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PANTHEON BUILD GUIDE: Manliness is Mandatory by Skinny Mage

by Skinny Mage (last updated 1 week ago)

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9
Greater Mark of Attack Damage(+8.55 attack damage)
3
Greater Quintessence of Attack Damage(+6.75 attack damage)
3
Greater Seal of Scaling Armor(+9 armor at champion level 18)
6
Greater Seal of Armor(+6 armor)
9
Greater Glyph of Scaling Magic Resist(+27 at champion level 18)
View Rune Details
Summoner Spells
View Summoner Details

Starting

3

Full Item Build

View Item Details
21
9
0
mastery 1 1/1
mastery 2 0/4
mastery 3 2/4
mastery 4 1/1
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 3 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 1/3
mastery 3 0/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Aegis Protection
QSpear Shot
WAegis of Zeonia
EHeartseeker Strike
RGrand Skyfall
View Skill Order Details

Introduction

I am Skinny Mage, a medium ELO player who has played Pantheon for a few years. This guide is meant to show a player both basic and in-depth concepts about building and playing Pantheon in top lane, mid lane, and jungle using images, explanations, and video guides and match-ups. I update this guide as soon as I get a chance whenever a patch or simply new insight leads me to change the way I play/build Pantheon.

Runes

Marks: Attack damage marks synergize well with your high attack damage ability scaling to increase your damage output and improve your last hitting. They give you the highest damage output early in the game and the best farming which are the two things I feel are most important on Pantheon.

Seals: Scaling armor runes are now way stronger then flat armor runes starting as early as level 6. Since Pantheon has a very strong lane you can get away with sneaking a few of these in there.

Glyphs: Since scaling runes are very strong now, I go for scaling magic resist runes unless I really need early magic resist.

Quintessences: Attack damage quintessences will provide the same benefit as attack damage marks. High increase to your early damage output and easier farming.

Masteries

mastery 1 1/1
mastery 2 0/4
mastery 3 2/4
mastery 4 1/1
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 3 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 1/3
mastery 3 0/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
Offense:
- Increases your damage by 2% while increasing damage to you by 1%. This is a good trade off because you are a high damage dealer and block a lot of incoming damage anyway.
- Helps you last hit better = more gold.
- More CDR for more spells.
- 1% more damage for your allies and yourself apparently.
- Gives some decent AD Per Level
- A tiny bit of sustain for last hitting, why not.
- 4 AD for one point? WTF OP.
- 5% more damage on half health people? OP.
and - Get lots more damage for putting some autos in between those abilities.
- Sometimes you live in a close fight. Personally I don't like it but there isn't anything better to take.
- Placeholder, not actually that good unless you go like balls to the walls AD.
- Armor pen nice to have. I guess the magic pen can go towards your ult?
- The real gem of the offense tree, 3% more damage means pain train for your enemies.


Defense:
- This is a tier one mastery now? OP.
- Not getting a ton of defensive stats so I guess I should take this...
- Haha screw you ranged champs. OP.
- Health and next tier.
- A good bit more HP.

Summoner Sets

Standard Summoners

Always get flash. It has so many uses, especially on a champion like Pantheon who can easily kill or target if he gets in range, and you can also use it to flash over walls to get away, chase, well there are just so many things that you can do with flash. Take flash.


My #1 choice for your other summoner spell would be ignite. Ignite let's you pick up kills you would otherwise not get, and reduces healing which is great against champions like . It just makes you super scary early and mid game, and lets you pick up a lot of kills, which is pretty important on Pantheon.
Exhaust & Flash
The buffed exhaust is really strong and is useful against strong all-in champs like Riven.
Jungling

Always get flash. It has so many uses, especially on a champion like Pantheon who can easily kill a target if he gets in range, and you can also use it to flash over walls to get away, chase, well there are just so many things that you can do with flash. Take flash.


You are jungling.

Item Builds

Starting Build(s)
Crystalline Flask
3
Longsword
3

  • Saves 49g every charge
  • Better then old flask after 10 charges
  • Always have regen when you want it

This item is particularly useful because Pantheon has no sustain and high mana usage. Having an on demand dual potion lets you keep you health and mana high, allowing you to poke more often and smoothly win trades.


