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To defend against the Trolling.
Let's look at Panth's kit first off.




Has a secondary passive that makes all his attacks crit against targets below 15% hp.

So we have a champion that can chip at hp from range or hard initiate and jump into the fray. He has good closing power/intiation power in his ult and W. He doesn't really have a flexible kit that can play mind games nor does he have many mobility options nor can he disengage a fight once he's in it nor do any of his abilities poke at range where he could contribute from a safe distance. But he does have a very strong defensive steroid in his passive that scales with CDR and promotes being in melee range for auto attacks to get more refreshes and auto refreshes when he uses his

Every part of this champion sounds like a bruiser to me... Low CD closing power, ranged abilities to help him be effective when being peeled, defensive steroid, an initiation ultimate, high base damage being rewarded at the expense of being easy to interrupt and self rooting...
Now lets look as HSS's passive. 100% crit chance against players with under 15% hp.
OK if I build glass cannon assassin and I auto attack a carry, I better deal at least 15% of their hp. Let alone if I use a skill on them. So if I were going to kill a carry with a single auto attack even if it didn't crit, but it crits... it didn't do me any good.
Now if you are a bruiser, and killing a carry it might take you 2 or three hits to take 15% of a carries hp. Now that passive cuts it down to 1 or 2 hits instead and has provided an appreciable value.
SO this my thought...
You have an entire kit that has low CD spells which are perfect for extended combat, including a semi spammable gap closer CC spell. You have a passive that scales well with CDR and is amazing late game against ADCs especially if you are getting in melee range for even more blocked autos. You have an ulti that allows you to initiate team fights and you're ability to resist being peeled is extremely high with a short cd gap closer and 2 ranged nukes. Plus when you do get someone into the danger zone, you get extra free unlimited offensive power against that target to finish the deal.
Why aren't you the guy diving in on the enemy team causing them to scatter in your wake and then making a lousy focus target as you slam their carries over and over with your spammable spells?
That's what this build does.


Core items:





Other important items:
MR item: Pick one of these againt any team with an AP solo laner/jungler. Pick two against AP heavy teams.
Maw of Malmortious or



Get bulwark if no one else on team has one. Maw is most aggressive item. Scimitar is great against suppression and long CCs. BV is good against burst nukers like Kassadin and LeBlanc. Build the appropriate MR item against the enemy team.
Second health item: Pick one of these as your 6th item.



I haven't kept track since I started playing this build, but I currently have 6 Pantheon games in my match history with a combined score of 61K/27D/44A or 7.63K/3.38D/7.33A Average per game.
That's an average KDA of 4.43, which is pretty phenomenal.
And I've yet to lose my lane. I've gone up against all kinds of champions.







Pantheon's

Skyfall also allows Pantheon to split push safely and he can get back to his team quickly. This is especially true if you invest into the homeguard enchantment as you can recall, then run into ult range and then skyfall the remaining distance and be to river anywhere on the map from any location in about 10 seconds.
Pantheon is also one of the few lane bullies that hasn't been nerfed this season.
Elise, Rumble, Darius, Yorick, Garen, Jarvan, AP Tryndamere, Xin, Zac, and Zed have had their lane phases tuned down this season (or at the end of last). There are almost no remaining powerful lane bullies. But Pantheon hasn't been touched, while he has been given some amazing new items.
Pantheon pretty much auto-wins his lane in the early game. He can literally take anyone on and at least come out even, while he has a multitude of champions that he hard counters. This makes Pantheon a very safe champion to pick in blind or to first pick in draft. Pantheon has the huge advantage of having a ranged, low CD spammable farming tool (that heals him with spell vamp) and the ability to get back to lane quickly using his ultimate. That makes Pantheon extremely resilient against junglers because he can just play safe with such ease and you can't shut down his farm with pressure like most top laners.
With my build, he also will scale into mid game and even late game. So even if the jungler chooses to apply a lot of pressure to you, you can simply focus on farming and transition into team fight stage.
What this translates to: Pantheon typically wins his lane. Pantheon pressures other lanes causing them to win as well. Pantheon turns into a powerful split-pushing, utility bruiser late game.
The key is that Muramana applies bonus damage to ALL single target spells AND auto attacks. Spear toss AND

By purchasing an additional mana items, such as

What people don't realize is how much damage mana actually provides Pantheon after completing a

The item grants 6% of your current mana as bonus damage, which means that for every 16.7 mana you purchase, each auto attack and single target spell will deal 1 extra damage. On top of this, you gain bonus AD equal to 2% of your maximum mana, so every 50 mana grants 1 AD. A simple


