. The new reworked taric is a considerable challenge for you to fight. He highly discourages all ins whether it's on him or his ADC. His stun is nearly impossible to dodge, especially when you've just A'd in and are channeling E. All ins are further discouraged by his damage immunity, but your combo is generally faster than the invulnerability onset of 2.5 seconds. Try to bait out his stun before going hard. Watch out for his sustain and max Q first to bite through it.
EXTREMELY COMMON. He's pretty rough for you to deal with because he can save his ADC if you jump them. His grab isn't a clean one that brings you right to him, it jerks you three times which is not optimal. Try to focus him if he's aggressive but if you can lock down his ADC hard enough they shouldn't have time to use his lantern!
UNCOMMON. A relatively new support with terrifying zoning and catch potential, Trundle is not a particularly big deal for you. He's tanky but doesn't do that much damage, especially if he's building support. He can easily separate you and his ADC so try to bait out his pillar or wait for a jungler. He will have to choose one of you to pillar and the other will get free access to him.
EXTREMELY RARE. If anyone counters Pantheon Anti-ADC, it's this guy. Zilean will punish you whenever you try to farm with great ease. Don't let him land too many bombs or you or he will stun you. His ADC basically gets a second life and he can speed them away from trouble if you manage to get off a combo. Do not pick Pantheon onto this nightmare of a support unless you want to get zero farm and zoned out of lane very fast. Thank god he's one of the rarest supports to deal with. Rush mercury's treads. If you do have to go ADC against a Zilean, buy boots of speed and be very fast and go hard so he can't respond to your damage. If you're fast enough, you can stun him long enough so that he cannot use his ultimate before he dies. He's weak before he gets his ultimate, pressure him and his ADC equally so he doesn't know who to use his ultimate on.
RARE. An support whose damage must not be underestimated. She's incredibly squishy so mash her if you can get the jump on her but getting too close to her plants spells death for you, so be careful of how much mana she has. Don't eat her combo, it will make it very easy for her plants and her ADC to burst you down. Watch out for her ult.
UNCOMMON. The newest ADC! He's a lot of fun to play but Pantheon is practically perfect against him. Most Jhin players will save their last bullet to poke you down and then hopefully root you. Your shield is excellent against this last bullet, rendering one of his major sources of earlyy game damage useless. With the 1 second stun + the 2 second reload time, it should be very easy to lock him down long enough to score a kill.
This is the only support I would consider rushing a Hexdrinker against, because he can easily out damage his adc if he decides to push a Frost Queen's Claim. Hide in minions to avoid the devastating 2 second stun. He's pretty squishy and easy to nuke, so kill him before he can kill you. If he isn't landing skill shots and you feel confident, you can proceed with your normal build.
A utility mage support with surprisingly powerful damage that you should watch out for. Her shields are weak unless she uses Mantra to empower them. Her clickshot delayed CC makes engaging very dangerous for a melee champion, so you should be very cautious to fight her. unless you have a CC heavy support who can engage for you. When her green tattoos are glowing, back off. Don't eat her Q poke. The more damage she can land on you, the sooner she can use Mantra.
Pretty easy to harass in the early game, becomes more obnoxious as time goes on. Her being low ranged means you have an easier time gapclosing.
Her R negates your all in, and her E and W make it easy for her to kite you. Gain an early lead or lose the game.
Guaranteed CC and towerdiving potential are great for Pantheon.
Very strong burst at level 6. Can get picks before then as well.
Pick potential and lots of burst and CC and lane are great for getting an early lead.
If the Bard is good and lands stuns, it will be pretty easy to reliably get kills before 6. After, his R makes it even easier.
Good damage but often unreliable CC.
Potential picks, but it is hard for him to shield a melee target in lane from autoattacks. He's more meant to protect ranged champs.
2.5 second point and click CC, good poke, good engage. Very good combo.
You will be the one making plays in this lane. She helps you survive the fights after that. Good into difficult lanes as well.
Good for dueling. Also has good poke, Can engage fights, but is dangerous for her.