  • Many build paths
  • You can start 3 pots now
  • Lots of early damage
  • Does not wear off

This item will give you some high early damage and allow you build your core items very quickly. You will have somewhat low mana sustain with this start, so you need to spend your mana carefully.
Final Build(s)
Standard Final Items
Boots

These are for if they have cc and you don't have any tenacity. They are expensive and give rather weak stats, so if you don't need the tenacity you shouldn't build them. You need tenacity from somewhere so you don't get cced for days and can't zone or kill anything.


These are super strong boots and you should build them unless you need tenacity. They are pretty cheap and give really strong defence against physical damage, far more then their armor stat would suggest. With no other armor they are the equivalent of a chain vest against auto-attacks, and it get better the more armor you build from other sources.

Armor Pen

I like to build armor pen as my only damage items because armor pen items are cheap and easy to build and because armor pen enables to be useful by letting you kill anybody on the enemy team, not just their carries. If you rush armor pen you can dump on your lane even if they try to turtle the lane by building armor. In teamfights you are more useful because you can deal much more damage even if you are not in a position to hit their carries. This lets you peel much more effectively and just navigate a fight better since you don't have to tunnel vision their carries.
Build Order
After you have your core armor pen items( and ), you do a lot of damage, so start building tanky items so you can initiate fights and survive. , , and are my favorite defensive purchases.

Situational Items

Hexdrinker
  • Fantastic early game item vs. AP
  • AD and MR for cheap price
  • Shield to avoid getting bursted down or getting finished off by that pesky

This is a good item if you need some more damage later in the game or are having trouble against an AP lane. It gives you good damage and survivability for a great price, and can be upgraded into a later into the game, which gives almost as much damage as a .
Banshee's Veil
  • Solid MR item
  • Shield cooldown lowered
  • Blocks game changing moves ()

This is my favorite magic resist item right now. It has a good balance of health and magic resist, and the spellshield and regeneration are fantastic. It keeps your health high in poke exchanges and leads to a smoother engage with less chance a stray spell will stop you from locking down an enemy.
Randuin's Omen
  • Good armor and health
  • Awesome passive
  • Awesome active
  • Makes you very hard to kite/peel
  • Best counter to true damage / attack speed

This is my favorite armor item right now. Not only are the stats the perfect balance of health and armor, the passive and active are both amazing. Great for initiating and locking targets down.
Guardian Angel
  • When you die you don't die
  • Stats are pretty weak so sell for something else when you use the revive

This is a really nice item when you are strong and don't want to die. Good for snowballing.
Quicksilver Sash
  • Get out of suppresses
  • Get out of long cc's
  • Cheap MR
  • Late game damage upgrade

I don't build this that much either since does a similar job and is a common pick up for supports. Still a good pickup if you are ahead because it can build into a good damage item as well as keep it's defensive abilities, you just rarely can afford it.
Warmog's Armor
  • Not that expensive
  • Tankyness vs all damage types
  • Only one counter (BOTRK)

I don't build this as much anymore after it's nerfs and the presence of %HP damage on many of the popular champions right now, but it is still a very good item to keep you alive for a couple extra seconds in a fight.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Aegis Protection
QSpear Shot
WAegis of Zeonia
EHeartseeker Strike
RGrand Skyfall
is your most reliable source of damage output and poke. It also lets you farm from a distance and has a low cooldown and mana cost. For these reason I max it first to easily bully my lane opponent and farm.

is your only AOE spell and has a very high damage output, although it is rather short range, and can be interrupted/avoided. It also has a slightly higher mana cost then . For these reasons I max it second since it is not quite as useful in the lane phase, but strong in team fights.

I keep this on rank one until I have and maxed because leveling it up only really functions to reduce the cooldown, as the damage is very unreliable. From top lane there are not as many gank or initiating opportunities and you will most likely not need to use it very often. As a result I give my core damage abilities over this ability.

is a fantastic rank one skill, but doesn't really benefit at all from ranking it up. It does everything you need it to do right from the start, such as stun, gapclose, and shield refresh. For this reason I just leave it at rank one.

