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Choose Champion Build:
-
AD (Threats & synergies here)
-
Tank
Recommended Items
Runes: PTA
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Ignite
Items
Threats & Synergies
Who I am
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Guild contents
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+ Strong level 1-5 + Decent scaling + Flexible buildpaths + Fits into many teamcomps + Many playstyles + Chad soldier with cool skins |
- Requires a lot of game knowledge - Can easily throw his lead - Hard to comeback with - Struggles against range - Expensive powerspikes - Can't block towers anymore :( |

Mortal Will is Pantheon's passive, whenever he casts an ability or auto attacks he gains a stack, at 5 stacks his next ability gets empowered, he automatically gets 5 stacks upon spawning and using his ultimate.


Comet Spear is Pantheon's first main ability, Pantheon charges his spear and upon recasting throws it, dealing max damage to the first enemy unit hit after which all following units take 50% reduced damage, if he taps the ability instead of holding it he thrusts his spear instead, dealing damage in a small area ahead of him, the ability's cooldown is also reduced by 60&.



Shield Vault is Pantheon's second ability, he leaps forward to a targeted enemy, stunning them and dealing slight damage.



Aegis Assault is Pantheon's third ability, upon use he raises his shield in a targeted direction, continuously striking and completely negating all damage taken by anything except for the enemy towers and nexus beam as long as they are coming from that direction. Upon recast/completion Pantheon slams his shield and deals damage to all enemies in a small area.



Grand starfall is Pantheon's ultimate ability, Pantheon selects an area and starts channeling, after two seconds he leaps into the air and starts moving towards the selected area. Upon landing he deals damage around him and gains full stacks of



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Press the Attack
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Conqueror
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Very strong against teams with multiple tanks, ![]() |

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Electrocute
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Taken into squishy lanes where you know you'll dominate early, (one example being ![]() ![]() |

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Grasp Of the Undying
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If you're going with a tank while also laning against another tank then you can easily abuse this rune, just jump on them with ![]() | |
Aftershock
| Less useful for fighting when compared to other runes but gives him slightly more frontlining power. |



Shard runes:
Offense:

In case the enemy team doesn't have a lot of CC and you opt for



I personally take this most games but if you for whatever reason dislike the attack speed then just take adaptive damage instead. I wouldn't take this with




Pretty insignificant on Panth, I would opt for the other two.
Flex:

Damage is nice, this is the most common option.

If enemy has a lot of AD and you're afraid, feel free to swap out some damage for a bit of extra tankiness.

If enemy has a lot of magic damage and you're afraid, feel free to swap out some damage for a bit of extra tankiness.
Defense:

Works well with


Pick this in an AD lane.

Pick this in an AP lane.
Flash is the most broken summoner in the whole game, and you need to have it in order to win. | ||
TP has the potential to turn games and is just very strong overall, if you're in a lane you can dominate without ![]() | ||
Ignite is good for getting kills early and weakening healing, mainly take this only if you are mid but it can also be flexed top in-case the enemy toplaner is a ![]() ![]() |
Builds:

AD:





Tank:





Which mythic to take when I have on

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