This lane is made for Pantheon. Extra burst, lots of CC and good pick make getting kills easy and reliable.
Point and click silence and slows and shields are all pretty good. Your W into lulu R is pretty good as an engage combo. Definitely a lane with potential.
Good poke and shielidng power. Can get some picks off, but tends to KS you a lot. Not a great lane.
Black shield is great for letting you collapse, and brings lots of CC for engages or follow ups. Very strong lane.
Can pick targets and heal you up, but autoing can feel clumsy. Definitely a decent lane and can work well if she lands her Qs.
Has lots of CC and towerdiving potential. R is a death sentence, but can pick kills before that with his Q.
Lots of kill pressure early. Can engage and provide follow up CC. Being KSed isn't a problem. Brutal lane.
Can help you sustain better in the laning phase, but is not very durable. Better for you to engage. His follow up CC is quite strong. Great for longer trades and short trades due to E mechanic.
Not great at engaging fights, but good if you are engaged on. Great against AA based supports like Sona.
Bush cheesing never felt so good. His E is great for starting fights. Lead with your stun, he should follow up with his Q.
Good poke and sustain for early game. Can engage at 6. Before then it is your job to make plays. E MS bonus helps with this.
Her E with your W is a good combo, but she doesn't offer much else. Decent into very difficult lanes with lots of poke.
Great at picking fights for you with his R and W. Can get you out of trouble as well.
Lots of playmaking potential. Easy to follow up due to his W mechanic.
Can pick fights, but doesn't offer much else to you.
+9 Adaptive (5.4 AD or 9 AP)
+10 Adaptive (6 AD or 10 AP)
+15-90 HP (lvls 1-18)
Introduction + Summary
Thanks for having the courage to read my guide considering how weird of an idea Pantheon ADC is.
|Bringing Pantheon to the role of ADC is a very interesting and out of meta pick that I discovered by accident when an autolocker forced me to go down there. I ended up carrying hard and decided to experiment some! Pantheon fills a very weird niche that almost no other champion can fill, a role I've coined "Anti-ADC". He crushes ADCs hard, especially with the help of a hard engage support with a lot of cc ( Leona, Nautilus, Thresh). His kit combines ranged poke and a powerful all in to create a horrifying lane opponent who can swap roles smoothly at the mid game to support any team comp. The current meta favors brusiers in the botlane and Pantheon is certainly an exceptionally potent choice among these champions for his combination of devasting all-in potential and decent poke, allowing him to keep up with many different traditional ADCs.|
Below you'll find a comprehensive guide on playing Pantheon as an Anti-ADC. This is my first guide on MobaFIRE and I put a lot of work into making it as good as I can with the knowledge I have. Thanks for taking the time to read my guide, please leave feedback so I can make it better for everybody!
I hope to see you all ingame, and good luck in S8!
Risky Ability Sequence Order
|The risky skill sequence is generally best for players that are new to Pantheon ADC. It supports a more passive poke heavy playstyle. This is emphasized by maxing out Spear Shot first, as it is your main harass tool. Taking Heartseeker Strike as your level one ability is most helpful as it helps out a lot with last hitting in the very early game and helps you conserve your mana, as I've seen that many Pantheon players use their Q an excessive amount in the laning phase, draining mana you could have used more efficiently with Heartseeker Strike. Heartseeker Strike is maxed second as it is your main damage dealing tool at close range and in team fights. Aegis of Zeonia is maxed last as it is mostly a utility and gap closer move and does not deal a lot of damage, nor does the stun's duration increase with level.|
Riskier Ability Sequence Order
|The riskier build sequence is less poke reliant and weaker from levels 1-3. Additionally, this build path considerably harder to utilize during all phases of the game but has far greater kill pressure during the laning phase, allowing experienced players to land a kill or two very early, turning the tide of the lane in your favor. This build path is far more fragile but deals a ridiculous amount of damage and can 1v1 practically anyone except for the most tanky champions and the most mobile champions if utilized right. Heartseeker Strike is maxed first as it is your main all in damage dealing tool. Only put a point into Grand Skyfall if you're getting pushed out of lane and need to recall early for whatever reason or you need to gank for your midlaner. It's generally not advised to put a point into this ability until Heartseeker Strike is fully maxed.|
Aegis Protection: Causes Pantheon to block the next autoattack or turret shot against him every four autoattacks. This ability is extremely helpful against auto attack reliant champions, which is every single ADC you're going to be laning against. Don't forget that it can block turret shots as well! This is very nice for diving but don't risk poke to stack up your passive, it isn't worth the damage!