Skills

Aegis Protection
is in my opinion possibly the strongest passive in the entire game. What? The strongest passive in the whole game? Yea, you heard me. You completely block damage from incoming attacks and some spells as well. It's not even hard to get up. Just get some last hits and boom! Damage gone. Oh and did I mention it comes back instantly after ? Wielding this passive determines how well you play Pantheon. The basic concept of it is to completely destroy your opponent in small skirmishes through and then back off, and then if they slip up go for a kill. More detail on how to use the shield refreshing ability of in the section. You know Pantheon's passive is up if he has tiny yellow shields circling around him and he runs with his shield in front of him.
Spear Shot
is very simple. It's a ranged poke attack. What most people don't know is that it actually does more damage, costs less mana, and has a lower cooldown than , although it has slightly lower range and doesn't apply on-hit effects (that would be way OP). There isn't anything tricky to be said, use it whenever opponents are in range and you have mana to spare. Or in the rare event that you can't get close to minions to farm (should never happen) you can always use it last hit. If you go for a combo, first check if you are in range for . If so, use it before so that after you and it will nearly be up again. Also the nice ratio is a great reason to pick up tons of AD. While you are retreating, make sure you use it whenever you can as long as you aren't in imminent danger of dieing because it doesn't really slow you down and if they chase you for long enough you could turn around and kill them.
Aegis of Zeonia
Yes, it's a gap closer. Yes, it's a stun. But the thing most people overlook, and perhaps the most important thing of all is that it refreshes . How do you use this to your advantage? Against an auto-attack champion like , you can destroy him by trading blows, and after he takes out , use to not only stun him and do extra damage, but also block another attack, while dealing huge damage through , , and auto-attacks. He will have no choice but to back off because you are unscathed and he is heavily damaged that if he tries to stick around you can easily kill him, and if he backs off you just kill a few minions and is back up again, and you can do it all over again! This skill is also instrumental in landing . Also it is good on defense if you are being ganked or tower dived. If the enemy jungler is coming up from behind, you can hit them with a to jump to them and stun them so you can get to your turret without taking a scratch. If you are being dived wait until they are under the tower and is down and hit them with to give you an extra block and stun them under the tower, dealing lots of damage (people trying to tower dive me as Pantheon usually end up netting me a kill). As of patch 3.15, you can use it on enemy minions and monsters too, allowing you to use it to escape ganks, get in range for the final blow, etc. as well as letting you take less damage in the jungle from the shield refresh.
Heartseeker Strike
Despite the small numbers, this skill does the most damage out of your entire arsenal. Take a moment to think about it. If each strike deals 13 (+.6 Bonus AD) at level one, and it deals double damage to champions, the damage increases to 26 (+1.2 Bonus AD), and then it also hits three times, then the damage just at level one is 78 (+3.6 Bonus AD), 318 (+3.6 Bonus AD) at level 5! Put that on a 6 second cooldown and that is a big part of your mid-late game damage. The main flaw though is that if an opponent is on defense, you first have to use in order to land , making more mana efficient for whittling down enemies playing safe. If they are making aggressive moves you can hit them with while they are attacking you without the need to use . There is also an extra part of that makes you crit low health things. It goes great with the executioner mastery to finish people off. The best part of it though is that when you kill low health minions you deal double damage so you lifesteal double the health, meaning a little lifesteal goes a long way.
Grand Skyfall
My least favorite move of Pantheon, your ult, despite the big numbers, is just a map mobility move (like without map vision and a longer channel time). The only time you will ever hit anybody with this move is if they are occupied in a fight or they are asleep. Even if you will land right in their path, they have plenty of time to change direction and get out of harm's way. You should use it to box in opponents by placing the ult behind them (put them about on the rim), then they are trapped between landing in the middle of your ult or in the middle of your team, but ever with perfect placement, it only goes the way you want half the time or less. Apparently Riot also removed the part where if you mashed you could land a stun before you landed in the August patch notes. A few extra things you can do with it is that you can use to get to a fight or back to lane faster, and if the enemy has no channel breakers, you can even use it to escape a gank like .

