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Pantheon Statistics for Puntheon

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

Value
Average
Games Played
56
5
Win %
52
45
Kills
9.0
6.9
Assists
5.4
6.3
Deaths
4.0
6.4
KA:D Ratio
3.6
2.0
Gold Earned
12K
10.8K
Creep Score
179.4
141.6
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png - The primary function of this spell is for the utility. Chasing, escaping, initiating, re-positioning, et cetera. In addition to this, if you select a target with your Q or W and Flash into range, it will fire off immediately; a nifty way to increase your effective Q/W range. It can also be used during your E cast time to have it fire off more quickly and reposition yourself, though this is much more situational.


14.png - For the extra kill potential. Pantheon, being a burst champion, it is sometimes necessary to kill opponents before they can fight back. Damage beyond your spells will help achieve this, and the sight Ignite provides will let you throw an extra spear if an enemy champion runs into a bush, or what-not. In addition to this, the Ignite Summoner Spell will often allow an easy first blood in lane, especially during your level 3-5 powerspike.

New Runes Back to Top

Masteries Back to Top

Ferocity

- The purpose of the ferocity tree in this case is to do as much damage as possible.
- Double Edged Sword is a must for Pantheon. Your burst will be so much more enhanced with a 3% boost than your defense with a 1.5% loss.
- Bounty Hunter works out well for Pantheon. It's really easy to secure kills with Certain Death, so the maximum 5% damage boost should be extremely easy to obtain on Pantheon relative to other champions. When you reach level 6, you should be looking to ult other lanes partly so that you may secure kills to trigger this particular mastery.
- Deathfire Touch is an excellent mastery on Pantheon, even surpassing Thunderlord's Decree, in my opinion. Compared to Warlord's Bloodlust and Fervor of Battle, Pantheon is first and foremost an AD caster, so he won't be autoing enough for these masteries to be worth the Keystone. Thunderlord's is the best alternative, but the mana investment to proc it early on can be very high (in most cases a W stun & HSS) and I don't think the damage boost there is necessary enough make the difference of whether you get a kill or not most of the time. While laning, one Q will proc a full 4 second DFT, and throughout the course of your poking in lane, the total damage done from this mastery will be far greater than Thunderlord's. Later in the game, the lack of cooldown with this mastery will allow Pantheon to continue fighting and generating additional damage with his Keystone beyond a single Heartseeker combo.

Cunning

- Both Wanderer and Savagery are both (slightly) useful. This comes down to personal preference.
- Take Assassin for the damage boost while laning. If you're playing bot lane, take Secret Stash instead.
- Bandit is really more for supports to aid their gold deficit. Dangerous game is not as important in the laning phase as in teamfights, where multiple kills and assists can restore health relatively quickly.

Resolve

- Best taken if you need to be really tanky and not so much a big damage dealer.
- Unless you're building a lot of bonus armor or MR, resolve will probably be more useful by improving your staying power in lane.
- Explorer is more specialized and generally won't be as useful as Tough Skin.
- Pantheon doesn't have much in the way of sustain, so Veteran's Scars will likely be far better.
- Generally, Pantheon does not rely on any amount of passive health regeneration for survivability, but he does greatly benefit from cooldown reduction, especially with regards to Summoner Spells.

Abilities Back to Top

Q
W
E
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
1
4
5
7
9
W
2
14
15
17
18
E
3
8
10
12
13
R
6
11
16
Individual Spells (In Depth):

Passive - Aegis Protection - "After attacking or casting spells 4 times, Pantheon will block the next incoming basic attack or turret attack."

- Neither the stacks or the completed buff will dissipate over time (unlike Diana's passive, for example).
- This passive negates the effect of a single basic attack, empowered attack, or turret shot.
- Regardless of the damage type(s) (physical, magic, or true), the damage dealt to Pantheon through the blocked attack will be zero.
- The blocked attack will also be unable to apply on-hit effects, crowd control, debuffs, or lifesteal.
- If the attack blocked was a buffed auto-attack, the attacker's buff will also be consumed.
- This passive, along with his stun and ult, makes Pantheon a potent tower diver throughout the game.