If you were to spear throw and then aegis and auto attack a person followed by a HSS and finish up with a second spear (a typical full harass)
A

A

When comparing the efficiency of building mana verse AD with

I'll quickly explain how.
Muramana allows a champion to quadruple dip offensively inherently using the mana stat.
With muramana, you scale twice off two state. Base mana and bonus mana.
Pantheon's base mana pool at level 18 is actually fairly high, at 822 mana.
With muramana, Pantheon gains 16.44 AD from leveling that he otherwise wouldn't have.
Additionally, his single target spells and auto attacks deal 49.3 more damage than they ordinarily would based off his base mana (from leveling).
In addition to base mana, the build also includes 1500 BONUS mana between Iceborn Gauntlet and Muramana itself.
This 1500 bonus mana supplies an additional 30 AD and 90 bonus damage on all single target spells and auto attacks.
What this means (with full mana) is that the base damage of your aegis of zeonia and spear toss is increased by 140 damage inherently. Then on top of this, spear toss has an AD ratio which adds power to it further. 46.5 AD is improved 40% to deal 65 more damage on top of the 140.
This means that your mana DOUBLES the base damages of your spear throw and aegis without a single point of AD purchased, just by having the muramana in your inventory. That's not even to include the 20 AD on the item or the 30 AP on Iceborn Gauntlet.
Then you add in the 186.5 damage per auto attack your mana provides and the sheen procs the IBG provides in addition to the 20 flat damage on muramana per auto attack and you begin to realize why the muramana + IBG combo is secretly an offensive powerhouse.
From that point, all you need to do to continue to scale is simply improve your CDR to max it to take advantage of you now incredible base damages and become tanky enough to stay in the fight long enough to use them multiple times.
To make a Muramana AD caster all it can be, a champion needs 5 things in particular.
1) A large Mana Pool: Muramana provides extra AD equal to 2% of your maximum mana and deals bonus damage on esch basic attack, spear toss, and

2) 40% CDR cap. Cool down reduction allows you to cast more spells to get benefit of Muramana's bonus damage more often. CDR one of the highest DPS stats for Pantheon and other similar AD casters. It's especially powerful on Pantheon because he has two spammable ranged nukes with spear toss and



4) Defense- You need defensive stats because you'll be in the fray and you'll likely a secondary focus target (a primary one if you are doing well). Defensive stats are MANDATORY on Pantheon because his ultimate and his

5) Tenacity- Every AD caster needs tenacity. It is fundamental to them. Reducing CC's effectiveness against you is extremely important because you are doubly vulnerable to CC. Your damage is split evenly between spells and basic attacks, which means you can be kited like a melee AND silenced like a mage and both effectively slow your dps/peel you.

6) Self healing- HP sustaining power is very important to any "whittle" champion. Pantheon want's to press his advantage by poking his enemy repeatedly with spear toss and win small trades repeatedly by skirmished and abusing his passive to block incoming harass. But skill damage against Pantheon is always going to get through. In order to mitigate this skill damage, Pantheon needs a way to self heal. Spell vamp quints/masteries and

7) Mana regeneration- mana regeneration is especially powerful on



I take 9 points in offense for





I also place 9 points into defense. This raises my hp pool and main counter resistance against my laning opponent.
My last 12 points are placed into utility, primarily for sustaining power and secondarily to reduce the CD of my summoner skills.
There are very few viable options for spell vamp itemization on physical damage dealers. That makes the


So these might seem like wonky runes... but don't knock them until you try them.
So I run, 2 CDR runes, which provide 1.6% CDR. I run 2 CDR runes on every champion that I buy





I start with a flask every game. I enjoy the flask because it provides the right amount of mana regan and healing to allow me to trade well. I only need to gain 775g before I return the first time. The flask gives me the perfect amount of sustain to get there.
I rush a tear.

After tear, I will typically pick up a

I typically will finish manamune after this. If for some reason I'm behind at this point, I might hold off and grab some defense first (either GS or kindlegem or boots depending on what I need).
Next I grab boots. Movement speed is important on Pantheon because typically you don't want to straight up fight people. You want to whittle with


After boots, I build a

I next pick up a



You can build aura items such as


But with this build, HSS is actually the least important of your abilities.
That's not to say HSS is useless... it just isn't used in the way you'd typically think a lot of the time.
First off, we max

The reason we don't put a lot of stock into HSS is that it doesn't synergize well with

But it's far from useless. The good news is that it still generates

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