

Pantheon
The Artisan of War
How this differs from the live game
- Aegis Protection (P) blocks damage after casting multiple times
- Grand Skyfall (R) is a circle AoE
- Heartseeker Strike (E) - Pantheon stands still and strikes
Build
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Attack DamageQuint
- Attack Damage +15.75
- Armor +9.00
- Magic Resist +12.60
Flat attack damage marks and quints directly increase Spear Shot and Heartseeker Strike because both scale from bonus AD. Armor seals are the default top-lane page; swap glyphs to scaling magic resist only against low-AP lanes.
This is a valid 21/9/0 physical damage page: 20 points are spent above Executioner before taking it, and 8 points are spent above Veteran's Scars before taking it. Offense gives CDR, armor penetration, flat AD, lethality, and execute damage; defense gives lane durability.
Skill order
ultimate at 6, 11 and 16Aegis Protection
- Spear Shot (Q) takes points at levels 1, 4, 5, 7, 9.
- Aegis of Zeonia (W) takes points at levels 2, 14, 15, 17, 18.
- Heartseeker Strike (E) takes points at levels 3, 8, 10, 12, 13.
- Grand Skyfall (R) takes points at levels 6, 11, 16.
Max Q first for reliable ranged lane pressure, then E for burst after the stun, with one early W point for the gap close, stun, and passive refresh. R is taken at 6, 11, and 16 for map pressure.
Alternative — E max after early Q points was played when you could consistently force extended melee trades after Aegis of Zeonia, but Q max was the default top-lane order.
Why these items
Openingsall within the 475 starting gold
Doran's Blade start — Use this into lanes you can pressure immediately; the AD improves Q/E damage and the health helps early all-ins.
Flask sustain start — Use this into poke or sustain lanes where repeated Spear Shot trades and mana recovery matter more than raw level-one combat stats.
Corein buy order
1The Brutalizer1,337gThe Brutalizer is Pantheon's key early spike, giving AD, cooldown reduction, and lethality for Q and E trades.
2Youmuu's Ghostblade2,700gYoumuu's Ghostblade upgrades that early penetration into a roaming and all-in active that helps him stick after W.
3The Black Cleaver3,000gThe Black Cleaver gives AD, health, cooldown reduction, lethality, and armor shred that Pantheon's physical spells can apply in fights.
Situationalonly when the game asks for it

Ninja Tabi1,000gBuy Ninja Tabi instead of Mercury's Treads against heavy basic-attack top lanes or mostly physical teams.

Hexdrinker1,350gBuy Hexdrinker early against dangerous AP burst lanes before finishing your damage core.

Maw of Malmortius3,200gUpgrade to Maw of Malmortius when the enemy AP threat remains the main way you die in fights.

Ravenous Hydra3,300gBuy Ravenous Hydra when you are ahead and want stronger wave clear, split-push threat, and AD burst.

Randuin's Omen3,125gBuy Randuin's Omen when the enemy marksman or crit-based bruiser is carrying and you need to survive diving.
One build, written by a player. Newest first.
Write a Pantheon buildBuild
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Attack DamageQuint
- Attack Damage +15.75
- Armor +9.00
- Magic Resist +12.60
The author's words: bread-and-butter. Max attack damage and defensive stats for damage and dueling.
21 in Offense stacking attack damage and armor penetration — Deadliness, Weapon Expertise, Brute Force and Sunder are the four the guide names. It leaves the last 9 to Defense or Utility; they are in Defense here.
Skill order
ultimate at 6, 11 and 16Aegis Protection
- Spear Shot (Q) takes points at levels 1, 4, 5, 7, 9.
- Aegis of Zeonia (W) takes points at levels 3, 14, 15, 17, 18.
- Heartseeker Strike (E) takes points at levels 2, 8, 10, 12, 13.
- Grand Skyfall (R) takes points at levels 6, 11, 16.
The guide names no skill order. This is the standard Q max its own advice implies — poke with Spear Shot — and not something it states.
Why these items
Openingsall within the 475 starting gold
Doran's Blade start — The guide's opening. Mana potions come on the first back, so Spear Shot poke does not stop.
Corein buy order
1The Black Cleaver3,000gArmor penetration on a champion whose Q is already 140% bonus AD.
2Last Whisper2,300gThe rest of the armor penetration, once they start buying armour.
3The Bloodthirster3,200gAttack damage and the sustain that keeps the lane bullying going.
Notes
the author's own wordsClassic Pantheon
Poke throughout the lane, then all-in to finish the job. He is strongest earlier, so build a lead with oppressive play —
poke and tower dives off the passive and
— and use it to close the game before the fall-off.
The guide names three legendary items and no boots, no sixth slot, no skill order and no summoner spells. Those are left empty here rather than filled in.
Build by Leo Boksner for Sheep Esports.
Abilities
per rankAegis Protection
After every 4 attacks or spell casts, Pantheon gains protection from the next attack.
Spear Shot5 ranks
Pantheon hurls his spear at an opponent, dealing damage.
- Damage
- 65 / 105 / 145 / 185 / 225 + 140% bonus AD
- Cooldown
- 4s
- Cost
- 45 Mana
- Range
- 600
Aegis of Zeonia5 ranks
Pantheon leaps at an enemy and bashes the enemy with his shield, stunning them. After finishing the attack, Pantheon readies himself to block the next attack.
- Damage
- 50 / 75 / 100 / 125 / 150 + 100% AP
- Cooldown
- 13 / 12 / 11 / 10 / 9s
- Cost
- 55 Mana
- Range
- 600
Heartseeker Strike5 ranks
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.
- Damage
- 26 / 46 / 66 / 86 / 106 + 120% bonus AD
- Max Damage
- 78 / 138 / 198 / 258 / 318 + 360% bonus AD
- Cooldown
- 10 / 9 / 8 / 7 / 6s
- Cost
- 45 / 50 / 55 / 60 / 65 Mana
- Range
- 400
Grand Skyfall3 ranks
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.
- Max Damage
- 400 / 700 / 1000 + 100% AP
- Min Damage
- 200 / 350 / 500 + 50% AP
- Cooldown
- 150 / 135 / 120s
- Cost
- 100 Mana
- Range
- 5500
Matchup against
62 champions, one-on-one
AhriEven
Pantheon can win before Ahri has room to kite, but Charm and Spirit Rush make a clean stun combo unreliable once she is ready for him.
Watch for Charm: it stops Pantheon's leap follow-up and lets Ahri land Orb of Deception both ways while backing out.
How to beat
Stand just outside Orb of Deception return paths and punish when Ahri uses Q on the wave. Do not open with Aegis of Zeonia while Charm is available unless she is pinned near terrain or already missed it; once Charm is down, jump in, unload Heartseeker Strike, and use Spear Shot to finish through Spirit Rush spacing.
Later Ahri is harder to catch in side lane once Spirit Rush is up, and she brings better pick pressure around objectives. Pantheon should flank or arrive with Grand Skyfall after Charm is used rather than walking through her front line.
- Aegis of Zeonia is much stronger after she spends one Spirit Rush charge.
- Sidestep sideways after Spear Shot trades so the returning Orb of Deception misses.
- If she holds Charm, short Q trades are better than forcing the all-in.
- Do not channel Grand Skyfall where she can simply Spirit Rush out before impact.