- Spear Shot - "Pantheon hurls his spear at an opponent, dealing damage."

- Deals ((65/105/145/185/225) + (140% Bonus AD)) physical damage
- Costs 45 Mana
- 4 second CD
- 600 Range

- Your primary source of damage for the early game.
- Against short-range champions, this spell is an excellent zoning tool. As a single target "nuke", the damage on this spell can be quite high (assuming you're not behind) and the threat to quickly whittle an opponent's health down if they attempt to attack CS is integral to winning lane as Pantheon.
- Spear Shot can also be used defensively against high-range champions to last hit CS from a distance. Try to use this against minions sparingly, however. Spamming spear shot unwisely can quickly run you OOM in the early game.
- If you've leveled E, this spell will critically strike all targets below 15% of their maximum health. Spear Shot will not benefit from crit chance. Note that the only on-hit this ability can apply is Certain Death. It acts as a spell instead of a basic attack in other regards.


- Aegis of Zeonia - "Pantheon leaps at an enemy and bashes the enemy with his shield, stunning them. After finishing the attack, Pantheon readies himself to block the next attack."

- Deals ((50/75/100/125/150) + (100% AP)) magic damage
- Costs 55 Mana
- 13/12/11/10/9 second CD
- 600 Range

- Unfortunately, the stun time doesn't increase with the rank of this spell, and is 1 second at all levels.
- Using this spell immediately grants Pantheon 1 full instance of his passive, and does not wipe out stacks currently held. For example, if you were to auto 3 times and then use Aegis of Zeonia, you will see a complete Aegis Protection in addition to the 3 stacks from before. Now, if an attack is blocked, only one auto or spell is needed to bring up your passive again.
- Pantheon is not immune to CC during his jump, and if affected by displacement, his target will not take damage, or be stunned, and this spell will go on full cooldown.
- Although visually jumping, Pantheon will trigger traps placed on the ground between him and his target.
- This cannot be cast while Pantheon is snared, but the spell will not fail if hit by a snare after beginning the jump.


- Heartseeker Strike - "Pantheon focuses and unleashes 3 swift strikes to the area in front of him, dealing double damage to champions. Pantheon also becomes more aware of his enemy's vital spots, allowing him to always crit enemies below 15% Health."

- Deals ((80/130/180/230/280) + (300% Bonus AD)) physical damage
- Costs 45/50/55/60/65 Mana
- 10/9/8/7/6 second CD
- Approx. 650 (wiki lists it as 600, but it is definitely longer than your Q and W) Conical Range

- Also known as HSS (H eart S eeker  Strike). I'll be calling this spell by this abbreviation throughout the guide.

- Leveling this spell will grant Pantheon his passive, "Certain Death". This grants 100% Critical Strike Chance to all targets below 15% of their maximum health.
. Be aware that Certain Death doesn't only trigger on champs, it will also trigger on: all monsters and minions (making last hitting a bit easier), champion clones, and champion pets. It will not trigger on turrets or inhibitors.
- The active component of this spell is an AoE damage ability which is capable of devastating damage.
- As the game progresses, your primary source of damage should shift from Spear Shot to HSS, especially since HSS is capable of affecting multiple enemies at once.
- When in teamfights, try to save this ability until such a time that you're likely to hit many enemy champions at once. Not only will be AoE damage be helpful here, but you'll also be shredding the greatest amount of armor when you get your Black Cleaver.
- This spell is also great for dealing damage to a single target. The duration of your stun is sightly longer than your HSS channeling time, so casting it immediately following your stun (ideally as you're still jumping through the air), the target will likely be dealt full damage.