Jungling

Jungling Tips
  • Use in between auto-attacks when clearing the jungle to get maximum DPS
  • Pantheon has strong level 2 ganks. Ganking right after your first buff is a good way to catch an opponent off guard and get an easy flash or kill out of it.
  • Don't use against monsters early. It does very low damage for it's mana cost until you get some AD and rank it up a few times.
  • Stopping to use will cause you to drop out of range for re-appling red buff. Avoid using it in a gank unless you either don't have red buff, are putting down the last bit of damage for a kill, or are in a position where you won't fall behind him.
  • The best time to take dragon is when the opponent bot lane/mid lane/jungler has gone to base or died.

Example Games




Early Game

Objectives
  • Farm
  • Itemize for lane
  • Gain an advantage

Farm

In the lane, this is usually as simple as killing low health minions. This is a skill that cannot be taught and must be learned through practice. Getting used to Pantheon's auto-attack animation and abilities will help. This gets slightly more complicated under the turret and from range. You must time your attacks and often need to use abilities to perfectly last hit under the tower, which again, is a learned skill. Low health minions that are out of your reach can be killed with , and is almost always worth doing so over using it to harass the enemy laner. In the jungle just remember to clear the jungle monsters whenever you don't need to be pressuring or ganking a lane.

Itemize for lane
With the gold you get from farming you want to build to dominate the early game. Items that are useful against other lanes can be built later in the game, but building for the lane will have an impact for the rest of the game. If you win hard early then you will be able to snowball off of that lead and use that lead to easily be able to afford your more team essential items.

Gain an advantage
With the right items and some good farm you can really put the pain down with Pantheon. Whenever you aren't last hitting minions, poke at the enemy champion with and to whittle down their health. When he is low, he will be zoned from the minions and you can gain a farm advantage. If he gets too close while trying to farm on low health it is easy for you to jump on him and kill him. In the jungle farm monsters and pressure lanes with ganks to get them ahead. Do not force ganks. Standing around doing nothing and trying to force unsuccessful ganks will set you behind. Only gank when a good opportunity arrises (ex: Champion does not have flash, champion is overextended, ally has strong cc). When the opportunity is gone, go right back to farming. With a farm lead and maybe a few kills, you are ready to head into the mid game.

Mid Game

Objectives
  • Farm
  • Itemize for team play
  • Snowball advantage
  • Control objectives

Farm
Although you will be roaming around more and taking objectives, don't forget to farm nearby minions and monsters whenever you have the chance. This will keep you from falling behind while helping your team.

Itemize for team play
Mid game is when you want to start building items that will be more useful to you and your team. If you built an early advantage this will not set you behind your lane opponent. The proper build will make your objective control and teamfights much stronger.

Snowball advantage
Once you have an early advantage, you want to spread it to your team. If it is all on you, you will get focused and lose the game. Get your lanes ahead with roams from . You can't win alone.

Control objectives
With your team ahead taking control of objectives like dragon and turrets is easy. Pantheon has good objective based fights because of the high base damage on decimating clumped up opponents. It also makes stealing dragons and barons easy when combined with a simultaneous smite. When you win a fight over an objective like dragon you can take some turrets as a reward and launch you and your team even further ahead. You can also take their buffs to starve their jungler of gold and their mid laner of often essential lane presence.

Late Game

Objectives
  • Maintain map vision
  • Control objectives
  • Initiate favorable team fights

Maintain map vision
Map vision is very important in the later stages of the game. With extremely long death timers, you need to keep track of the enemy team to make sure you don't get caught out of position and die for nothing. You can also use it to help you catch the enemy team. When one or two picks can decide the game, you want to have good vision.

Control objectives

Baron is a big objective later in the game. Like dragon, Pantheon has pretty good control over it. He can block it's attacks so he takes little damage while tanking it and can destroy an enemy team that attempts to try it themselves. Don't forget that dragon still exists and is worth a lot of gold later in the game. Take it whenever possible, as it is usually uncontested.

Initiate favorable team fights
The last thing to do is close out the game, and to do this you need to win some fights. You are the man with , so you need to initiate fights that your team can win. Even if your team is a little behind if you initiate a fight properly you can still win it. Look for opportunities when the enemy team is weak, such as when they are split up, low on mana or health, or have not spent their gold on items yet. Starting a good fight will determine where you win or lose the game.