AkaliFavoured
Pantheon's point-and-click stun and attack block let him punish Akali before her repeated Shadow Dance resets take over.
Watch for Twilight Shroud: it denies Pantheon's target access and can waste the Heartseeker Strike window after he jumps in.
How to beat
Trade before level 6 with Spear Shot and keep Aegis Protection ready for her mark proc. If she drops Twilight Shroud, step out instead of swinging blindly, then re-engage when she leaves it or burns Shadow Dance to chase.
Later Akali becomes more dangerous in extended side-lane fights if she can reset through shroud and spell vamp. Pantheon still offers stronger immediate lockdown in teamfights, so save Aegis of Zeonia for her first dive onto a carry.
- Block the Mark of the Assassin auto with Aegis Protection whenever possible.
- Do not cast Heartseeker Strike into an empty shroud unless you know where she exits.
- Her first Shadow Dance is your cue to stun, not to retreat in a straight line.
- Pink-style true sight matters more than a damage item when shroud is deciding fights.

AlistarEven
Pantheon wins short damage trades, but Alistar's crowd control, heal, and Unbreakable Will make killing him alone slow and often impractical.
Watch for Unbreakable Will: it removes Pantheon's stun and heavily reduces the burst window Pantheon needs to finish him.
How to beat
Use Spear Shot to chip him and avoid standing close enough for free Pulverize into Headbutt. Commit only after Headbutt or Pulverize is down, and disengage immediately when Unbreakable Will starts instead of wasting Heartseeker Strike into it.
Later Alistar is not trying to side-lane duel Pantheon; he wins by starting or peeling teamfights. Pantheon should ignore him when possible and use Grand Skyfall or flank angles to reach carries behind him.
- If he saves Headbutt, your leap can turn into a forced disengage instead of a kill.
- Aegis Protection can block his empowered auto pattern, but not the displacement chain.
- Do not chase through Triumphant Roar sustain unless his ultimate is down.
- Stunning him during Unbreakable Will is usually a waste unless it protects an ally.

AmumuUnfavoured
Amumu's physical damage reduction and percent-health magic damage make Pantheon's burst weaker while his own extended fight stays reliable.
Watch for Curse of the Sad Mummy: it locks Pantheon in place long enough for Despair and Tantrum to win the extended trade.
How to beat
Keep minions between you and Bandage Toss, then punish missed Q with Spear Shot and a short stun combo. Do not stand in Despair after your Heartseeker Strike ends; Pantheon needs repeated short trades, not a long melee burn fight.
Later Amumu is much more valuable in grouped fights because Curse of the Sad Mummy can decide the whole fight. Pantheon should split pressure or use Grand Skyfall after Amumu's ultimate is forced, not before.
- His Tantrum passive makes small physical hits feel worse than expected.
- Never chase him through Despair after your cooldowns are gone.
- A missed Bandage Toss is the best window to jump in.
- Your stun can interrupt his movement, but it does not stop the area ultimate once he is in range.

AniviaUnfavoured
Anivia outranges Pantheon, can wall his retreat, and Rebirth often denies the all-in even when he reaches her.
Watch for Rebirth: it forces Pantheon to kill Anivia twice, often after he has already spent Aegis of Zeonia and Heartseeker Strike.
How to beat
Avoid straight-line approaches through Flash Frost and do not leap unless her stun is down or she is too close to wall you off safely. If you trigger Rebirth, check your cooldowns and minion position before committing to the egg; dying to Glacial Storm while tunneling the egg loses the duel.
Later Anivia controls waves and chokepoints better than Pantheon and is hard to kill through peel. Pantheon should attack side lanes and use Grand Skyfall behind her team rather than entering through her wall and storm.
- Aegis of Zeonia can put you on the wrong side of Crystallize if you jump too early.
- Save movement for the returning or detonated Flash Frost, not just the first projectile.
- Do not spend Ignite-style finish damage before Rebirth if you cannot kill the egg.
- Grand Skyfall is risky into prepared Anivia because wall and storm punish the landing zone.

AnnieEven
Pantheon can burst Annie if he gets first contact, but her prepared stun and Tibbers punish predictable leap-ins hard.
Watch for Pyromania stun: it turns Disintegrate, Incinerate, or Tibbers into a guaranteed stop on Pantheon's engage.
How to beat
Track her stun stacks and do not jump when the next spell is charged unless you can kill immediately. Harass with Spear Shot when her stun is not ready, then commit after she spends it on a minion wave or misses the Tibbers timing.
Later Annie's teamfight engage scales better because Tibbers stun can delete a carry. Pantheon should look for side pressure or flank her before she groups, and in fights he must not be the first target she sees with stun ready.
- Her auto range lets her chip you, but Spear Shot trades back without entering Incinerate range.
- If Tibbers is available, hold Aegis of Zeonia until she exposes herself or wastes stun.
- Mercury's Treads change the stun trade more than raw damage does.
- Do not channel Heartseeker Strike while Tibbers is burning you unless she is already dead.

AsheFavoured
Ashe is fragile and has no dash, so Pantheon's stun combo usually wins if he reaches her through Volley and Arrow.
Watch for Enchanted Crystal Arrow: it stops Pantheon's engage or escape and gives Ashe enough distance to kite with Frost Shot.
How to beat
Hold brush or fog angles so she cannot start the trade with repeated Frost Shot autos. Bait Volley first, then use Aegis of Zeonia; once she has spent Arrow or missed it, Pantheon can stay on her with Spear Shot finish damage.
Later Ashe becomes more valuable grouped because Arrow can start fights from range, but she still loses isolated side-lane duels if Pantheon has flash or flank access. Pantheon should attack her from side angles instead of running down a lane through slows.
- Aegis Protection blocks one auto, which matters more when she is trying to chain Frost Shot slows.
- Do not walk directly at her after Arrow is ready; approach from fog.
- If Volley is down, her immediate trade damage drops sharply.
- Boots of Swiftness are specifically useful when Frost Shot kiting is the only problem.

BlitzcrankFavoured
Pantheon's damage is much higher in a duel, and Blitzcrank's main threat is displacing him rather than winning sustained damage.
Watch for Mana Barrier: it can bait Pantheon into overcommitting after the first burst appears lethal.
How to beat
Stand behind minions to deny Rocket Grab and force Blitzcrank to walk into Spear Shot poke. Save Aegis of Zeonia until after Power Fist is used or when he is low enough that Mana Barrier will not buy a full second rotation.
Later Blitzcrank matters more as a pick champion than a duelist, especially around vision. Pantheon should avoid face-checking hooks and use Grand Skyfall to bypass hook zones onto the back line.
- Do not chase under tower just because Mana Barrier popped low.
- Aegis Protection can block a key Power Fist auto if timed before his knockup hit lands.
- Minions ruin Rocket Grab but do not protect you from Static Field damage.
- If he uses Overdrive forward and misses hook, he has little left for the duel.

BrandUnfavoured
Brand's ranged burst and percent-health burn punish Pantheon before he reaches melee, and a missed engage usually loses the duel.
Watch for Sear: when Brand has Blaze applied, it stuns Pantheon and denies the Heartseeker Strike channel.
How to beat
Do not leap after being tagged by Pillar of Flame or Conflagration unless Sear is already down. Juke the delayed Pillar, force Sear to miss, then jump immediately and burst before Pyroclasm can bounce through nearby units.
Later Brand is stronger in grouped fights when Pyroclasm has bounce targets and Pantheon has to enter through spell zones. Pantheon should pick him from fog or split pressure rather than front-lining into Brand's combo.
- If Blaze is on you, respect Sear as a stun, not just poke.
- Fight away from minion waves and allies so Pyroclasm has fewer valuable bounces.
- Heartseeker Strike is dangerous if Sear is still available.
- Hexdrinker is one of the cleanest ways to survive his first rotation.