- Grand Skyfall - "Pantheon composes himself then leaps into the air to a target, striking all enemy units in an area. Enemies closer to the impact point take more damage."

- Deals ((400/700/1000) + (100% AP)) magic damage
- Costs 100 Mana
- 150/135/120 second CD
- 5500 Cast Range
- Approx. 700 radius area of effect

- While seeming impressive, the power in the spell does not belong to its high damage, but rather the strategic element of high global presence, and the ways it can favorably position Pantheon.
- Like HSS, aiming this spell carefully is essential for a fight to go smoothly. However unlike HSS, using this spell successfully does not necessarily involve dealing as much damage as possible.
- Grand Skyfall can be used during laning phase to gank nearby lanes or to quickly return to your own lane (in this regard, it could be used as a "self-gank", or a pesudo-teleport). When ganking, one should use this spell such that the area of effect covers as much of the enemy's immediate escape path as possible.
- Later in the game, Mandrop may be used to initiate some teamfights, or look for picks. If looking to pick off a lone member of the enemy team, one should aim the spell in the same regard as ganking, but in teamfights the spell should be adjusted such that Pantheon will be in a position to quickly eliminate high-priority targets. The spell blinks you to the target location, so one should look for a favorable position that would not be attainable just by attempting to charge through the enemies' front line.
- While commonly used for the aforementioned, it can also be used to escape. When finding yourself in an unfavorable position, after running into a nearby bush or exhausting the enemy's hard CC, you may quickly Mandrop to a far away spot and make an escape in style.
- Grand Skyfall uses two timers. The first is a channel in which Pantheon is gathering his strength to jump. This takes 2 seconds, and during this time, your jump can be interrupted, and allies will see the green circle showing your destination. After that, Pantheon becomes untargetable and leaps into the air. A red circle then appears to your enemies, showing your destination. It takes 2 seconds to land (this may be a bug, as patch notes have stated the landing time is 1.5 seconds) and become targetable once again.
- If the casting of the spell is canceled, either by an order to move, or hard CC, it will go on 30 second cooldown.
- There is an exceptionally rare glitch in which the spell goes on full cooldown after canceling. It's happened to me only twice over my hundreds of games, and in both cases it occurred when I canceled immediately at the start or end of the channel.
- The order to begin casting cannot be made while Pantheon is snared, but if the cast has already begun, a snare will not interrupt the channel.

Items Back to Top

Starting Items

    Standard Lane Start
    Alternative Start

Core Items

    Two must-buy Pantheon items. If you're not against an AP lane, rush Death's Dance. Massive AD, massive sustain (which covers for one of Pantheon's glaring weaknesses), and pseudo-tankiness (which ensures you don't get blown up while dishing out your damage). Black Cleaver can be built a bit later most of the time (probably as a third item, before you will want to start getting a bit more tanky). Once again, the AD and CDR are the two primary factors in increasing Pantheon's damage. In addition, the armor shred will enhance your damage even further, and give you a role in team fights whereby tagging multiple champions with your HSS, you can enhance the output of your ADC's damage.

Situational Items

    The usual armor options. Typically Randuin's will be used as the primary anti-AD defense item as it has more armor than Dead Man's, and it reduces atk. speed and crit damage with its passives. Dead Man's should be used if reducing atk. speed and crit damage aren't priorities, as the enhanced movespeed can be used to close gaps.

