At level 1 trust your movement to land your Q and juke his. Respect him level 2 with dash, you have no mobility or damage block to dodge his q's. At 3 you can trade hard, need to juke Q1, w inside of Q2 and block Q3 with e. Respect his ult at 6, try not to all in since his Q cd is shorter than your W and E CD. Lots of ways for him to outplay your combo with flash and dash though so not as easy as it may sound. You outscale him hard in the 1v1 at 3 items.
Akali
Pre 6 be aggressive and w in if shes in range. Try to block her E2 with your E, it's her main damage early. After 6 you just get ****ed, she'll 100 to 0 you with a doran's shield. Need lead before 6 or can't lane after.
Akshan
Respect his level 1 and 2, full combo every time he's in range after 3.
Camille
One of the only bruisers you can just jump on on cooldown. Ideally you W over her sweep thing, but in a lot of situations you can just jump on her and W-AA-Q and walk away even if she doesn't sweep. Save your E to block her E, or Q2 but that's a lot harder to do. Her level 6 isn't a big deal but after her first item you will struggle 1v1
Cho'Gath
Can be aggressive early levels but after first back, he has too much sustain to poke, wins all in unless you juke absolutely everything, and scales much better than you. ****ty matchup.
Darius
Respect him and likely his ghost level 1 and 2. Your q outranges his E and Q, so try to poke a bit before fighting all in. Once he pulls you in and presses ghost, someone is dying. Hold your w to jump inside and dodge his q. Levels 3-5 you hardstomp him all in with ignite if you dodge Q heal. After 6 you still win if you can E his R. Good Darius players will try to ult before 5 stacks when you aren't expecting it, so be ready. They can also R-Flash, so if you strongly suspect it's coming you have to E and flash away preemptively.
Dr. Mundo
You are stronger early but he can just sit back and farm from range. After 6 you lose lane period so just roam. ****ty matchup without any real counterplay.
Fiora
The obvious issue here is you can't w into her or it can get parried. Use it when you don't think she's expecting it or in melee range where she can't react. When the vital points toward her you can't avoid it, so trade back with auto-Q when she dashes in. Her level 6 all in is very strong, need a lead before 6 or can't lane after.
Gangplank
You need level 2 first or he sits on a barrel the entire lane and pokes you out. Walk up and push level 1, if tries to Q you trade Q's with him. You can W into him at all times if his wave isn't huge. Block barrels with E.
Garen
Zone him from first 3 minions of XP level 1 as if you were playing Darius/Sett. E his Q if he tries to engage you, then turn on him with W. Q spam him, all in once hes low. Do not try to save your E for his R after 6, his Q-E combo does a lot more damage and if you don't eat that you'll never be low enough to be ulted.
Gnar
Anytime hes mini you can jump on him, including level 1. Respect his mega in general but try to block his R or mega W with E if you do fight. Even his mega form is not that scary if you have an advantage in the trade, it's not god mode like Nasus R or anything
Gragas
Has a ton of sustain and he can cancel your W with his E. Similar to Fiora, careful with E. If he E's into you try to block with your E then turn on him with W. If you can stick him when his cds are down, he has terrible sustained damage and you can walk him down with autos and Qs.
Gwen
Your Q outranges her scissor, similar to darius land a few then all in. In melee range block her fully stacked scissor with E. Respect her ability to run you down if you push after level 6. Need a lead before 6 or can't lane after?
Heimerdinger
You can jump on him anytime he's in range without a huge wave, E'ing towards him blocks all damage from his turrets even if they're behind you. EIther juke or E his stun, getting hit is a death sentence. Ends up being a farm lane where he can't walk into your stun range.
Illaoi
Zone her from first 3 minions of XP level 1 as if you were playing Darius/Sett. Pre 6 you stomp her, if you have a minion lead or HP lead you can stat check her even if she lands E in a lot of situations. After 6, juke her E and all in. Even after 6 you can kill her 1v1 with ignite if you juke her E, E the big slam from her R and you should be good.
Irelia
Pre 6 do not ever let her stack up passive for free on the wave. She can block obvious W engages with her damage reduction on her W, so be careful with that. Absolutely need a lead before 6 or you may as well never leave tower range rest of the game. Once she gets bork tabi it literally does not matter if you're up a full item if she has your minions to dash around in.