Spear Shot: Pantheon hurls his spear at an opponent, dealing 75 / 115 / 155 / 195 / 235 (+ 140% bonus AD) physical damage. If Heartseeker Strike has been leveled up once, Spear Shot will crit to deal 150% damage against opponents whose current health is below 15% of their max health.
- Don't be afraid to use it a lot, but beware of your mana!
- Has insane AD scaling (1.4 additional damage per point of AD!) This means you could two shot the enemy ADC with enough AD with spears alone. Powerful!
- The crit from Heartseeker Strike applies to Spear Shot, allowing Pantheon to easily execute ADC's who are running for cover!
- This ability can be used to execute cannon minions if you are afraid of taking poke to get to them, but shouldn't be used against any other minion.
- Clickshot, no skill required to land it!
- Due to the minion aggro changes, it will draw minion aggro and cause you to take a lot of damage. Use it cautiously in this regard.
Aegis of Zeonia: Pantheon leaps at the target enemy and deals 60 / 85 / 110 / 135 / 160 (+100% of ability power) magic damage and stuns them for 1 second. Pantheon also instantly refreshes his Aegis Protection.
- Great move for closing distance to the enemy ADC!
- Refreshes your Aegis Protection. Practice using it right after you suffer an auto attack that your passive blocks to block two passives or turret shots in a row!
- Can be used as a disengage mechanism if there's an enemy minion or champion in your escape route.
- Can be used to jump over walls in the jungle if you target a monster camp. BEWARE: You will not be able to pull this off unless you ward first! You can't jump at the monster if you can't see him. Will not work on the Dragon or Baron Nashor , I've tried.
- Good for turret diving and blocking some turret damage.
Heartseeker Strike: Passive: Pantheon gains 100% critical strike chance against targets below 15% of their max health.
Active: Pantheon channels for 0.75 seconds and deals 3 swift strikes in a cone in front of him. Each strike deals 33 / 50 / 66 / 83 / 100 (+1.0 per bonus attack damage) physical damage, and they deal double damage to champions.
- Pretty good farming tool, but try to place the ADC in the cone as well if you can for some free poke, and to discourage them from getting close enough to harass you.
- The range of the ability extends slightly past the tips of the animated spears, keep this in mind when trying to harass!
Grand Skyfall: Pantheon gathers his strength channeling for 2 seconds and then leaps high in to the air, crashing down at the target area 1.5 seconds later. Deals 400 / 700 / 1000 (+100% of ability power) magic damage to units at the center (down to 50% at the edge) and slows them by 35% for 1 second. If the channeling is cancelled, the cooldown is reduced to 10 seconds.
- Wonderful tool for escaping if you're getting ganked or you don't have anything else to use. Very dangerous to pull of though, make sure your enemies have no hard CC that can stop you from jumping!
- Good for getting back to lane fast after recalling.
- Allows Pantheon to roam and gank pretty effectively.
- Electrocute Is your standard keystone to run on Pantheon. His standard combo procs it, and it gives him an enormous amount of in lane burst. Predator is worth considering for roaming reasons. It also gives you another measure of engaging in your lane. Superior, but only if you have trouble forcing all in fights or you intend to roam a LOT. Dark Harvest is good in lanes where you would max Q and poke out your opponents due to having less opportunities to proc Electrocute
- Taste of Blood is your go-to rune choice. It gives you a helpful amount of in lane sustain, helping you make it as far as possible. Sudden Impact is better if your support grants you a large amount of innate health sustain, or you wish to cheese.