Matchups Back to Top

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

  • Aatrox
    Medium
  • Ahri
    Medium
  • Akali
    Easy
  • Alistar
    Hard
  • Anivia
    Medium
  • Annie
    Medium
  • Ashe
    Medium
  • Blitzcrank
    Medium
  • Brand
    Easy
  • Braum
    Medium
  • Caitlyn
    Medium
  • Cho'Gath
    Hard
  • Corki
    Easy
  • Darius
    Easy
  • Diana
    Hard
  • Dr. Mundo
    Medium
  • Ezreal
    Easy
  • Fiddlesticks
    Hard
  • Fiora
    Easy
  • Fizz
    Easy
  • Galio
    Medium
  • Gangplank
    Easy
  • Garen
    Easy
  • Gnar
    Medium
  • Gragas
    Medium
  • Irelia
    Easy
  • Janna
    Hard
  • Jarvan IV
    Medium
  • Jax
    Easy
  • Jayce
    Medium
  • Kalista
    Easy
  • Karthus
    Medium
  • Kassadin
    Easy
  • Katarina
    Easy
  • Kayle
    Easy
  • Kennen
    Medium
  • Kha'Zix
    Easy
  • Kog'Maw
    Easy
  • LeBlanc
    Medium
  • Lee Sin
    Easy
  • Lucian
    Easy
  • Malphite
    Hard
  • Malzahar
    Hard
  • Maokai
    Hard
  • Mordekaiser
    Hard
  • Nasus
    Medium
  • Nidalee
    Easy
  • Nocturne
    Easy
  • Olaf
    Medium
  • Orianna
    Medium
  • Pantheon
    Easy
  • Poppy
    Medium
  • Quinn
    Easy
  • Rammus
    Hard
  • Rek'Sai
    Easy
  • Renekton
    Medium
  • Rengar
    Easy
  • Riven
    Easy
  • Rumble
    Medium
  • Ryze
    Medium
  • Shen
    Hard
  • Shyvana
    Easy
  • Singed
    Medium
  • Sion
    Easy
  • Talon
    Easy
  • Teemo
    Easy
  • Thresh
    Medium
  • Tryndamere
    Easy
  • Udyr
    Hard
  • Veigar
    Easy
  • Vel'Koz
    Easy
  • Vi
    Medium
  • Warwick
    Medium
  • Wukong
    Easy
  • Yasuo
    Easy
  • Zed
    Medium

VS

Aatrox

Medium

- Bait and dodge his spells.

- He's not tanky, so going all in might not be too bad.
- Be wary of his innate health sustain.

VS

Ahri

Medium
- One of my worst matchups, even if she's not a hard counter.
- Her spells have good damage and range. Do your best to evade.
- It's more important to dodge the Q coming back than going out.
- If her spells are on CD, approach and throw spears.

VS

Akali

Easy

- Your harass will do far more damage than hers.

- If she goes invisible, throw an E into the cloud.
- If she dashes, stun and return damage.

VS

Alistar

Hard

- With two ways to interrupt your E, and healing to reduce your harass, he's going to give you a hard time.

- If he's top Alistar, you probably won't be able to kill him. He won't have the damage to really kill you either, though.

VS

Anivia

Medium

- Her long range means difficulty to use any of your spells on her.

- An early 3155_32.png will help.
- Her passive makes it hard for Pantheon to get kills on her early in the game if she stays under her tower.
- Her walls are thin enough that you can jump over and stun a target on the other side.
- Later in the game, it's quite apparent that she lacks escapes and is quite squishy. Get your revenge on her then.

VS

Annie

Medium

- Your spells' ranges are quite similar.

- This matchup is pretty even for the most part. 
- An early 3155_32.png will probably give you an edge.
- When one gets ahead, it's going to be hard to stop the annihilation.

VS

Ashe

Medium
- Her long AA range makes it difficult to harass.
- Her ult's stun is quite short when you're in melee range.
- She has no escapes, and her base MS is extremely low, so go all in when you have the damage.

VS

Blitzcrank

Medium

- Same deal with every champion. Don't let him pull you, and you're good.

- Three ways to interrupt your spells, so time attacks carefully.

VS

Brand

Easy

- Dodge his Q and W, and you're golden.

- He's not very tanky, and doesn't have quite the range to give you a really hard time.

VS

Braum

Medium

VS

Caitlyn

Medium

- Such long range, and a good disengage makes her difficult to approach or harass.