Cho'GathUnfavoured
Cho'Gath is too durable for Pantheon's normal burst and can answer melee commits with silence, knockup, and Feast execute damage.
Watch for Feral Scream: it silences Pantheon during the exact window he needs to chain Spear Shot and Heartseeker Strike after jumping in.
How to beat
Stay mobile around Rupture and use Spear Shot to chip rather than starting every trade with Aegis of Zeonia. Commit only after Rupture or Feral Scream is down, then leave before Feast range becomes lethal if your burst did not finish him.
Later Cho'Gath outscales Pantheon in front-to-back fights and side-lane durability once Feast stacks and tank items are online. Pantheon should avoid extended side fights and instead use Grand Skyfall to reach softer targets while Cho'Gath is showing elsewhere.
- Do not channel Heartseeker Strike inside obvious Rupture timing.
- His silence can prevent the last Spear Shot that would normally finish a target.
- Aegis Protection does nothing against Feast's true damage.
- Armor shred helps more than flat trading once he builds health and armor.

CorkiEven
Pantheon can kill Corki in one stun window, but Valkyrie and Gatling Gun make failed engages very expensive.
Watch for Valkyrie: it breaks Pantheon's melee follow-up and leaves a damage trail that punishes chasing after the leap.
How to beat
Poke with Spear Shot until Corki uses Valkyrie defensively or aggressively, then jump before it returns. When Gatling Gun starts, either finish immediately or step out; standing in the armor shred turns the duel in Corki's favor.
Later Corki scales into stronger sustained teamfight damage, while Pantheon remains better at forcing a single pick. In side lane, Pantheon can still win if he catches Valkyrie down, but grouped fights require flanking around Corki's poke.
- Do not chase straight through Valkyrie's fire trail after your stun ends.
- Aegis Protection blocks an auto, but Corki's mixed spell damage still matters.
- If Gatling Gun has shredded you, reset the fight instead of extending.
- Grand Skyfall behind Corki can force Valkyrie toward your team rather than away from it.

Dr. MundoUnfavoured
Dr. Mundo absorbs Pantheon's burst, wins long health trades with Burning Agony and Masochism, and Sadism can erase a near-kill.
Watch for Sadism: it lets Mundo survive Pantheon's execute window and turn the fight while Pantheon's cooldowns are down.
How to beat
Dodge Infected Cleaver by fighting around minions and do not take a long melee trade while Burning Agony is running. Force Sadism with a partial combo, back off, then re-engage only if you have anti-heal or enough burst to finish through the regeneration.
Later Mundo becomes much harder for Pantheon to kill in side lane and can walk through poke to threaten carries. Pantheon should apply Grievous Wounds if assigned to him, but his better job is usually diving past Mundo onto less durable targets.
- Never judge his health bar normally while Sadism is available.
- Aegis Protection blocks an auto, not Burning Agony or Cleaver damage.
- Use minions to cut off Cleaver angles before you leap.
- Executioner's Calling is specifically for making your second rotation matter.

EvelynnFavoured
Pantheon's point-and-click stun interrupts Evelynn's melee burst and his front-loaded physical damage usually wins before she can kite with Dark Frenzy.
Watch for Agony's Embrace: it slows Pantheon and gives Evelynn the space to turn an all-in into a disengage or chase.
How to beat
Keep health high when she is missing, because her best duel starts from Camouflage with first hit advantage. Once she appears, stun immediately after Ravage or before she can move through you, then unload Heartseeker Strike and finish with Spear Shot before Dark Frenzy speed resets the spacing.
Later Evelynn is more dangerous through flank picks than honest side-lane duels. Pantheon should ward deeper, group around reveal tools, and save Aegis of Zeonia for her first commit onto a carry.
- Do not waste Spear Shot into fog when she can simply choose not to appear.
- If she opens with Agony's Embrace, wait out the slow before chasing too far.
- Your stun is reliable because she must enter melee to Ravage.
- Early magic resist is enough if her burst is the only way she wins.

EzrealEven
Pantheon wins if he catches Ezreal after Arcane Shift, but Ezreal's poke and blink can deny the stun combo when held correctly.
Watch for Arcane Shift: it dodges Pantheon's engage spacing and creates distance before Heartseeker Strike can deal full damage.
How to beat
Do not lead with Aegis of Zeonia while Arcane Shift is up unless Ezreal is trapped against terrain. Walk him down with Spear Shot pressure, bait Shift with a forward movement or Grand Skyfall angle, then stun immediately after he lands.
Later Ezreal outpokes and teamfights better from range, while Pantheon remains stronger at punishing isolated cooldown mistakes. Pantheon should force side pressure or flank, because running through Mystic Shot poke makes his engage too predictable.
- Aegis Protection can block an auto, but Mystic Shot poke is the real tax.
- If he uses Arcane Shift aggressively, punish at once; that is his escape.
- Avoid fighting through minions that let Mystic Shot reduce his cooldowns repeatedly.
- Grand Skyfall can cut off his retreat path, but wait to see where he Shifts.

FiddlesticksUnfavoured
Fiddlesticks can fear Pantheon out of his burst and Drain back the damage unless Pantheon interrupts cleanly.
Watch for Terrify: it breaks Pantheon's all-in timing and lets Fiddlesticks channel Drain or reposition for Crowstorm damage.
How to beat
Hold Aegis of Zeonia for Drain when possible rather than spending it into ready Terrify. If he fears first and starts Drain, re-engage after the fear ends and stun the channel; never stand in Crowstorm unless your next spell kills him.
Later Fiddlesticks is much stronger from fog in grouped fights with Crowstorm, while Pantheon has better targeted interruption if he sees him. Pantheon should control vision and use Grand Skyfall after Crowstorm is revealed or canceled.
- Your stun cancels Drain, but only if Terrify is not stopping you first.
- Dark Wind silence can interrupt your spell chain after the leap.
- Do not duel near unwarded walls where Crowstorm can start on top of you.
- Quicksilver Sash is specifically valuable when fear decides the fight.

GangplankEven
Pantheon has stronger direct lockdown and burst, but Gangplank's Remove Scurvy can erase the stun and turn the trade with Parrrley and sustained autos.
Watch for Remove Scurvy: it cleanses Aegis of Zeonia's stun and denies Pantheon's guaranteed Heartseeker Strike setup.
How to beat
Poke with Spear Shot and watch whether Gangplank uses Remove Scurvy for healing before you commit. If W is down, jump and burst immediately; if W is up, consider baiting it with a short trade and back off before his passive and Parrrley win the extended fight.
Later Gangplank scales into stronger global teamfight influence with Cannon Barrage and better sustained side-lane trading. Pantheon can still win picks when Remove Scurvy is down, but he should not rely on one stun combo to decide late fights.
- Do not assume Aegis of Zeonia guarantees Heartseeker Strike while Remove Scurvy is ready.
- Aegis Protection can block Parrrley because it behaves like an attack-based shot.
- His Cannon Barrage can turn a close duel if you chase in a straight line.
- Armor is useful, but the real matchup is about baiting W.