Team Fights

As the initiater, your first objective is the slow down the enemy team so your team can catch up and kill them. This is a no brainer for Pantheon because his cc is built into his initiation; comes with a huge AOE slow! Once the fight is started you can assume two roles, either zone/kill the enemy threats or peel their front line off of yours. Which one I choose depends on my position in the fight, my health, and the strength of each team's carries. If my carries are much stronger, I will peel for them and let them clean up the fight. If their carries are stronger, I will try to zone or kill them so they don't decimate my team. Of course you can't zone or kill him if he has superior positioning over you. If I am not in a favorable position to hurt him I will assume a more defensive role and peel until I get a more favorable position to zone. Lastly I want to try and back out when my health gets low, so I can live after soaking up a lot of damage. This is not always possible, but moving to your back lane when you are low will make you much harder to finish off, since doing so would get them in easy range of your carries. Ideally you want to zone until you are low and the fight is start to win down, then move back to help your team finish off some kills.

Champion Matchups

Chogath
Difficulty
Favors Enemy
Chogath is a farm champion. He can't really hurt you at all, but is tough to push out of lane. If you can damage him to 1/3 or 1/2 health, you can finish him off with a combo and maybe if he goes for a last hit. Be aware that he can beat you if he gets enough armor and you dont have . Be wary of as it can easily lead into a successful gank, also don't get hit by too much free while he is hitting minions and keep your health up even though he doesn't do a lot of damage because can catch you unaware.
Darius
Difficulty
Favors You
This is a for the most part skill matchup (with much less skill required on his part obviously). Basically you want to beat him in poking and small skirmishes because he will beat you on a full on fight, particularly after he gets level 6 and gets . If you see him walking up to try and land a hit him with a and immediately back off so you don't get hit by the edge. Also do not engage on him, let him engage on you, that way you can safely back off after a few trades. If you go in on him after you want to leave he will pull you right back in with and get a 5 stack combo ready to go, which means if you don't have you're toast bro. The important thing is to just poke him down and fight when you have the advantage.
Gangplank
Difficulty
Favors You
Gangplank is pretty easy for Pantheon because blocks the dreaded , but that doesn't mean you can be careless. If is up you can play agressive, but if is down, play passively until it is up. If starts running at you to try and take out to land an unblocked , slap him with and for some good damage, then when he takes out immediately use to stun him and refresh your passive, then back off after he takes down again. If he still wants more back off while trading auto-attacks and using and unless you are confident you can land a kill. Don't go for a kill under the tower unless is down or he has like no health or you could end up wasting or for nothing.
Irelia
Difficulty
Favors You
Irelia is easy to handle early, just use to block her attacks and run around and use when she has active and your is down. But it is important to keep in mind that unless you are far ahead, Irelia will eventually be stronger than you when she reaches a certain point in items and levels, so make sure to crush her early. Do not dive her while you are on more health than her, because she can stun you under the tower with and you will be in for a lot of hurt.
Jax
Difficulty
Favors Enemy
Jax is rather popular as of late and unfortunately is really strong. You can't rely on your auto attacks to damage him because of , so you will have to rely almost completely on your abilities. However he doesn't have sustain so take advantage of this by hitting him with a bunch of early. Keep at mind that for some rediculous reason the bonus damage from hits through , so you are never truly safe. Also after 10-20 minutes into the game he will just start rolling all over you unless you shut him down extremely hard.

Jayce
Difficulty
Favors You
After the resurgence of Jayce popularity I got a chance to play against him some and I have to say, he was easier than I though he would be. His strengths are that he is really pokey, has high burst, and can disengage if you try to do something about his poke, but Pantheon can deal with all of these things really well. blocks his auto attack poke and you can answer with a just for him trying, and will also take the brunt of his burst and allow you to out trade him if you decided to go in on you. Also since your gap closer is also a stun you can land your fully channeled on his before he can have any chance of knocking you away so it is hard for him to keep you off him. As long as you don't take too much 's for free (TIP: Stand away from your creeps so he either has to not be able to hit you or try and hit you and miss out on farm because you can deny him while it is down) you should be fine.

