All Guides Pantheon Guides Mastering the Art of War: A Pantheon Guide
4
0
Updated
2 years ago
Views
638
Comments
0

Pantheon Statistics for The Artisan

Author's performance with Pantheon compared to the ranked average.

Value
Average
Games Played
108
5
Win %
51
45
Kills
8.2
7.1
Assists
7.8
6.4
Deaths
5.8
6.5
KA:D Ratio
2.8
2.1
Gold Earned
12.3K
10.8K
Creep Score
130.7
139.8
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

This is a top lane guide to my main man Pantheon---->80_64.png


To start this guide off, I am making this guide because there are enough jungle Pantheons  and too many full AD pantheons out there. In my opinion all of those are uninspired, boring, and short-sighted to me. Pantheon is generally designed to win before 25 mins due to his weaker teamfight, but that's in an ideal world(which League most certainly is NOT given that even the official client site even says most games go 30 mins+). This guide is meant to capitalize on Pantheon's earlygame, while still aging gracefully into later stages to fit the inexorable nature of the game since you cannot trust your team to capitalize and end early in most cases. We will start with Summoner Spells.

Summoner spells are  necessary on all champions and here are two setups:

Choice 1: 4.png14.png This setup is my personal choice because it allows Pantheon to do what he does best: CHEESE EARLY. Hitting lvl 2 or 3 and killing the opponent in a sudden burst for 1st blood is extremely valuable. Flash is needed for both escape from tower/ganks or for sudden initiations, while ignite lets you get that burst damage that negates HP pots. Ignite is also good later on for juggling multiple enemies when you want to finish one off while focusing on another. Used to put on the toplane pressure and shut down the enemy top..aaaaand maybe to get enemy jng pressure up top to let your allied lanes push safely.

Choice 2: 4.png12.png Very viable, but not my recommendation. Bring Flash for the usual reasons, and Teleport allows you to roam post 6 and ult a lane, then TP back top. Usually used if you do not think you can kill your tankier lane opponent (54.png,223.png31.png etc) and wish to ult another lane for kills while still maintaining CS count/pressure. If you are well-learned in the tankier matchups, this choice is not necessary in my opinion.




New Runes Back to Top

Masteries Back to Top

These masteries are pretty standard Pantheon Masteries for both jng and lane, outside of the Assassin mastery being chosen instead of the Runic Affinity mastery. The overall goal is to have "Thunderlords" in the Cunnning tree and "Double Edged Sword" in the Ferocity tree so that when you DO all-in with your Aegis of Zeonia(W) stun, your followup damage(Q, E or auto attacks, or all 3) will hurt a LOT more and proc Thunderlords, leading to INSANE burst damage.

Now for some small preferences in mastery choices:

-I chose "Bandit" over "Dangerous Game" because I do harass a lot in lane and may miss a minion or two, which then i would still like to get SOME gold out of it rather than just losing out. And it also grants me gold for auto attacking when trading. Plus since i have mana runes and only all-in during a very advantageous situation, Dangerous Game is not really all that handy to me most of the time.

- I picked "Intelligence" instead of the more obvious "Precision" due to the fact that lethality is not as useful early, and id rather have higher CDR when i get a Black Cleaver, Yoummous, and a Maw of Malmortius for 45% CDR, meaning my rotations with my ult will be often, and my full combo is spammable in combat, making Panth super viable even in teamfights.

- I also chose Assassin over the other two masteries in the Cunning tree because given that top is a solo lane, it means i get more damage output, punishing my opponent for deciding to lane vs Pantheon. After all, they are no longer farming up top, they are TRAPPED up top. With Pantheon. #CriErrTime.  3070.png

Abilities Back to Top

Q
W
E
Q
Q
R
E
Q
Q
E
R
E
E
W
W
R
W
W
Passive
Q
1
4
5
8
9
W
2
14
15
17
18
E
3
7
10
12
13
R
6
11
16

This is pretty much standard point distribution except when to put that 2nd point into Heartseeker Strike (E). Maxing Q is very good for harass so that you can VERY easily whittle your lane opponent down to 50% hp with 3-4 Qs, then all in them for a free kill. But putting an earlier point into Heartseeker(E) post-lvl 6 is good because your E (outside of the free crit when enemies are below 15% hp) doubles your dmg when used against a champion, so lvls into it pay off bigtime, and its honestly where Pantheon gets most of his legendary burst from. Heartseeker Strike helps for wave clear if you need to push fast, and with his buff to the % dealt to minions, this is even moreso. THe point is, putting ONE more point into it early on can have HUGE benefits.

Pantheon's signature move, Grand Skyfall(R) is slow to act, but high impact if used well. Pantheon takes 2 secs to ready himself, then he launches himself in the air, taking 1.5 secs to land up to 5000 units away in a massive  meteoric impact on the ground, slowing opponents by 35% and dealing magic damage to enemies in a 1000 unit radius of his landing. Its long cast time can be annoying to aim, so as a general rule, aim your ultimate behind the enemy, in their retreat path, so that your allies can push from the front and trap the poor opponents now stuck between a team and your heavy hitting ult. NOTE that you can ready your Spear Shot(Q) and your Aegis of Zeonia(W) while still in mid-air, so use that to deal even more damage or stun the MOMENT you land.