GarenEven
Pantheon can win short spear-and-stun trades, but Garen wins if he gets repeated melee uptime and reaches Demacian Justice execute range.
Watch for Demacian Justice: once you are low, Garen can finish the duel through your block and without needing another extended trade.
How to beat
Keep him at Spear Shot range and tag him often enough to stop Perseverance from resetting the lane. Do not use Aegis of Zeonia into a fresh Decisive Strike unless you are ready to disengage after Heartseeker Strike, because Judgment punishes standing beside him. Commit when his Q speed burst is down or after you have blocked his empowered attack with Aegis Protection.
Later Finished Garen is harder to kill in the side lane, but Pantheon has better map entry with Grand Skyfall. In teamfights, do not dive him first; use your stun on carries and leave Garen to be kited unless he has already spent Demacian Justice.
- Spear Shot poke is partly about denying Perseverance, not just damage.
- Aegis Protection can block the Decisive Strike hit, but not Judgment or Demacian Justice.
- If he activates Decisive Strike toward you, step back before stunning so Judgment does not get full duration.
- Do not take an all-in while already near execute range.

GragasEven
Pantheon can punish Gragas during Body Slam downtime, but Gragas has enough sustain, displacement, and burst to break Pantheon's clean combo windows.
Watch for Body Slam: it stops your approach or interrupts your spacing, then leaves you slowed for Barrel Roll follow-up.
How to beat
Hold just outside Body Slam range and make him spend it on wave control or a missed engage before you jump. If he keeps Body Slam, poke with Spear Shot and do not channel Heartseeker Strike in front of a prepared barrel. Commit when Body Slam and Explosive Cask are unavailable, because that is when your stun actually keeps him in your damage.
Later Gragas brings stronger teamfight disruption while Pantheon has better pick pressure and side-lane kill threat if Gragas wastes Body Slam. Finished Gragas can deny your dive with Explosive Cask, so flank after he uses it or land on targets away from him.
- Do not Aegis of Zeonia into a barrel already placed under your feet.
- Body Slam can make Heartseeker Strike miss if you start it too early.
- Explosive Cask can separate you from your target after Grand Skyfall.
- Magic resist matters more than armor in this duel.

HeimerdingerUnfavoured
Heimerdinger's turret nest makes Pantheon's point-and-click engage costly, and Pantheon lacks sustained ranged damage to clear safely before committing.
Watch for H-28G Evolution Turret: turrets punish every Aegis of Zeonia engage and turn your short combo into an extended fight you do not want.
How to beat
Do not duel him inside multiple turrets; hold outside rocket range when possible and use Spear Shot to thin turrets or chip him when he steps away from them. Bait CH-1 Concussion Grenade before jumping, because a direct stun or blind ruins your burst window. Commit only when the turret count is low or he is displaced from his setup.
Later Heimerdinger is still awkward in sieges and objective setups, but Pantheon is better at leaving the lane and forcing fights elsewhere with Grand Skyfall. In late teamfights, do not land into his prepared zone unless your team can immediately collapse.
- Aegis Protection blocks turret attacks, but only one; it does not let you ignore a nest.
- If he holds CH-1 Concussion Grenade, your stun combo is not guaranteed to win.
- Grand Skyfall behind him is better than landing in front of his turrets.
- Clearing turrets first is often the kill setup.

JannaFavoured
In a forced 1v1 Pantheon outdamages Janna, but in real games she mostly exists to deny his engage on someone else.
Watch for Monsoon: it knocks you out after Aegis of Zeonia and erases the damage window you jumped in to create.
How to beat
Judge the duel by forcing her cooldowns: walk up with Spear Shot pressure, then save Aegis of Zeonia until Howling Gale is charging or already missed. If she has Monsoon, do not spend everything before the knockback; stun again only after she uses it or when you can burst through Eye Of The Storm. In team contexts, attack from fog so she has less time to pre-shield and disengage.
Later Janna will not usually side-lane against Pantheon, and she loses the isolated duel if caught. Her late-game value is teamfight peel, so Pantheon should use Grand Skyfall to split her attention or force Monsoon before his carries commit.
- Eye Of The Storm can make your Spear Shot poke look worse than the health bars imply.
- A fully charged Howling Gale can interrupt your follow-up after stun.
- Monsoon is the cooldown that matters; without it she cannot keep you off for long.
- She is easier to kill when she has just shielded a turret or ally.

Jarvan IVEven
The duel is volatile because both champions have armor pressure and burst engage, but Jarvan wins longer fights while Pantheon wins cleaner short trades.
Watch for Dragon Strike: the armor reduction makes Jarvan's follow-up and Martial Cadence trade much harder than the first hit suggests.
How to beat
Trade in short cycles: Spear Shot, keep Aegis Protection ready for Martial Cadence, then stun after he uses Dragon Strike or misses the flag combo. Avoid standing in a line with Demacian Standard when his Q is available. Commit after his knock-up pattern is down, because then Heartseeker Strike is much harder for him to avoid.
Later Jarvan scales better as a front-line teamfighter and can trap targets with Cataclysm, while Pantheon remains stronger at picks and cross-map collapses. In the side lane, do not take extended fights inside Cataclysm unless you are already ahead or have a defensive cooldown ready.
- Aegis Protection can block Martial Cadence's basic attack damage.
- If he tags you with Dragon Strike armor shred, back off before accepting the full trade.
- Cataclysm can keep you in range for his team after Grand Skyfall.
- Your stun can stop him before the flag combo if you read the setup.

JaxUnfavoured
Pantheon can bully early with spells, but Jax's Counter Strike denies attacks and his scaling turns the duel against Pantheon as fights lengthen.
Watch for Counter Strike: it dodges your basic attacks, reduces Heartseeker Strike's area damage, and threatens a stun if you stay close.
How to beat
Do not open with Aegis of Zeonia while Counter Strike is ready unless you are using it only to disengage. Poke with Spear Shot, back up when he activates Counter Strike, then re-enter after the stun lands or expires. Your best all-in is before he has stacked Grandmaster's Might attack speed and after Leap Strike has been spent aggressively.
Later Jax wins the finished side-lane duel and will outscale Pantheon in repeated melee fights. Pantheon should stop trying to match him alone and instead use Grand Skyfall to force numbers elsewhere or stun Jax only when the team can burst him.
- Counter Strike is the whole matchup; do not feed it your melee follow-up.
- Aegis Protection can block a Leap Strike hit if it is treated as an attack, but it will not solve his sustained damage.
- Heartseeker Strike is best after Counter Strike ends, not during it.
- If Jax has Leap Strike available, he can choose whether the fight continues.

KarthusFavoured
Pantheon can repeatedly stun and burst Karthus before Karthus lands enough Lay Wastes, though Death Defied means the kill zone remains dangerous.
Watch for Death Defied: even after you win the duel, Karthus can keep casting and trade the kill if you stay in Defile or eat Lay Wastes.
How to beat
Hold a side angle so Lay Waste is harder to predict, then use Aegis of Zeonia when Wall of Pain is down or when you can kill through the slow. Do not stand still after Heartseeker Strike; move immediately out of Defile and away from his passive body. If Requiem is the concern, save enough health or magic shield value to survive after disengaging.
Later Karthus contributes more guaranteed teamfight damage, while Pantheon is better at starting fights before Karthus is set. In side lane Pantheon can still kill him, but late fights require leaving Death Defied's area quickly and interrupting or absorbing Requiem pressure with team resources.
- Your stun interrupts his movement, not Death Defied's casting after he dies.
- Wall of Pain makes chasing through Defile much worse than starting from fog.
- Do not celebrate the kill inside his passive; step out first.
- Hexdrinker can be the difference between winning and trading one for one.