Khazix
Difficulty
Favors You
Mr. Buggy is not that difficult. Early just poke down his health a bit with since his sustain is pretty weak and mana intensive. Eventually he will try to trade you and when you do you can beat him pretty easily with your passive and overall higher damage output (try to stay near minions so his Q doesn't hit that hard) and you might even be able to score a kill if he is far enough out from his turret. If you get an advantage all he can really do is sit back and farm with because he can't trade with you and will take a lot of harass for coming in melee range. His harass gets really annoying after level 6 because it applies his passive so it does good damage, and let's him farm, but after you get you can heal it back rather easily and you will gradually build a gold lead because you can get all the creeps while he can only get half or so due to only being able to use W every 10 seconds or so. The best part of all is that he isn't significantly more useful than you late-game, so even if you don't stop him you can still be confident that you didn't let your team down.


Leesin
Difficulty
Favors Enemy
You are one of the few champions that can trade with lee sin early and come out on top. When facing him a few tips can ease fights in your favor. Try to dodge when he is ranged so he doesn't get free damage in when he engages. Poke at him with and whenever his shield is down so you have a health advantage if he tries to engage on you. Also in a 1v1 fight try to save for when he has on you so the attack speed debuff won't affect you as much. He is pretty annoying to catch down and kill but it is somewhat even lane overall.

Malphite
Difficulty
Favors Enemy
Malphite is indeed rock solid. His passive lets him soak up 's fairly easily and out harass you with . It isn't long before he just has so much armor that you can't hurt him. If you want to kill him, you have to do it early, but if you do land first blood, you can possibly snowball the lane in your favor. Fortunately he isn't really a huge threat so if you feel intimidated by him you can just stick close to your turret and farm.
Nasus
Difficulty
Favors You
Nasus is going to do his best to try and farm. Your job is to deny him as much farm as possible, so constantly shove 's in his face and possibly a if he tries to get a last hit near you. After he gets and it will be extremely difficult to kill him and most likely beat you in a fight, so make sure you are far ahead at that point. Be very careful of because it is very deadly when combined with ganks. Consider taking the utility mastery page or even a to relentlessly batter him with and since he will won't offer hardly any resistance early.
Olaf
Difficulty
Favors You
I just got a chance to play against an Olaf. You want to focus on harassing him and farming, because when he all-ins you (as I found out in the video) he is pretty scary. However, your poke is very effective against him. His only sustain is melee range which makes him susceptible to even more poke. If he starts getting too much armor for your liking don't be afraid to grab an early last whisper. He can't significantly hurt you without getting into melee range so just stay back, farm, and poke and you should do just fine, just be careful of his all-ins.