Jax
Can't empowered w into him when he has E ready. Q spam the **** out of him and if he E's you have 2 options: If you can turn and kill him, E the stun and then turn with W. If not, W him and walk out of the helicopter. Don't do this with 5 stacks though, you will stand inside the E and triple auto then get stunned. If he's low look for 4 stack W-Empowered Q-E to finish him so he cant block the empowered w. Need a lead but you should get one easily in this matchup.
Jayce
Respect levels 1 and 2, engage after that. Block his melee form Q with E.
Kayle
Respect her level 1, fight anytime she walks in range after that. E during her R after 6 so you don't take damage for free.
Kennen
Jump on him at all stages if hes in range, even level 1. E his R after 6
Kled
Juke matchup. Dodge his Q and land yours and you win lane. If he does land it, E as his Q pulls you in. Try to dismount him and then wait for your cooldowns to come back up and burst him in small form.
Malphite
You have to land tap q literally off cd to keep his passive shield off. If you can land a few in a row you can be aggressive and kill him, but its hard and its just a better champ anyways. If you can't land them and kill him, he will whittle you down with Qs and then kill you with ult.
Mordekaiser
Your Q is both faster and longer range than his, abuse this. Dare him to throw abilities pre 6. If he misses something run him down, if not E and back off. Need a lead pre 6, use E to block his Q, preferably an isolated Q.
Nasus
Zone him from first 3 minions of XP level 1 as if you were playing Darius/Sett. Anytime hes in range full combo him pre 6, hes a cannon minion. You can't all in after 6 no matter what lead you have. Be careful about using W or E on his side of the lane where he can ult and ghost and run you down. Must get lead before 6 or can't lane after he gets sheen/boots/level 9.
Olaf
Be really careful to not let him land a Q level 1, he can pop ghost and run you down. Poke and take short trades, all he can do is all in. Try to predict when he will use his E empowered auto and block it, most of the time they'll AA-E right when they get melee range. Must get lead before 6 or can't lane after.
Ornn
His sustained damage is poor, don't be afraid to walk him down the lane and all in through his wave. His main damage is his brittle empowered auto so generally try to E that, but always block his Q-E combo. After 6 try to save W to cancel his R. Stun him as his R comes back towards him so he can't recast.
Poppy
Just poke, be careful of getting W canceled, only use when you think she isn't expecting. E her Q2 ground slam thing.
Quinn
Whole matchup is her trying to cancel your W with her knockback. Either just send it if you don't think she's expecting it, or bait it and use Q instead as she dashes into you, then W after. Empowered W combo with PTA will burst her hard.
Renekton
Your Q outranges his, need to space correctly. Try your best to E his W. Most Renektons will use it right after dashing in, and you can listen for the sound effect of them turning it on. It's a huge part of his damage especially if he has Press the Attack. His ult is ****ing ridiculous though, all in after 6 is unwinnable
Riven
Try to E her Q3. Respect her level 1 and level 6, keep your spacing and poke. Force her to Q to close the gap rather than for damage, then turn on her if she wastes dashes to get to you.
Rumble
Champion does insane mind boggling damage, has tiny cooldowns, is manaless, and can farm from range. You can only trade while your E is up to block the flamethrower, and once you use it you need to back out of the trade before flamethrower comes back up. Stay in the wave to dodge the rockets.
Sett
Respect his level 1 and 2, other than that you just win trades because you can E his W and sit behind E until his shield wears off. Very straightforward matchup
Shen
Space properly and poke him down. If he ever dashes into you to trade walk him down the lane and kill him. E when he pulls up the block and be careful about him blocking your empowered W. Consider the fact that Shen can match your ult with his when its up before you go diving in too deep.
Singed
Follow your wave to lane and don't let him proxy, force him to play the lane. Just Q and auto, hold your W to follow his fling. If you're trying to all in you can just chase while E'ing and you block all the poison damage.
Sion
Really easy early on, you can cancel his Q with your W or just block it with E. Same as other tanks, has poor sustained damage so don't be afraid to walk them all the way down the lane through their wave if they overextend. Sion matchup is more about not giving him tempo to take plates and proxy, but that isn't Pantheon specific.