KassadinFavoured
Pantheon's physical burst and targeted stun punish Kassadin before Riftwalk scaling lets him choose every fight.
Watch for Riftwalk: once available and stacked with mana, it lets Kassadin dodge your Heartseeker Strike angle and leave after short magic trades.
How to beat
Pressure him before level 6 with Spear Shot and punish last hits, because Void Stone does little against your physical damage. After 6, do not throw Aegis of Zeonia at maximum range unless Riftwalk is down or he has used it forward. Commit when Null Sphere is down so he cannot silence your follow-up after the stun.
Later Finished Kassadin becomes much harder to pin down and is better at choosing side-lane skirmishes, but Pantheon can still punish him if he Riftwalks aggressively into vision. In teamfights, hold stun for Kassadin's entry instead of diving blindly past him.
- Your damage being mostly physical is a major advantage into Void Stone.
- Null Sphere can stop your spell chain if you delay after jumping.
- Track whether Riftwalk was used forward; that is your real engage window.
- Grand Skyfall can follow his roam, but it does not guarantee he stays to fight.

KatarinaFavoured
Pantheon's targeted stun and burst directly punish Katarina's channel and give him control of the isolated duel.
Watch for Death Lotus: if your Aegis of Zeonia is down, the channel can turn a close fight or punish you after you spend your burst.
How to beat
Do not waste Aegis of Zeonia for light poke if she still has Death Lotus; your stun is the answer to her ultimate. Harass with Spear Shot, then commit after Shunpo is used or when you can stun the moment she channels. Keep the fight short, because resets are irrelevant in a true 1v1 unless she kills you first.
Later Katarina is more dangerous in chaotic teamfights than in the side lane, where Pantheon can still threaten her if his stun is up. Late, save Aegis of Zeonia for Death Lotus unless another teammate has already locked her down.
- Aegis of Zeonia cancels Death Lotus; hold it for that job.
- If she Shunpos behind you, turn before using Heartseeker Strike.
- Her damage reduction after Shunpo can blunt your first burst, so wait a beat if you can.
- Do not Grand Skyfall into her team without knowing where Katarina is.

KayleUnfavoured
Kayle can kite Pantheon with Reckoning and Righteous Fury, then deny his burst timing with Intervention.
Watch for Intervention: it blanks your Spear Shot, stun, and Heartseeker Strike burst window if you commit too predictably.
How to beat
Stay outside Righteous Fury uptime when possible and trade only when Reckoning is down or she has used it on the wave. Bait Intervention with a partial combo, then back off instead of channeling Heartseeker Strike into invulnerability. Recommit after the ultimate ends, ideally with Aegis Protection ready for one ranged attack.
Later Kayle wins more finished side-lane fights because Intervention and sustained ranged damage outlast Pantheon's burst. In teamfights, Pantheon should force her ultimate on herself or a frontliner before diving the actual carry.
- Do not use Heartseeker Strike into Intervention; you lose the entire channel.
- Reckoning's slow is what lets Righteous Fury keep hitting you.
- Aegis Protection only blocks one ranged attack, not the splash pattern around the fight.
- If Intervention is down, she is much more vulnerable to your normal combo.

KennenUnfavoured
Kennen's range, marks, and Lightning Rush make it hard for Pantheon to stick, and Slicing Maelstrom punishes melee commits.
Watch for Slicing Maelstrom: it turns your Aegis of Zeonia engage into repeated magic damage and Mark of the Storm stuns around his body.
How to beat
Avoid taking free marks from Thundering Shuriken and Electrical Surge before you engage; once you have marks, back up until the stun threat fades. Try to bait Lightning Rush first, then stun after it ends so he cannot immediately create distance. If Slicing Maelstrom is ready, only commit with enough burst to kill quickly or with a path to disengage after your stun.
Later Kennen is the stronger teamfighter if he reaches your backline with Slicing Maelstrom, while Pantheon is better at picking him before a fight starts. In side lane, Pantheon needs magic resist and clean cooldown tracking; otherwise Kennen kites and stuns him out.
- Count Mark of the Storm stacks before jumping.
- Lightning Rush is both his escape and his way to force the stun stack.
- Your stun does not stop Slicing Maelstrom once it is active.
- Grand Skyfall onto Kennen is risky if his ultimate is ready and teammates are nearby.

Kog'MawFavoured
Pantheon wins the isolated duel if he reaches Kog'Maw before Bio-Arcane Barrage can kite him down.
Watch for Bio-Arcane Barrage: its bonus range and percent-health magic damage let Kog'Maw win if you chase in a straight line without forcing contact.
How to beat
Do not walk through Void Ooze at him; flank or wait for it to miss before using Aegis of Zeonia. Keep trades decisive: stun, Heartseeker Strike, Spear Shot, then leave before he can free-hit through extended range. After killing him, immediately move away from Icathian Surprise instead of eating the passive explosion.
Later Kog'Maw becomes a much bigger teamfight threat than Pantheon if protected, but he still loses isolated catches. Pantheon should use Grand Skyfall to attack from angles that bypass his frontline, then exit the passive explosion path after the kill.
- Void Ooze is often the difference between a clean kill and being kited.
- Aegis Protection blocks one basic attack, but Bio-Arcane Barrage will keep firing afterward.
- Living Artillery can reveal you before a flank, so change angles after being hit.
- Run away from Icathian Surprise as soon as the kill lands.

Lee SinEven
Pantheon has more reliable point-and-click lockdown, but Lee Sin has better sustained skirmishing and can outplay with mobility if Sonic Wave lands.
Watch for Sonic Wave / Resonating Strike: if it connects after you trade, Lee Sin controls the re-engage and executes you as your cooldowns fall off.
How to beat
Fight around minions so Sonic Wave is harder to land, and avoid using Aegis of Zeonia before he commits unless you can burst him immediately. Block or disengage after his passive-enhanced attacks rather than letting him weave free autos between spells. Your best commit is after Sonic Wave misses or after Safeguard is unavailable, because then he cannot choose the spacing.
Later Lee Sin has stronger displacement in teamfights with Dragon's Rage, while Pantheon has better long-range engage and pick setup. In side lane the duel stays playable, but Lee Sin wins messy extended fights if he lands Q and gets multiple passive cycles.
- Stand behind minions to deny Sonic Wave angles before you poke.
- Aegis Protection is valuable against his passive-weaved attacks, not his spell damage.
- Dragon's Rage can kick you away from the carry after Grand Skyfall.
- If Safeguard is up, assume he can deny your final Spear Shot range.