- Eyeball Collection is a superior choice for what you want to achieve. A rune that assists with snowballing is your best option. I would also consider Ghost Poro but only to ward against prolific gank junglers that could shut you down.
- Ingenious Hunter is your best go-to option. Because nearly all of the items you choose have cooldowns, you need that uptime badly. None of the other options come close.
- Scorch is great for throwing lots and lots of Spear Shots. Make sure this is always on cooldown, the damage stacks up a lot.
- Manaflow Band helps to mitigate some of Pantheon's crippling early game mana issues. It's a must.
Stat shards are standard. If you are facing a magic damage dealing lane, make sure to swap to early MR. Health is a great all around choice.
Flash is standard on most summoners and Pantheon isn't an exception. He doesn't really have an escape nor does he have a gap closer after Aegis of Zeonia is down. Highly experienced Pantheon players can escape with Grand Skyfall, although this is very hard to pull off and can be nullified by any form of hard CC except roots, and still doesn't substitute for the unique utility that Flash gives.
Heal is the standard spell on most ADC's and works on Pantheon as well, although it isn't optimal on him unless you have a squishy support that's getting focused or you think your opponents will be playing aggressively. Due to Pantheon's innate tankiness against auto attack reliant champions, Heal isn't so good on Pantheon, but can still be taken for less experienced players.
Ignite is the best summoner spell choice on Pantheon besides Flash. The healing reduction it grants is excellent against Heal and health potions and gives you even more early game kill pressure, which you very much need to get ahead and snowball.
Exhaust can be taken on Pantheon to help with duels and to lock down an enemy more easily, but it isn't recommended due to the fact that it doesn't give kill pressure like Ignite does.
I have much less experience with playing Pantheon in ranked, although I have a large amount of experience with playing in ranked games other than this one.
- The most important thing I can tell you is to have fun. You're playing a game and you should treat it as such! If you fixate on how your support is doing and how poorly your team is doing and how hard you're going to lose, you definitely will lose. If you just play to have fun, you will do really well and you might turn around that game that you thought you would have lost!
- If you're nervous about your ranking (everyone gets nervous when they're in a precarious position), you should be stop playing after your first loss. It may seem like a weird thing to do, but your state of mind and mentality after losing declines, even if you convince yourself you're not. This is the most dangerous thing as you can lose many games in a row with your damaged state of mind, damaging it and your elo further. If you win a couple of games in a row, stop at a point where you feel satisfied and happy. Don't let your winning streak get to your head, or find yourself losing a game when you least want to, such as a series. Be graceful in victory or defeat, whether you carried or got carried. Take each game and ask yourself how you could improve your performance.
- Think! If you want to be smart about how you approach a team fight or initiate a gank, things will go better for you. Before you jump on that Lux with 100 health left, think about where her teammates are, and if she has enough mana to combo you down. If you analyze the situation with enough care you might realize it's not worth the risk and back off, avoiding giving the enemy team another kill. The ability to think about how to approach a situation is what separates great players from good players and will almost certainly decide your ranking.
- Ward. This is incredibly important, especially if you are doing well and attracting the attention of the jungler. As an ADC, the river and tribush are the best places to ward. If the enemy has an a champion capable of stealth, you'll want to put a Control Ward there instead. Often called pink wards, they cost next to nothing and can save you if you get ganked by an invisible champion. If your top laner has taken Teleport, you can place a ward in the bush closest to the enemy side and he/she may gank for you and turn the tide of the lane in your favor.
- Roam. It's exceptionally important to know when and when not to do this, especially if you are winning lane. You have a powerful ultimate that extends nearly halfway across the map, use it! If you see the enemy jungler dying to your team's red buff and you are in range, you can net yourself an easy kill and a free buff. If you sit stubbornly in lane until the landing phase ends when you've already won it, you are not contributing to your team optimally. When it does come time for team fighting, it will be later in the game and you will be less useful. As Jhin would say, every moment matters!
- Be nice. If you are nasty to your teammates after they mess up, you will damage their state of mind and their precision, making them worse players. If you congratulate them on a good double kill, dragon steal, gank, etc, they will play better and respond to you when you ask for help. There's nothing worse than pissing off your jungler and having him not gank for the rest of the laning phase.