Tahm Kench
Stay in your wave where you can land your Q and he can't land his, be careful of being spit under tower after 6. Poke him down with Q's and all in once he's low, you can cancel his W with yours as well. Unlike other tanks, he actually has some power in an all in.
Teemo
He can blind you midair if you empowered W into him. Look for a 4 stack combo W-Empowered Q-E, you will chunk him hard and he can't trade back much.
Trundle
Too many free stats to fight, too much sustain to poke. He just runs you the **** over later on in the sidelane and with a lead he can dive you. Really no time in the game where you can deal with him at all.
Tryndamere
Always keep spacing, hold W for when he spins into you so you can keep kiting away unless he's really out of line in which case you can E his E and turn with your W. Rush Tabis unless you get a big early lead.
Urgot
Bait his E, then kill him. Your Q's have a lot more range than his autos, so you actually kind of have the range advantage here. E when he starts shooting the fast autos. Most Urgots play like ******* though and never E forward because they lack the confidence that they'll land it, so poke to where if he E's into you and flips you you win anyway and then all in.
Volibear
E his Q if he tries to engage you. Poke him low before you look for an all in, don't underestimate his damage and healing.
Wukong
Respect his strong level 1 and 2 and stay with your wave. After 13.5 pantheon buffs he cannot auto you to death in your wave level 1-2, thank god. From levels 3-5 you win hard as he has no sustain and loses if he engages into you. Do not W into him from range when he has clone up or he will dodge it. Just poke with Q, space away from his Q, and E if he dashes in. They usually clone when they dash in, so be careful not to waste E too soon and have him pop up behind you. You can turn on him with W and all in if he burns clone. At the end of the day you can play it clean and get 100-0ed by Dshield cloth armor Wukong at level 6 anyways, matchup is horrible.
Yorick
Pre 6 you can kill him but you'll get steamrolled after 6 and in the sidelane no matter what. Need to juke his E and if he gives you the opportunity try to W out of the cage. At least most of them build full AD nowadays so if you can get out of the cage and stick to him you can burst him easily. But he can sit out of your range and chuck E's at you of cooldown, and later on in the game in the sidelane if one lands you pretty much have to reset and give tower.
K'Sante
Your sustained damage is quite a bit higher than his early, be aggressive and don't be afraid to walk him down the lane. Your q is faster and has more range than his as well, so juke his and land yours and you'll do well. You should be able to get a lead early, and while he gets stronger at 6 it remains manageable.
Aurelion Sol
Pantheon is versatile in how you can play him, if you choose correctly he works with any team.
Synergies
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Aurelion Sol
Pantheon is versatile in how you can play him, if you choose correctly he works with any team.
Pantheon is an snowbally AD Bruiser who is versatile and can be played depending on the situation both as a diver who tries to burst carries or a frontlining bruiser.
He wants to use his extremely strong pre 6 laning to get a lead. Throughout the mid- late game Pantheon should be trying to push in sidelanes and use Grand Starfall to force fights with numbers while enemies catch the waves you've shoved in.
Pantheon falling off a cliff late game is just a myth. Old Pantheon lacked an ability to survive teamfights without Aegis Assault, and had no armor pen so his damage fell off as well. It's from level 6 until 2 items where he struggles most. At level 6 if you haven't managed to get a lead pre 6, many toplaners like Tryndamere, Trundle, or Wukong that can run you down and massively outstat you can be extremely difficult to deal with.
Finishing 2 items and getting level 11 for more armor pen from Grand Starfall will finish this. At 3 items and level 16, you are a strong teamfighter and beat probably 75 percent of toplaners in the sidelane.
While he doesn't fall off, he struggles badly from behind. He has no mobility to escape ganks or teams collapsing on him in the sidelane, or just stronger enemy toplaner all ins, and so if he isn't strong enough to control the sidelane he will struggle to get gold and xp to scale. When fights roll around, as a jack of all trades champ he is able to do everything when ahead and nothing when behind. From ahead he can win 1v1 in the sidelane, pressure the map with R, 100 to 0 squishy carries, or just fight front to back if necessary.
Keystones
Press the Attack and Conqueror are the two options for Pantheon. It used to be more nuanced and up to personal preference, but after 14.10 giving Press the Attack damage amp to all targets instead of just the target you procced it on, it became the go to option in 95 percent of games. Only take Conqueror vs very tanky teams where you don't plan on building even an Eclipse for burst damage.