- Almost all her damage comes from AAs, so your block is very effective against her.

VS

Cho'Gath

Hard

- You have to press your advantage early, when he goes OOM after using just a couple of spells.

- Dodging his Q isn't hard, but if it lands, it's the worst thing to happen in the world.
- His silence is harsh, and seems to be wider than the visuals imply.
- Naturally tanky and has decent health sustain. Eventually, you won't be able to poke him down.

VS

Corki

Easy

VS

Darius

Easy

- You're faster than him, and your Q is a longer range than both his Q and E. Make an effort to harass him only at max range, and if he tries to answer one of your Qs with one of his spells, there's usually enough time to back away enough to avoid being hit.

- Keep your passive up. If he pulls you, he'll want to follow up with his W. You block the damage of this attack, and you can afterwards stun him and run away.
- Don't stand and trade autos with him. Even with your passive, you'll lose this battle due to his passive and ult.

VS

Diana

Hard

- Her Q harass is longer range than yours. Hard to dodge sometimes, but do your best.

- Don't try to fight her when her passive's up, as you'll likely lose that trade. If you aren't aware, her weapon will glow when her empowered attack is ready.
- Her W can absorb your spears. It's irritating but it really does cost her a lot of mana.
- Her E can interrupt your W and E.
- Be careful going all in. She's also capable of some insane burst.

VS

Dr. Mundo

Medium

- His Q is no problem if you stay behind minions.

- Try to zone him. He doesn't have much in the way of dashes, escapes, or gap-closers.
- If you do all-in him, try to use Ignite earlier rather than later, as it does greatly diminish the power of his ultimate.

VS

Ezreal

Easy

- Your passive blocks his Q, so keep it up as much as possible.

- His range is short enough that you can keep him away from CS by threatening Spear Shot.

VS

Fiddlesticks

Hard

- His silence and fear will disrupt your attacks. The best you can do is keep yourself separate from minions to prevent his bird from bouncing back towards you.

- Stunning him while he's ulting tends to be dangerous.
          - Tends to be suicide when he gets Zhonya's.

VS

Fiora

Easy

- Keep your passive up. She relies on AAs to put any serious damage on you.

- Hit her only with Qs and autoattacks until you've baited out her parry, or when she's unlikely to use it.
- Easily zoned and denied CS.

VS

Fizz

Easy

- Harass with Spear Shot. There's no way he'll jump each one.

- After he jumps, he's quite vulnerable. Try to save your stun and Heartseeker Strike for this event.

VS

Galio

Medium

- He's designed to counter mages, so he can't build much of a defense without being irrelevant in the damage department.

- His Q is easy enough to dodge.
- If he uses W, hold your fire until the effect is down. You don't want to end up healing him.
- Your E range is just a bit longer than his ult range. If you find a few teammates affected by his taunt, you may be able to set them free.
- When his Flash is down, he'll have difficulty getting his ult off.

VS

Gangplank

Easy

- Keep your passive up. You block his Q.

- If you harass him with enough spears, he may eat his oranges to get back some health. He won't be able to escape your stun in this case.

VS

Garen

Easy

- Your passive will block all the damage from his Q, but you'll still be silenced.

- Be aware that stunning him won't stop his spinning.
- Try to throw a spear or autoattack every 9 seconds so his passive can't activate.

VS

Gnar

Medium

- His boomerang is easy enough to dodge. Minions screw up its trajectory.

- Be aggressive when he's little. He's quite squishy.
- If he turns big, go on the defensive. His all-in often beats yours at this point.

VS

Gragas

Medium

- His Q is actually quite effective at zoning.

- He can screw up your stun if he bodyslams into you.
- After buying 3155_32.png, you should have a slight edge.

VS

Irelia

Easy

- She can't poke, so bully her away from CS. If she can't hit minions, she can't get health back.

- If she stuns you, stun back and burst her down.
- If she ults and goes aggressive, ignite her and try to take her down as fast as possible. With her diminished healing, it's likely you're going to win this fight.