- Ping. The second you see an enemy disappear from your field of vision, you should ping to let the team know in the case that they're too busy to notice it. Ping if you're roaming and intend to gank so your team mate can respond. Ping if you want to all in their ADC. It's an extremely good habit that may save your teammate's lives and score you a kill and your support an assist.
- Watch the minimap. It gives you valuable information. You will have better response time when dealing with and preforming ganks, which is imperative to your success as an ADC.
- You get what you get and you don't get upset. If you are playing draft and you don't get the role you want, improvise. Any good player should have skill in at least three roles, although more is always better. It is highly uncommon that you'd have to take your last choice, people in ranked are usually flexible and will let you have a role if you are kind and convincing.
- Ask nicely. If you want a gank or for someone else to give you their role, it doesn't hurt to say please and thank you. It may make them more responsive to you that game and later when playing with others!
- Know when to duel. If you think you can take someone 1v1 (you probably can), you should make sure their team won't interfere to save them. If you think you can kill that person before the team gets to you, make sure you have a warded escape route that you can reach before the other team can.
1: Leash for your jungler. Do not take his kills. Let him tank.
2: Follow your jungler around, helping him clear all of the jungle camps in that quadrant of the jungle.
3: Assist him in killing the rift scuttler before returning to your lane and farming. You should be well beyond level 2.
Here, I will be uploading Youtube Videos with some analysis and breakdown vids. I only have one as of now, but that will change.
This video was generously recorded and provided by GenShadow. Thank you for your help! You can find his guide on Jungle Skarner here. Please give it a visit!
Flex Queue has its own section because it's pretty complex and very important to understand if you want to excel in this ranked queue. I will briefly explain Flex Queue before I talk about how to take advantage of it the best in Ranked.
Exploring this system is extremely important to doing well in Ranked, and I will help you to understand the most efficient method in my opinion to winning the most games possible.
The first thing to note: DO NOT PLAY RANKED AS A GROUP OF 5 UNLESS YOU ARE TOTALLY PREPARED TO DO SO. This is an excellent way to tank your elo 80 or 90% of the time unless you have carefully assembled a group of 5 people that you trust and are prepared to communicate verbally with.
Have you noticed all the gold and platinum people in mid to high silver? That's what I'm talking about. These gold and platinum players will generally group up and queue in groups of 5 to most quickly and efficiently climb back to the rating they were at previously. These groups are almost always in direct communication with one another. This generally spells death for you, unless you are a member of one of these groups, in which case you should ignore what I'm saying. You will almost always lose games with a group of 5 people in ranked unless you are as prepared as the people you will likely be facing.
Now that you know not to do this, it's time to understand the positives and negatives of queueing up alone, or with a group of players.
Solo queueing is when you just click the button and don't bother to make a party. When doing this, you will almost always get put with 9 other people who are solo queueing, but you can be placed with or against any size team comp below 5. The other team will almost always mirror your team comp.
Example: 2 groups of 3 people and 3 groups of 2 people queue at the same time. The team comp will be 2 + 3 = 5, 3 + 2 = 5 to ensure the most balanced team experience. The last group of 2 will have to wait until another game can be found for them.
- You are confident in your ability to carry despite the skill or lack thereof of your teammates.
- You are able to take advantage of the likely disorganization of the enemy team.
- You do not need or want the extra IP.
- You want to have lightning fast queue times.
- You play solo carry champions well. ( Ivern happens to be one!)
- You want to play with friends
- You need/want the extra IP.
- You work well with others and have a method of verbal communications.
- You can TRUST your fellow teammates.
- You are good at champions that require their team to excel.
- You don't mind the extra queue time.
- You are prepared to deal with a coordinated enemy team.
2 ∞ Duo queueing is the most frequent type of group, and it is also, in my opinion, the most effective. Some effective duo queue comps are:
- Mid and Jungle ∞ This is the best duo queue set up in my personal opinion, allowing insane roaming potential and coordinated 4 man ganks.
