- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quintessence of Attack Damage+2.25 attack damage
Greater Mark of Armor Penetration+1.28 armor penetration
Greater Seal of Armor+1.41 armor
Greater Glyph of Magic Resist+1.34 magic resist
Really standard AD champion runes. Armor pen and AD for good damage in early/mid game and armor/MR to maximize the ability to trade against most champions. Armor is especially important against long range auto attack harassers.
- Points Available: 30 / 30
Pantheon is an OFFENSIVE CHAMPION. NEVER DEFENSIVE. Always strive towards offensive masteries.
IgniteIgnites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds and reduces healing effects on the target for the duration.
FlashTeleports your champion a short distance toward your cursor's location.
Flash is a versatile summoner spell. It can be used as an offensive and defensive ability. Pantheon is a melee champion which means that he will need a way to either get in the fight quickly or get out. Unless you guys are absolutely dumb reading this, i have no further explanation as to what flash can be used for.
A lot of enemies have sustains usually meaning that they'll either be healing as they fight or from their abilities. Igniting is also crucial for not letting enemies live with very little health remaining. This spell is good for Pantheon especially due to the fact that he is a melee champion while most mages are ranged. This means he can't dive further into towers due to his lack of ranged attacks. Ignite allows you to safely secure a kill without risking your own life during the game.
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