Renekton
Difficulty
Favors Enemy
Renekton can be frustrating due to his great in and out damage, but remember that his cooldowns are higher than yours and that you deal more damage. Your passive can block so unless he sticks around to take out your shield first he can't hit you with it, and by then you will have out-damaged him. Just keep the pressure up, and don't dive him when and are off cooldown. Make sure you take control of the lane at level 1-2 before he has his full combo.
Rengar
Difficulty
Favors You
I have only done this match-up one or two times, but he never gave me much trouble. He deals damage through auto attacks and , both of which you can block with . He isn't that tanky, so you should have an easy time chunking him down, and he has really long casting animations on and , so you should abuse that. You have to be careful about the bushes though, if you are inside them he can jump to you over and over, so try to take control of the bushes to he can't engage on you. Also be careful of stealth, because it's similar to nocturn's ult, he can pop out of nowhere and be right no you.
Riven
Difficulty
Favors Enemy
Pantheon is one of the few champions that can take on riven and come out on top. The key is to try and avoid the moves themselves and trade while is up. However Riven is crazy strong later in the game, and there isn't much you can do about it. She is much harder to gank than you and every single move and passive she has scales great with AD (rather broken honestly), also is way better than your ult, so she can kill you easily if you aren't careful.
Singed
Difficulty
Favors You
Oh look a weak early game champion. FIRST BLOOD. Basically it's like fighting Nasus, deny him really hard, and it's easy because he naturally pushes and has no sustain. Try to only hit the minions for the kill and the lane will push towards your side, then just keep the minions right in front of your tower. Not only will this leave you quite safe from ganks, but it makes it so Singed can't get any CS without getting his butt kicked. Whenever you can, throw some 's at him, and if he gets in range for a last hit, throw in a combo to really punish him for thinking about farming. You don't want the wave to push to his tower though, because then he can farm rather safely, and he can you into his tower, and if the jungler comes, there is a high chance you will die. If you do get flung into his tower, use on singed to get out of there faster and block a tower shot if you need to, then escape as best you can from the jungler if he shows up.
Talon
Difficulty
Favors You
Talon is honestly just an inferior version of Pantheon. He has pretty wicked level 6 burst, and superior ability to escape ganks after level 6, but other than that, you can just beat him. You can block his attacks, your poke is stronger, and you deal more damage. Just don't let him keep you at your tower with , because that will let him gank your lanes.
Tryndamere
Difficulty
Favors You
Tryndamere is a bit tougher than Sion because he has sustain, mobility, and a better attack speed. But he still only does damage through auto-attacks, so is your best friend. Poke with and use to smoothly win trades and back off. If you can get him to burn without using too much of your stuff, great, just make sure you don't dive him while it's up.
Warwick
Difficulty
Favors You
Post-Nerfs: I never see Warwick top anymore, but I don't think it will be that tough anymore. His got hit pretty hard, so if he uses it like 3 times he OOM, and it doesn't even hit very hard. Just don't all out on him and he can't hurt you very much, just use your abilities and back off when is down, which is easy because he can't chase without you being on half health or blowing or .
Wukong
Difficulty
Favors You
Wukong is freelo. For me. You have to block his autos and so he won't outtrade you. You can just sit there and poke at him with because he is pretty squishy with no sustain, and he will get destroyed if he tries to harass you. Even after he hits 6 and gets it doesn't do enough damage fast enough to kill you. He just sits there spinning for four seconds and you can just sit there and hit him and probably kill him before the full ult goes off. You do have to be careful of the enemy jungler though since his knockup can easily lead to your death with the enemy jungler wailing on you. Also be hesitant to use too many of your abilities (especially ) while he has his up because he can use that to tank your abilities without you knowing it. You don't want to blow all your moves on it because then he won't take the damage from it and you will just end up looking like an idiot. If it really gives you trouble you can always just get a pink ward. The only other thing you need to worry about is his teamfights are pretty good because of his AOE knockup ulti.

Yorick
Difficulty
Favors Enemy
Maybe you can beat Yorick after the nerfs. Nope. After he gets there will be so many ghouls in your face you'll be ranting on the forums in minutes. Don't even think about trying to poke him down, he will poke right back and heal at the same time. Want to go in and kick his butt? Oh wait he out trades you also, and even if you are ahead and DID out trade him, it doesn't matter because 5 seconds later he is back on full health and poking you down. You though laning against Malphite was bad, wait for him to get a good mana pool and he will be mindlessly mashing buttons until your champion gives up and refuses to follow your orders. There is only one slim ray of hope for this lane. You have to get down on your knees and beg your jungler to camp him pre-tear and hope you can farm a few kills to have any chance. And then 10 minutes it doesn't even matter...


Zyra
Difficulty
Favors Enemy
Zyra is basically a skill match-up because of how she is basically all about skillshots. How well you do in lane is dependent on how well you and the Zyra position yourselves. As with virtually every mid lane match-up, if you get in range she will be in some serious hurt, but you can't just charge straight in. If you go in without a good angle you will be rooted down with and suddenly be sitting in a lot of plants and AOE which hurts a lot. Ideally you want to avoid her attack when she goes in and then go in for an attack if she doesn't back off immediately. However if she doesn't have (pre-6 or cooldown) then even if you do get hit by her combo if she still sticks around in range then you can go in and kill her without worrying about the threat of being killed.