LeonaFavoured
Leona is durable and has crowd control, but without an ally to trigger Sunlight she lacks the damage to beat Pantheon in a straight duel.
Watch for Eclipse: its resistance window absorbs your burst and makes a bad all-in drag into her crowd-control chain.
How to beat
Do not dump Heartseeker Strike into Eclipse if you can wait out the defensive window. Keep Spear Shot pressure up, then stun after Zenith Blade or Shield of Daybreak has been used so she cannot chain-lock you cleanly. In real games, respect her engage because the danger is the ally damage behind her, not Leona alone.
Later Leona rarely side-lanes and still loses the isolated duel, but her teamfight lockdown is far more valuable than her 1v1 threat. Pantheon should avoid being the first target she catches and instead dive after Solar Flare or Zenith Blade has been committed.
- Sunlight does not matter much in a pure 1v1 because no ally can consume it.
- Eclipse is the cooldown to wait out before using your full combo.
- Aegis Protection can block Shield of Daybreak's attack, but the stun threat still shapes the trade.
- If she misses Zenith Blade, she has trouble forcing you to stay.

LuluEven
Pantheon can kill Lulu if he catches her cleanly, but Whimsy, Glitterlance, Help, Pix!, and Wild Growth can deny his burst and kite him out.
Watch for Whimsy: the polymorph or speed swing stops your follow-up after Aegis of Zeonia and lets Lulu reset the spacing.
How to beat
Approach from outside her vision or after Glitterlance is down, because walking straight in gives her too many slows and shields before your stun. Try to bait Help, Pix! or Whimsy with Spear Shot pressure before committing. If Wild Growth is ready, do not channel Heartseeker Strike into the knock-up unless she is already low enough to die after it ends.
Later Lulu is not a true side-lane duelist, but finished support tools make her very hard for Pantheon to burst quickly. In teamfights, she is a peel priority: force Whimsy or Wild Growth before diving the carry she wants to protect.
- Whimsy is more dangerous than her damage because it breaks your combo timing.
- Glitterlance after Help, Pix! can come from a different angle than Lulu's body.
- Wild Growth can interrupt your melee follow-up after the stun.
- If she uses shield on someone else, her 1v1 becomes much easier.

LuxEven
Pantheon wins if he dodges Light Binding and reaches Lux, but Lux can control the approach and burst him before he gets a second rotation.
Watch for Light Binding: it stops your engage path and gives Lux the full Lucent Singularity plus Finales Funkeln damage sequence.
How to beat
Use minions and side movement to deny Light Binding before you jump; never walk straight through open space at her. Once Q is down, Aegis of Zeonia gives you a reliable burst window, but keep moving after Heartseeker Strike so Lucent Singularity does not set up her laser. If she holds Q, keep chipping with Spear Shot and threaten from fog instead of forcing a bad engage.
Later Lux has safer teamfight range and better siege, while Pantheon has stronger flank and pick threat. In side lane Pantheon can kill her if Light Binding misses, but late grouped fights require attacking from angles that make her bind the wrong target.
- Light Binding can hit through a minion to you as the second target, so do not hide predictably.
- Prismatic Barrier can soften your all-in if she throws it before your stun lands.
- Lucent Singularity's slow makes Finales Funkeln much easier to line up.
- Grand Skyfall behind Lux is strongest when Light Binding is already committed forward.

MalphiteUnfavoured
Malphite's armor scaling, Granite Shield, and Ground Slam make Pantheon's physical burst lose value as the duel extends.
Watch for Ground Slam cuts Pantheon's attack speed and adds armor-scaling magic damage during the trade.
How to beat
Poke Granite Shield off with Spear Shot before you ever leap. Hold just outside Seismic Shard range when possible, then use Aegis of Zeonia only after his shield is down and Ground Slam is not ready. Keep trades short; staying in melee lets his armor and cooldowns take over.
Later Malphite wins the side lane once he has armor, and his teamfight engage is stronger than Pantheon's pick threat. Pantheon should avoid front-to-back hitting him and instead ult behind fights or punish carries before Unstoppable Force starts the fight.
- Do not spend the full W-E combo into Granite Shield.
- Aegis Protection can block one Brutal Strikes attack, but it does not solve Ground Slam.
- If he uses Seismic Shard to poke, he has less chase for your retreat.
- Black Cleaver is your best way to make your damage matter through his armor.

MalzaharUnfavoured
Malzahar can keep Pantheon at spell range and Nether Grasp punishes any committed leap unless Pantheon has cleanse or enough magic defense.
Watch for Nether Grasp suppresses Pantheon after he jumps in and lets Null Zone and Malefic Visions finish the trade.
How to beat
Stay out of minion lines where Malefic Visions can reset onto you and look for Spear Shot chip while his passive Voidling is absent. Commit with Aegis of Zeonia only when Call of the Void or Nether Grasp is unavailable, or when Quicksilver Sash can break the channel. If he has ultimate and space, do not start the duel with your only gap close.
Later Malzahar is more dangerous in grouped fights because suppressing Pantheon stops his assassination window. Pantheon needs flank angles, QSS, or a teammate to interrupt Nether Grasp before he can dive the back line.
- Kill or avoid the Voidling before trading; it adds too much free damage during suppression.
- Do not stand in Null Zone while channeling Heartseeker Strike.
- QSS changes the matchup more than raw damage does.
- Grand Skyfall behind him is risky if Nether Grasp is ready.

Master YiEven
Pantheon can burst and stun Yi early, but Yi wins extended melee if Alpha Strike dodges Heartseeker Strike or Meditate absorbs the combo.
Watch for Alpha Strike can dodge Pantheon's Heartseeker Strike window and keep Yi attached after the stun ends.
How to beat
Hold Aegis of Zeonia until Yi uses Alpha Strike or commits directly into you. Use Spear Shot to stack Aegis Protection, then stun into Heartseeker Strike before he can freely auto with Highlander. If he starts Meditate during your burst, stop spending cooldowns and re-engage when the reduction ends.
Later Yi outscales Pantheon in isolated side-lane DPS if he survives the opener. In teamfights, Pantheon should stun him as he enters rather than dive past him, because one reset can end the fight.
- Aegis Protection blocking one Yi attack is meaningful when Double Strike is coming.
- Do not channel Heartseeker Strike before Alpha Strike is used.
- Executioner's Calling is valuable if Meditate and lifesteal are deciding fights.
- Randuin's active helps cover the moment after Highlander starts.

Miss FortuneFavoured
Miss Fortune is dangerous at range, but Pantheon's point-and-click stun interrupts her spacing and cancels Bullet Time.
Watch for Make It Rain slows Pantheon before he reaches Aegis of Zeonia range and lets her kite the first engage.
How to beat
Do not walk through Make It Rain for free; angle around it or wait it out before jumping. Once in range, Aegis of Zeonia cancels Bullet Time and guarantees Heartseeker Strike unless she flashes. Keep trades decisive, because repeated Double Up poke can soften you before the all-in.
Later Miss Fortune contributes more in grouped front-to-back fights if Bullet Time is protected, while Pantheon still wins many isolated catches. Save stun for Bullet Time or flank her before she can set up the cone.
- Never stand behind a low minion for Double Up poke.
- Your stun immediately breaks Bullet Time.
- Her Strut drops when Spear Shot hits, making the next engage easier.
- Armor boots are enough if she is the main physical threat.