As an important heads up, Aegis of Zeonia(W) not only is a gap-closing stun, it ALSO instantly refreshes your passive ability, Aegis Protection(after 4-Auto attacks or Abilities, your shield Blocks the next Auto Attack or Tower shot, denying any damage from it AND any on-hit effects. On-hit effects INCLUDE poisons, stuns, critical strikes, etc. Seriously this passive is OP).

So learning when to use your W can mean life or death. For example, having your passive up to protect before fighting  can lead to mean tower dives if you Q-spear the opponent under thier tower, block the 1st tower shot, THEN W stun to bring up another shield to block the 2nd tower shot, E-ignite-Q, then walk out while only taking damage from ONE out of three tower shots and killing the enemy with the burn from ignite.

You can also proc your passive up to 3 times in quick succession, but that takes practice(stacking up to 3 passives stacks, then "wasting" a stun to bring up the shield passive while maintaining 3 stacks in reserve, so you can block, W stun to bring up passive, block, spear to get the 3 side stacks to 4 which brings up the passive again, then block).

Items Back to Top

Starting Items

    Starting Items. Choose one: -Flask for normal Start -Sword/pots for early kill start -Armor for mirror match Pantheon start.

Core Items

    My Standard Pantheon Bruiser Setup: Build defensive items/boots as needed around this setup. Get Cleaver first.
    Super Aggro Assassin Pantheon Build if you are SUPER ahead or have enough tanks on your team
    Tanky Pantheon when in need of a tough frontliner. Cleaver first, rest in order as needed.

Situational Items

    Against AP?
    I mean...this IS a toplane guide, but in case you DO jng, this is core.
    Against heavy AD?
    Too many enemy tanks? Choose one of the Last Whisper final items. Merc treads are for CC that tanks usually have.

Many people like to build full AD pantheon to capitalize off his ratios, but since his teamfight is weaker,  later game fights that occur past 35 mins tend to result in Pantheon getting eaten alive. Since games do not always end before 30 mins as preferred by Pantheon players, I prefer to make Pantheon a bit tankier with enough survivability to get multiple combos off while still having damage in a group situation. Thus, my core has Cleaver first, then a Jarum's Fist item, appropriate defensive gear, and a Last Whisper item depending on the enemy composition.

For his core, Cleaver gives Pantheon every necessary stat a Pantheon player needs(CDR, AD, Armorshred, and HP), and either Titanic Hydra or Steraks Gage gives health and lets him maintain bonus AD to fuel his ratios. Last Whisper has been a core item for Pantheon since the start because as an AD caster, you have to make use of the inconsistent rate that you output damage, and armor pen makes the most use of that. Whisper upgrades into 2 more advanced items that you can decide between depending on how tanky or how sustained the enemy composition looks.

My most common final build( if im neither fed nor feeding) is made to have good damage and yet surprising tankiness for all eventualities(items shown in the order in which they are completed):

3071.png1321.png3053.png3036.png3026.png

I usually rush the Cleaver, then build Tabi or Merc Treads, get the Steraks for the mix of damage/health/lifesaving shield,then finish 3rd tier boots of alacrity(MORE SPEED), next get GA for some defensive stats that have a nice reason to panick when i dive the backline, , and finally Lord Doms is last because later items usually are when tanks get relevant. Last item is situational. This makes Pantheon have
1- Good damage output with armor shredding potential.
2- Ability to maintain durability in fights against AD/AP.


Ending stats at my standard full build are as follows:

Health- 3350
Armor- 155
Magic Resist- 130
Movespeed- 450
Mana- 900
Attack- 380
Armor Pen- 15.2 +40% bonus
Armor Shred- 35%
CDR- 20%

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Easy
  • Ahri
    Medium
  • Akali
    Easy

VS

Aatrox

Easy

Dodge his slow Blades of Torment, then spear him back for trades. IF he Dark Flights to engage on you, stun him and walk away. Only all in him if he is below 50% hp, or his lifesteal ult will ruin you. Cut and dry lane.

VS

Ahri

Medium

Intersting skill lane. Only go for the spear trade if she misses her Q Orb of Deception. That ability is her main damage source, so baiting it out with awkward or erratic C-shaped movements is key to trading. If you wish to all in, bait out the Orb and then all in with a stun to initiate. Even if ahri Charms you, her lack of Orb means you have a sheer damage advantage and can kill her if she doesnt run.

VS

Akali

Easy

Usually easy lane. If she throws a Q kama blade at you, spear back to trade, but avoid further contact for 6 secs until her kama disappears, otherwise her kama will amplify her next auto for very good bonus damage. If Akali tries to use her Shroud , use Heartseeker Strike into the mist and injure her greatly then follow up with a spear and stun topped off with a few autos and an execution spear when the shroud fades for a kill. Though normally squishy, some rare Akali players will build Sunfire Cape and get tanky, relying on the  high base damage stats and lifesteal properties to defeat you. In this rare case, call for allied ganks so as to not risk your lead one bit.

Other Thoughts Back to Top

I am a Pantheon main, and know every matchup in every role(SOME ROLES NOT BETTER THAN OTHER ROLES). I dont really do ranked so I ended last season at Gold 5, but peaked at Gold 2. In normals i usually play AGAINST plat 3-plat 1. So if you have any questions, ill get around to them ASAP. Thanks for reading!


FOR SPECIFIC MATCHUPS, I AM IN PROCESS OF DOING ALL CHAMPS CURRENTLY OUT. IN MEAN TIME ILL ANSWER SPECFIC MATCHUPS THROUGH COMMENTS SECTION.

Send Feedback