Change Log

Entries older than one year will be wiped to save space
9/25/13 - Finally updated Black Cleaver vs. Bloodthirster section
10/3/13 - Started updating jungle section
11/18/13 - Working on updating guide to new solomid format
11/18/13 - Finished updating guide
11/20/13 - Added Jungle to tags
11/21/13 - Updated Masteries for S4
11/21/13 - Moved Red Pot to bad items
11/22or23/13 - 1 Million Views
11/24/13 - Added Asian "Be a man" (special thanks to Enex)
12/05/13 - Added Doran's Shield to starting Items
12/05/13 - Added Jungle summoner spells
12/05/13 - Added Jungle runes
12/05/13 - Added Jungle masteries
12/13/13 - Added section explaining my thoughts on patch changes affecting Pantheon
12/13/13 - Removed Cleaver vs Bloodthirster Section because it is outdated and nobody does it anymore
12/13/13 - Updated Masteries to show 4AD instead of 5AD
12/13/13 - Added Jungle Skill Order
12/13/13 - Updates Aegis in skills section after patch 3.15
12/25/13 - Readded hexdrinker to situational items (it got deleted somehow)
1/1/14 - Added Olaf to matchups
1/31/14 - Added Olaf Match-up Video
2/20/14 - Switched glyphs in standard and jungle rune page
2/20/14 - Removed Playing against Pantheon section (I felt it was outdated and not important)
2/20/14 - Changes to item section
3/03/14 - 2 million views
3/03/14 - Added Jax match-up video
3/03/14 - Added S4 Jungle Game
3/03/14 - Removed Doran's shield from starting items section
3/03/14 - Started working on a massive overhaul of the guide aiming to remove unnecessary material and streamlining the important information to make the guide as quick and effective as possible
3/05/14 - Maintenance complete
4/10/14 - Runes section updated for new runes
5/4/14 - Minor update to runes, and builds
8/24/14 - Updated Masteries, removed Dorans blade from starting items, updated runes slightly.
10/14/14 - Removed Sion from match-ups because he got reworked

Comments

May 18, 2014 - 11:44 AM #1

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May 6, 2014 - 10:26 PM #2

I only use pantheon in LoL im rank 11 due to following this build guide im gonna rank my self to 30 only using pantheon :P

April 14, 2014 - 04:23 PM #3

I haven't tested them but I don't think they would be particularly good. Pantheon already has good base health and a strong early game so I don't think flat health seals would be that useful. If you want early health you would probably be better off just grabbing a doran's blade.

April 14, 2014 - 01:28 AM #4

Do you recommend flat hp seals for early game advantage?

April 12, 2014 - 03:09 PM #5

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February 13, 2014 - 07:35 AM #6

If you get off 3 spear shots and 2 HSS in a fight you've already won the fight regardless of what you build.

I didn't say hydra adds more damage. I said it adds more burst. There's a difference.

February 12, 2014 - 11:54 PM #7

This is true assuming you only use one spearshot and one heartseeker strike. However the cooldown of the Hydra is 10 seconds, allowing about 3 spearshots and 2 heartseeker strikes. This is 295 extra damage. You also have an extra active to keep track of and use. I also don't like the build path of the Hydra very much. You can get whatever you prefer but I like bloodthirster more.

February 12, 2014 - 06:59 PM #8

Rav Hydra v Bloodthirster on pantheon:

fully stacked BT has 25 extra AD over hydra. For a full combo, this adds (1.4 * 25) + (3.6 * 25) = 125 extra damage

Rav hydra's active adds extra 1.0 AD nuke. So as long as you have more than 125 AD (which you always will when you have a hydra), hydra adds more burst.

In conclusion, do not get bloodthirster, get hydra instead.

BONUS POINTS: hydra won't lose any AD when you die

January 20, 2014 - 04:06 PM #9

sh.st/cM6P

December 5, 2013 - 11:28 PM #10

Hydra is a great item. It is better than Bloodthirster on almost every melee champion. You basically trade 25 AD for an active that adds to burst and AOE damage on your attacks. This lets you push faster and gives you more burst on people with lower AD ratios. Pantheon, however, I think still likes Bloodthirster more. Waveclear is not a problem for him and his AD ratios are so high that 25 AD will most likely do more for you then anything the item itself does. Play around with it. I havn't used it extensively enough to give you a clearly defined "Skinny Mage Statement." Now for jungling I think it will probably become core. I have been playing around with jungle Pantheon and his clear is atrociously slow and it's hard for him to sustain himself in the jungle. Hydra will hopefully resolve both of these issues. Keep posted to see if I change opinions about the item.

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