Finally, Coup de Grace is what I prefer to run in the last row. It is a little bit redundant with Comet Spear execute, but the extra damage on low HP often surprises people in lane for a Flash- Shield Vault kill or a solo dive. It fits Pantheon's gameplan to force an early kill too well to pass up even though Cut Down provides good damage as well.
The meta secondary tree is generally Sorcery. Scorch helps to be able to force the early kill via increased poke damage. From there, you go Transcendence which scales well into teamfights.
However, especially after the nerfs to all t2 boots, I prefer going Inspiration tree with Magical Footwear and Time Warp Tonic. With these runes you start Longsword with refillable potion and Time Warp Tonic gives 40 bonus healing to each of your refillable potions. With this, you have more effective health than you would with Doran's Blade and a health potion and also get to your item spikes 400g faster. Magical Footwear gets you to your items faster as well which is incredibly important on this champion. This setup gives a little less pressure early with the lack of Scorch, but the longsword refillable start synergy with timewarp is very strong and well worth it. IMPORTANT: Be careful of taking this setup vs a champion like Tryndamere where you may need early tier 2 boots to lane effectively. Either swap out Magical Footwear for Cosmic Insight or just take the Sorcery page.
Some players prefer the Resolve tree and run things like Bone Plating and Second Wind. However, especially before level 6 you should be winning hard enough to where you don't need defensive stats or runes to survive. Of course with defensive runes you can win fights you wouldn't otherwise, but in general the aggressive Sorcery setup will net you more early leads and the Inspiration setup will snowball you much faster towards items
For the minor shards, double adaptive and flat hp give maximum early pressure. Scaling HP or attack speed shard will kneecap your ability to get a lead during Pantheon's strongest point in the game
Armor Pen Calculations and Pantheon
One important thing that I think many people don't understand is how armor penetration works. Let's take a target with 100 armor vs a level 16 Pantheon with a build like Eclipse, Black Cleaver, Death's Dance. Pantheon has 0 lethality,30 percent armor pen from Grand Starfall passive, and 30 percent from Black Cleaver after a combo. So that should leave the target with 100-60=40 armor, right? Wrong. Percentage pen stacks multiplacatively, so really it's 100(1-.3)(1-.3)=49. Now let's replace the Death's Dance with an Edge of Nightwith 15 lethality. Flat pen(lethality) is calculated after percent pen. So (100(1-.3)(1-.3))-15=34. So because Pantheon gets a bunch of free percent pen from Grand Starfall and uses Black Cleaver really well, more percent pen is inefficient. Lethality has increased efficiency on the other hand because since armor gives diminishing returns, taking a target from 10 armor to 0 armor adds more damage than taking a target from 100 to 90.
Therefore, you really want to be picking up one lethality item on Pantheon despite him being a bruiser. Edge of Night gives 15 lethality and also a passive that goes really well with Grand Starfall where you drop into the enemy team and can't be immediately locked down with CC before you can combo. This is the go to third item in almost every game and you will feel a big spike in burst damage to squishies when you build this.
Builds Explained
Eclipse is the go to rush item for Pantheon and has been since its release. It has a strong build path with lots of pure AD to enable your strong early game and get solokills, is a cheap spike, and gives the 3 things Pantheon needs on a first item: Big damage, ability haste, and a little survivability. This should be your first item at least 80 percent of games and can be 100 percent if you don't want to think about it.
Second we either go Black Cleaver or Sundered Sky. Vs tanky teams that will have multiple champions that buy armor/HP and cant be 100-0ed in one rotation of spells, go Black Cleaver, otherwise go Sundered Sky. Third you go Edge of Night most games, this is explained in the armor pen section. On 4th item if you went the Sundered Sky build, pick up Serylda's Grudge and you will have big damage vs squishies. Serylda's Grudge will do more damage in this slot than a pure lethlity item like Youmuu's Ghostblade even to a champion not building armor, so stick with grudge. Otherwise, fill in your build with the situationals,those are pretty self explanatory.
