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Pantheon

Champion guide

Patch 26.16

Pantheon

The Artisan of War

  • Fighter
  • Top
  • Mid
  • Mana

A spear that pokes for almost nothing, a leap that stuns, and an ultimate that drops on the far side of the map. Pantheon doesn't build a lead: he rips one out in the first minutes.

Where these numbers come from

They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.

Base stats

Health
520+87
HP regen (per 5s)
7.4+0.65
Mana
244+34
Mana regen (per 5s)
7.05+0.45
Attack damage
53.6+2.9
Attack speed
0.679+2.95 %
Armor
25+3.9
Magic resist
31.25+1.25
Attack range
150
Move speed
355

Abilities

Pantheon, Aegis Protection

Passive

Aegis Protection

After every 4 attacks or spell casts, Pantheon gains protection from the next attack.

  • Pantheon Q, Spear ShotQ

    Spear Shot

    5 ranks
    Cooldown
    4 s
    Cost
    45 Mana
    Range
    600
    Damage
    65/105/145/185/225 (+140 % AD bonus)

    Pantheon hurls his spear at an opponent, dealing 65/105/145/185/225 (+140 % AD bonus) physical damage.

  • Pantheon W, Aegis of ZeoniaW

    Aegis of Zeonia

    5 ranks
    Cooldown
    13/12/11/10/9 s
    Cost
    55 Mana
    Range
    600
    Damage
    50/75/100/125/150 (+100 % AP)

    Pantheon leaps at the target enemy and deals 50/75/100/125/150 (+100 % AP) magic damage and Stuns them for 1 second(s). Pantheon also instantly refreshes his Aegis Protection.

  • Pantheon E, Heartseeker StrikeE

    Heartseeker Strike

    5 ranks
    Cooldown
    10/9/8/7/6 s
    Cost
    45/50/55/60/65 Mana
    Range
    400
    Damage
    26/46/66/86/106 (+120 % AD bonus)

    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.

  • Pantheon R, Grand SkyfallR

    Grand Skyfall

    3 ranks
    Cooldown
    150/135/120 s
    Cost
    100 Mana
    Range
    5,500
    Damage
    400/700/1,000 (+100 % AP)

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

In short

Pantheon is a tempo champion. Spear Shot comes back fast and costs little, which gives a melee fighter poke most of them can only dream about, while Aegis of Zeonia chains a leap, a stun and a full sequence onto a target that can no longer walk away. Heartseeker Strike finishes the job, and it crits automatically against enemies already low on health.

Aegis Protection is what makes his lane so miserable. As he attacks and casts, he charges a block that cancels the next hit he takes outright, including a turret shot. That free shield is what lets him dive under tower when nobody expects it and win trades he had no business winning on paper.

Strengths and weaknesses

No champion on this roster makes a laning phase this unpleasant. The spear poke is nearly free, the stun turns one step too far into a death, and the passive block makes every trade profitable. Grand Skyfall makes him a threat on all three lanes: read correctly, it converts an even fight across the map into an execution and lets you join an objective your team couldn't contest.

The trade-off is real and you should accept it before you pick him. His damage has a ceiling: past the midgame your entire combo stops killing anyone who bought armor. You're fragile, you have nothing against area damage, and your only way in is also your only way out. Once Aegis is spent, you are a melee body with no mobility standing in the middle of five enemies.

Laning phase

Max Spear Shot and throw it at the champion whenever it's available, even with no intention of trading: that's how you build the health lead that makes your first leap lethal. Recharge your passive block on minions before you commit, because one blocked auto attack decides a trade by itself.

Never open with the leap from maximum range. Walk up behind your wave, poke with the spear, then jump when your target no longer has the health to survive what follows. Heartseeker Strike is only worth casting on a target already locked in place, otherwise you spend the channel hitting air. And keep an eye on mana: the free poke stops when the blue bar empties, and a Pantheon out of mana scares nobody.

Power spikes

Your real spike is the ultimate level, and it isn't about your lane: it's the moment you become a map player. Shove your wave, look at the other lanes, and drop Grand Skyfall onto a fight already in progress rather than an isolated target with all the time in the world to walk away. One well-read ultimate is worth more than three solo kills in your own lane.

The second spike is your first armor penetration item, which drags your combo back up to midgame health bars. Learn to spot your decline too: as soon as the enemy carries finish a second defensive item, you stop being a duel threat. From there your value is your crowd control and your ability to show up where nobody expects you, not your damage.

Teamfights and positioning

You are not the front line of a set-piece fight, you're a flank threat. Wait for the engage, then leap onto the fragile target your team can't reach, never onto the nearest body. Your stun belongs on whoever was about to cast the fight-deciding spell, and Heartseeker Strike only once the target is already stuck against you.

Grand Skyfall is a second-wave tool, not an opener: fire it from the fog onto a fight that's already started, aiming at the cluster rather than the one survivor sprinting away. Remember the descent is visible for a long time and an alert opponent simply steps sideways. If you're behind, take the saboteur role: push a side lane, force the rotation, and use the ultimate to rejoin the fight once it has begun.