MorganaEven
Morgana can deny Pantheon's stun with Black Shield, but if it is down she is vulnerable to his burst and cannot easily escape.
Watch for Black Shield blocks Aegis of Zeonia's stun and can make Pantheon's engage fail outright.
How to beat
Bait Black Shield with Spear Shot pressure and movement before using W. If she shields early, back off until it expires; if she misses Dark Binding or uses Black Shield on herself too soon, jump and unload Heartseeker Strike. Do not chase through Tormented Soil while Soul Shackles is ticking.
Later Morgana is usually met in teamfights, where Black Shield can protect Pantheon's real target. Pantheon should either force the shield with poke before engaging or ult onto a carry after Morgana has committed it elsewhere.
- A shielded Morgana is not stunned by Aegis of Zeonia.
- Side-step Dark Binding before jumping; being rooted removes your burst window.
- If Soul Shackles lands, leave immediately unless she is already dead.
- Hexdrinker helps survive the binding into ultimate sequence.

NasusFavoured
Pantheon can punish Nasus before he stacks enough Siphoning Strike and can keep trades short enough to avoid Nasus's sustain plan.
Watch for Wither removes Pantheon's ability to disengage and weakens any follow-up basic attacks after the spell combo.
How to beat
Harass constantly with Spear Shot and deny clean last hits when Aegis Protection is ready. Jump after he uses Siphoning Strike on a minion or when Spirit Fire is misplaced, then leave before Fury of the Sands grinds you down. If Wither is active, do not keep chasing unless your burst will kill him.
Later Nasus eventually wins the side lane if he has farm and tank items, while Pantheon's teamfight impact becomes pick-based. Pantheon should stop dueling him straight up and use Grand Skyfall to force fights away from Nasus's split push.
- Block Siphoning Strike with Aegis Protection when trading near his cannon stacks.
- Do not stand in Spirit Fire during Heartseeker Strike if you can angle out first.
- Force trades before level 6; Fury of the Sands flips long fights.
- Executioner's Calling cuts his passive sustain when he tries to outlast poke.

NidaleeEven
Pantheon wins if he catches Nidalee with stun, but she can poke, heal, and use cougar mobility to deny clean melee trades.
Watch for Javelin Toss chunks Pantheon before the all-in and makes entering W range dangerous.
How to beat
Fight from behind minions and avoid long spear lanes; one max-range Javelin Toss can decide the duel before it starts. Walk her down after she uses Pounce or misses spear, then stun before she can swap forms and kite. Do not chase through brush blindly because Prowl and traps make her escape pattern stronger.
Later Nidalee is better at siege poke and disengaged side pressure, while Pantheon is better at guaranteed engage on a caught target. In late fights, Pantheon must approach from fog or after spear is down, not through open mid-lane poke.
- Bushwhack's resist shred makes her cougar burst much more dangerous.
- Your W can punish cougar form after Pounce is used.
- Do not Grand Skyfall onto a Nidalee with open brush and cooldowns unless she is trapped by teammates.
- Hexdrinker is efficient if spears are deciding the lane.

Nunu & WillumpEven
Nunu rarely wants this duel, but Ice Blast and Consume sustain make it hard for Pantheon to force a clean kill unless Nunu misuses cooldowns.
Watch for Ice Blast slows Pantheon's movement and attack speed, denying the chase after Aegis of Zeonia.
How to beat
Keep Spear Shot pressure on him when he cannot immediately Consume a minion back to full. Save Aegis of Zeonia to interrupt Absolute Zero or to punish him after Ice Blast is used. Do not take long trades near minion waves where Consume resets the health gap.
Later Nunu is more valuable buffing and peeling in teamfights than dueling Pantheon. Pantheon should interrupt Absolute Zero when nearby, or ignore Nunu and ult onto the damage threat Blood Boil is enabling.
- Aegis of Zeonia cancels Absolute Zero if you are in range.
- Do not judge his health while Consume is available near a cannon or monster.
- Boots of Swiftness help against repeated Ice Blast slows.
- His Blood Boil makes disengaging harder than his damage suggests.

OlafUnfavoured
Olaf's true damage, lifesteal, and Ragnarok immunity let him run through Pantheon's stun-based burst in an even all-in.
Watch for Ragnarok ignores Aegis of Zeonia's stun and lets Olaf keep attacking through Pantheon's only hard stop.
How to beat
Before level 6, trade around missed Undertow and use short Spear Shot into W-E bursts rather than extended autos. After level 6, do not open with Aegis of Zeonia unless Ragnarok is down; kite out the ultimate, then re-engage when he can actually be stunned. Avoid fighting him at low health, where Berserker Rage and Vicious Strikes are strongest.
Later Olaf wins most side-lane duels and is hard for Pantheon to peel once Ragnarok is active. Pantheon should force cross-map plays with Grand Skyfall or burst Olaf's backline before Olaf reaches his own carries.
- His low health is a trap because Berserker Rage increases DPS.
- Aegis Protection blocks an attack, not Reckless Swing's true damage.
- Executioner's Calling is strong into Vicious Strikes sustain.
- Randuin's is useful after Ragnarok ends, not during the immunity window.

RammusUnfavoured
Rammus's armor, Defensive Ball Curl, and taunt punish Pantheon's physical melee burst and make extended trades terrible.
Watch for Puncturing Taunt forces Pantheon to attack into Defensive Ball Curl and reflected damage.
How to beat
Do not jump while Defensive Ball Curl is active unless you are finishing him. Let Powerball pass or block the first hit with positioning, then use Spear Shot to chip while his defensive cooldowns are down. If he taunts you, disengage as soon as control returns instead of trying to win the armor fight.
Later Rammus is far better in front-to-back fights against physical champions, and Pantheon cannot reliably kill him in side lane. Pantheon should avoid being the first target taunted and look for carries after Rammus commits Powerball or Taunt elsewhere.
- Heartseeker Strike into Defensive Ball Curl is usually wasted damage.
- Aegis Protection does not stop reflected damage from attacks you are forced to make.
- Black Cleaver helps, but it does not make Rammus your preferred target.
- Mercury's Treads reduce Taunt and Powerball slow duration.

RyzeUnfavoured
Ryze's targeted root and rapid spell rotation punish Pantheon before and after the leap, especially once Desperate Power gives spell vamp and speed.
Watch for Rune Prison roots Pantheon in Ryze's spell range and can stop him from reaching or leaving after the combo.
How to beat
Do not eat free Overload poke just to look for W range; approach from brush or after he uses Rune Prison on defense. If Rune Prison is down, Pantheon can stun and burst before Ryze cycles spells again. When Desperate Power is active, back out unless you can kill immediately through the spell vamp.
Later Ryze outscales Pantheon in sustained side-lane combat and brings stronger repeated damage to clustered fights. Pantheon needs magic resist, QSS for root chains, and flank timing rather than a fair walk-up duel.
- Spell Flux lowers your magic resist, so the next spells hit harder.
- Do not channel Heartseeker Strike while standing in his Desperate Power AoE rotation.
- QSS can break Rune Prison and create the re-engage window.
- Hexdrinker is strongest before Ryze has enough rotation damage to chew through it.

ShacoEven
Pantheon wins direct contact with stun and burst, but Shaco can choose the fight, dodge vision, and turn engages through boxes and clone confusion.
Watch for Jack In The Box fears Pantheon during his engage path and gives Shaco time to Backstab or escape.
How to beat
Do not chase into fog or brush where boxes can control the trade. Hold Aegis of Zeonia until Shaco exits Deceive or reveals the real body after Hallucinate, then burst him before he can reposition behind you. If he uses Deceive defensively, back off rather than guessing through traps.
Later Shaco is better at split pressure and picks, while Pantheon is better at reliable teamfight stun when vision is controlled. Pantheon should buy vision, cover flanks, and force fights where Shaco cannot pre-place boxes.
- Aegis Protection can block a Backstab auto if you face him and time the trade.
- Do not stun the clone unless the real Shaco's position is confirmed.
- Sightstone or Wriggle's ward active matters more than another small combat stat in this matchup.
- Grand Skyfall onto Shaco without vision often lands into boxes or clone bait.