- ADC and Support ∞ The most common duo queue comp. Pretty effective but only due to the fact that the two likely trust one another and are good at working together, but not as globally relevant as Mid and Jungle.
- Top and Jungle ∞ This comp is rarer but only effective if both players are highly map aware. If they aren't, the jungler will just camp top and let the other lanes sink while top gets ahead, resulting in a probable loss. If both players are map aware, it can result in deadly and effective ganks that are often more successful then Mid/Jungler ganks.
- Finding one partner is pretty easy.
- The really good players who are desperately trying to get back out of silver or bronze stay in larger groups, meaning you will see much less of them.
- Coordinating large groups can be a challenge while coordinating closely with one person is much easier and can be done at a high level without verbal communication.
To sum it up, queueing with 2 people ensures a nice balance where you have someone to work with but you aren't in any risk of facing groups of 4 or 5 coordinated people, maximizing your win chance.
- You're more likely to face large groups of skilled players.
- There are not a lot of triple comps that are very effective.
- Coordination between 3 people can be challenging if the 3 don't know one another very well.
To sum it up, the new dynamic queue system only works in your favor at either extreme. Queueing with a group of 4 other people is very effective if you all know one another and know how to work as a team, and queuing alone or with one other person is very effective because it means you won't have to face these titanic groups and causes the course of the game to depend more upon your personal skill, rather than the cooperation of your team members.
• I would like to thank darnair for helping me to test Pantheon Anti-ADC with different champions. I would have never have made this guide if it weren't for your support and encouragement!
Please check out my Ivern Guide! I've worked for a while to make it great. It features a very unique way to play Ivern!
Please also check out my new Soraka guide. She is my best champion and I like to play her in a somewhat different manner.
• I would like to extend my sincerest thanks to jhoijhoi for her wonderful guide on making guides which I would be so lost without.
Jan 6th ∞ Added supports into the build threat list.
Jan 7th ∞ Added a section on general ranked play. Ingame guide in progress!
Jan 19th ∞ Ingame section published. Support synergy being worked on. Thanks for 6k views! :)
Jan 21st ∞ Major overhaul to safe and risky builds.
Jan 25th ∞ Lost my progress on support synergy, have to start from scratch. Bummer! Thanks for 10k views, I never thought this guide would reach so many eyes. It's mind boggling!
Jan 27th ∞ Added level of rarity to the build threat list.
Feb 12th ∞ Added Duskblade of Draktharr to the build list.
Feb 15th ∞ Some grammatical and formatting errors fixed. Added Jhin to the build threat list.
Feb 17th ∞ Some grammatical fixes, along with the addition of an expansive chapter on the new dynamic queue.
Feb 26th ∞ Grammatical overhaul and minor build fixes. Thanks for 25k views!
March 2nd ∞ Hit Gold again! Thank you for 30k views!
March 8th ∞ Thank you to ltvara for my first commendation! It means the world to me that someone enjoyed my guide so much. More content to come soon, busy with life
March 20th ∞ Thank you so much for 50k views!!!! I'm astounded by how much attention this guide has gotten. Thank you all for your attention! More changes to come as I begin spring break!
April 2th ∞ Thank you for 50k views overnight, for a total of like 130k! I am completely floored with the thought of getting so many vies in a couple of months. I will keep the content and updating coming!
April 6th ∞ Testing completed on Guinsoo's Rageblade. Thank you for 150k views!
April 19th ∞ Thank you for 200k views! More content to come this weekend.
April 26th ∞ Updated Guinsoo's Rageblade. Removed boot enchantments. RIP. ;( Updated Taric and made some grammatical corrections.
May 23rd ∞ Added a section with video gameplay. More to come!
May 31st ∞ Thank you to Avare for my second commendation. I am humbled to receive two commendations. I never thought this idea would take off to become such a reputable and popular guide! Thanks to all of you.
June 23rd ∞ Thank you all for 300k views! This is a momentous occasion. I hope to continue pushing out changes to make this guide even better!
July 9th ∞ Finally got to platinum. Quite the grind!