VS

Janna

Hard

- If her timing is perfect, she'll interrupt your W with her Q.

- She has a big shield and big heal. The bane of a burst champion.
- Her disengage is a big deal. Possibly leaving you separated from your team and your W on cooldown.
- Try to poke her or her nearby teammates down with Q and E, and save your stun for after she ults.

VS

Jarvan IV

Medium
- Trading autos should be in your favor, since he can't proc his passive if you block it.
- His Q hurts, but you should be able to retaliate with a Spear Shot.
- His shield is no big deal, especially if you're 1v1.
- If he ults you, you may look for a nearby target outside his arena to use your W on, and escape.

VS

Jax

Easy

- A lot of his damage comes from AAs. Keep your passive up.

- His stun takes a little while to charge, and Panth's stun lasts one second. If he activates his E, you can often just stun him and walk away.
- He can't do anything about Spear Shot, but his dodging will reduce the damage of your E as it's an AoE spell.

VS

Jayce

Medium

- It's all about whether you can dodge his combo or not.

- Observe the position and angle of his gate to know exactly where he's going to shoot.

VS

Kalista

Easy

- No amount of martial poise can evade your Spear Shot or stun.

- Target Kalista instead of her support, as her ult makes the aforementioned support untargetable.

VS

Karthus

Medium

- His Q range isn't too long, and doesn't deal too much damage if it's not single target. In many cases, you can throw a spear at him when he approaches CS.

- His ult is just 'Press R to Win', but if you manage to interrupt it somehow, it does go on full cooldown.
- If you cast your Mandrop very soon after he starts ulting, you'll avoid the damage because your ult grants untargetability as you're falling.

VS

Kassadin

Easy

- His passive reduces magic damage. No problem there.

- His Q range is similar to yours. If he approaches you, approach him.
- If he ults to you, stun him and burst.

VS

Katarina

Easy

- Her Q doesn't do much damage. After buying MR, it's really no big deal.

- Keep her away from CS by returning her Qs with yours.
- After six, it may be wise to save your stun until she ults.

VS

Kayle

Easy

- Her Q harass is nowhere near as good as yours.

- Your spell range beats her enhanced autoattack range.
- If she ults, throw down an ignite. If she's low enough, you can spam laugh as you await the inevitable.

VS

Kennen

Medium

VS

Kha'Zix

Easy

VS

Kog'Maw

Easy

VS

LeBlanc

Medium

VS

Lee Sin

Easy

VS

Lucian

Easy

VS

Malphite

Hard

VS

Malzahar

Hard

VS

Maokai

Hard

VS

Mordekaiser

Hard

VS

Nasus

Medium

VS

Nidalee

Easy

VS

Nocturne

Easy

VS

Olaf

Medium

VS

Orianna

Medium

VS

Pantheon

Easy

- Your build is better than his.

- Your skin is better than his.
- Your ping is better than his.
- He's an amateur.

VS

Poppy

Medium

VS

Quinn

Easy

VS

Rammus

Hard

VS

Rek'Sai

Easy

VS

Renekton

Medium

VS

Rengar

Easy

VS

Riven

Easy

VS

Rumble

Medium

VS

Ryze

Medium

VS

Shen

Hard

VS

Shyvana

Easy

VS

Singed

Medium

VS

Sion

Easy

VS

Talon

Easy

VS

Teemo

Easy

VS

Thresh

Medium

VS

Tryndamere

Easy

VS

Udyr

Hard

VS

Veigar

Easy

VS

Vel'Koz

Easy

VS

Vi

Medium

VS

Warwick

Medium

VS

Wukong

Easy

VS

Yasuo

Easy

VS

Zed

Medium

About This Guide Back to Top

Please know that this guide is still in its infancy. A sort of alpha stage.


I will gradually be adding much more material as I find the time.
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