For boots, Mercury's Treads and Plated Steelcaps have been overnerfed and are only worth building in a really good situation, like steelcaps vs a team with 3 ad autoattackers. Generally you want to wait until youve completed at least 2 items and then get Boots of Swiftness. These boots give no stats and are pretty useless in lane , so never build them early and you can delay until after 3 or 4 items if you want.
Assassin Pantheon
In 14.10 and 14.11 the oneshot build was nerfed and is simply not as strong as the standard Eclipse-(Cleaver/Sundered Sky) builds. The problem is that it just doesn't do that much more burst damage than the standard builds. If you really want to play assassin Pantheon its much better on midlane and the build is above. That is the highest damage first 3 items you can buy, and Edge of Night gives a huge protection against CC, and on last item Eclipse is again the highest damage option. IMPORTANT: Don't build 5 lethality items, with this build and Grand Starfall passive you will deal true damage to squishies already, more lethality is a wasted stat. Eclipse last gives the most AD and also a little survivability and haste which you are otherwise lacking.
Spells
Run Flash Ignite every single game. Pantheon has early kill pressure into every single toplaner . Against many champs like Fiora, Irelia, or Wukong that get a strong dueling ult that also lets them gapclose, he needs all the help he can get to get a lead pre 6 or he just gets run down post 6. Additionally, Grand Starfall covers for Teleport in the mid and late game. Your ultimate is better for flanking fights than Teleport and so when I've run Teleport I find myself going to a sidelane with TP up and then ulting to the fight anyways because theres no TP spot that can get me to the enemy carries like my R can.
Laning vs Bruisers
Most bruisers will beat Pantheon in a straight up all in the laning phase, especially after level 6. Your goal is generally to whittle them down with Comet Spears and you can then win an all in. Keep your spacing and don't let them walk inside your Comet Spear range. Obviously most bruisers can close this gap with an ability, but it is important that you force them to use it to close the gap and not for damage/to gapclose again. Of course, the specifics depend more on the exact matchups and those are all written out.
Laning vs Ranged
Against ranged toplaners, it's pretty simple and Pantheon does pretty well into most. Wait for your level 3 without getting poked out(give a few cs if you have to), then look to engage and dump your full combo. You dont need to all in necessarily as you have long cooldowns early. Empowered Shield Vault> Comet Spear>AA>Empowered Aegis Assault and with the bonus move speed either run away for a one sided trade or chase for an all in.
Laning vs Tanks
Against tanks, consider Conqueror if there is other tanks/bruisers on the enemy team as well. It depends on the specific enemy champion, but you generally will win extended trades against tanks. With levels into Grand Starfall and Black Cleaver you will melt tanks later in the game. However, if you can't kill them early and they come to lane after first back with a Warden's Mail and Plated Steelcaps, you will just be tickling them.
BONE PLATING
Yes, it gets its own section. Do not empowered Shield Vault if the enemy has Bone Plating up. It treats Empowered Shield Vault as three separate attacks and so it does almost no damage. You need to land a Comet Spear before you can engage someone with Bone Plating.
Roaming with Ult
In the laning phase, there's a few things you can use it for:
In your own lane, if you catch your laner lacking going for platings or overextending after you reset, ult on their head. Don't feel bad about using it to catch a big wave either, especially if you're already behind.
Ulting to mid: This is always a good option if you are able to shove in your wave toplane and their midlaner looks gankable. Grand Starfall on their head, hopefully get a kill, and you can usually get back to top without missing more than a few minions
Ulting to bot: Obviously more risky, as you will likely miss at least one wave and give up at least a plating top. In my opinion it's usually not worth it except for 2 situations: 1. You are way behind to the point of no return toplane(in this case try to leave your adc the kills if possible since you won't be doing anything with them topside) 2. Your team is way behind and their botlane has shutdowns. You need to make a play and get the shutdowns or your team will just lose regardless of you winning toplane.
Rotating mid or bot is more rewarding when a dragon is spawning soon, as even if you don't kill you create priority for your laners to go to dragon
Teamfighting
Pantheon is very versatile and can fill a number of roles. He can ult into the backline and try to burst carries when ahead, he can frontline with a tankier build as shown in the builds and kill enemy frontline with his team, or he can stay backline and hold Shield Vault to shut down something like a fed Master Yi or Katarina. Which one you should do just depends on the game and what is needed, one isn't right for every game.
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