ShenEven
Pantheon has better burst windows, but Shen's shields, taunt, and sustained Vorpal Blade trades can neutralize kills if Pantheon wastes cooldowns.
Watch for Shadow Dash taunts Pantheon out of his trade plan and can drag him through minions or toward Shen's team.
How to beat
Poke Feint down with Spear Shot before committing. If Shadow Dash misses or is used to escape, jump immediately and use Heartseeker Strike while he cannot interrupt your spacing. Keep trades short; Shen wants repeated Vorpal Blade healing and Ki Strike value.
Later Shen is stronger globally with Stand United and usually harder to kill in side lane. Pantheon should match his map pressure with Grand Skyfall, interrupt Stand United when in range, or force fights on the opposite side before Shen can arrive.
- Aegis of Zeonia can stop Stand United if Shen channels within range.
- Do not unload into Feint unless you are forcing the shield only.
- Stand behind minions less often when Shadow Dash angle is obvious.
- Black Cleaver is useful when Shen starts stacking armor.

SingedUnfavoured
Singed denies Pantheon's preferred short burst by slowing, flipping, and forcing him to chase through Poison Trail and Insanity Potion stats.
Watch for Fling throws Pantheon behind Singed, usually into Poison Trail and away from a clean retreat.
How to beat
Do not chase him in a straight line; hold side angles and use Spear Shot when he turns to farm or fling. Commit only after Mega Adhesive or Fling is down, then stun and step out instead of following his path. If Insanity Potion is active, wait it out unless you have a numbers advantage.
Later Singed wins side-lane attrition and creates more chaos in teamfights, while Pantheon still offers pick pressure. Pantheon should ult past him onto carries or force objectives while Singed is showing in a side lane.
- Your full combo loses value if Fling moves you out of Heartseeker Strike angle.
- Boots of Swiftness help more than raw damage when adhesive and poison are the problem.
- Do not spend Grand Skyfall to land directly on a fleeing Singed unless his escape path is boxed in.
- Hexdrinker helps with poison damage, but positioning decides the fight.

SionEven
Pantheon can burst Sion before he lifesteals, but Cryptic Gaze and Death's Caress can absorb or reverse the all-in.
Watch for Cryptic Gaze stuns Pantheon first and gives Sion time to activate shield, Enrage autos, or Cannibalism sustain.
How to beat
Use Spear Shot to pressure Death's Caress and avoid standing close enough for an easy shield detonation. If he uses Cryptic Gaze first and cannot follow with shield burst, re-engage after the stun; if shield is already charged, wait or break it from range before jumping. During Cannibalism, either burst cleanly or disengage before his attacks heal through your damage.
Later Sion's exact threat depends on build, but finished bruiser or lifesteal Sion can beat Pantheon in long melee. Pantheon should save stun to stop his access to carries or burst him before Cannibalism gets repeated attacks.
- Do not channel Heartseeker Strike into an active Death's Caress shield if it is about to explode.
- Executioner's Calling is strong when Cannibalism is his win condition.
- Aegis Protection can block one Enrage-boosted attack after his stun chain.
- Mercury's Treads reduce the Cryptic Gaze window.

SivirEven
Pantheon wins if he gets past Spell Shield, but Sivir can block the stun and kite with On The Hunt if he commits predictably.
Watch for Spell Shield blocks Aegis of Zeonia and refunds Sivir the space she needs to punish Pantheon's failed engage.
How to beat
Bait Spell Shield with Spear Shot or movement before using W. If she shields early, wait it out; if it is down, jump immediately and burst before On The Hunt creates distance. Avoid standing in the return path of Boomerang Blade while backing out after your combo.
Later Sivir is stronger in grouped fights because On The Hunt and Ricochet scale with team positioning, while Pantheon remains a pick champion. He should flank and force her Spell Shield before committing, or save stun for after a teammate breaks it.
- Do not press W into visible Spell Shield unless you are only trying to remove it.
- Aegis Protection can block a basic attack but not Boomerang Blade.
- Her short range makes her catchable once Spell Shield is gone.
- Randuin's helps if On The Hunt turns the duel into repeated autos.

SkarnerEven
Pantheon wins short stun-and-burst trades, but Skarner wins if Crystalline Exoskeleton stays up long enough for repeated Crystal Slash and Energize resets.
Watch for Crystalline Exoskeleton lets Skarner absorb the opening spear rotation and run Pantheon down with speed and attack speed while it holds.
How to beat
Do not commit into a fresh Crystalline Exoskeleton unless you already have enough damage to break it quickly. Poke with Spear Shot, keep Aegis Protection ready for one of his follow-up attacks, then jump after the shield falls or after he spends it to reach you.
Later Finished Skarner is harder to burst and can win extended side-lane fights if Pantheon cannot disengage after the first combo. In teamfights, Impale is more valuable than your single-target stun, so flank carries and avoid being the target dragged into his team.
- Track whether Crystalline Exoskeleton is a shield or just a speed buff; once the shield breaks, the extra speed and attack speed drop too.
- Aegis of Zeonia can interrupt his chase pattern, but it does not stop Impale once he has you suppressed.
- Do not stand in his Crystal Slash range after your Heartseeker Strike channel ends.

SonaFavoured
Sona's poke and sustain are annoying, but she is too fragile to survive Pantheon's point-click stun into Heartseeker Strike if caught alone.
Watch for Crescendo stops your all-in and can turn your Aegis of Zeonia engage into a full counter-burst window.
How to beat
Stay outside 550 range when her Power Chord is ready, then use Spear Shot to chip without letting her freely trade Q and empowered auto. Commit when Crescendo is down or when she steps close enough that Aegis of Zeonia guarantees the full Heartseeker Strike.
Later Sona should not side-lane against Pantheon; he kills her if she is isolated. In teamfights, she is stronger through Crescendo and auras, so Pantheon should approach from fog and force her to spend ultimate defensively.
- If her Power Chord is charged, wait out the auto before trading; the damage reduction can blunt your burst.
- Her W armor aura matters during your Heartseeker Strike, so try to engage after she has used an aura for movement or poke.
- Grand Skyfall behind Sona forces her to choose between ulting you or protecting her carry line.

SorakaFavoured
Soraka can silence and heal through poke, but she lacks the damage or mobility to survive a clean Pantheon all-in.
Watch for Infuse silences Pantheon and can deny Spear Shot or Heartseeker Strike during the kill window.
How to beat
Hold Aegis of Zeonia until after she uses Infuse or until you are close enough that silence cannot stop the initial stun. Use Spear Shot to force Astral Blessing, then re-engage while its armor buff is down or when her Wish cannot save her from the next rotation.
Later Soraka is not a real side-lane duelist and dies if Pantheon reaches her alone. In teamfights, her global and armor buff make burst math worse, so Pantheon should either kill her first from fog or force her cooldowns before diving a carry.
- Do not channel Heartseeker Strike into Astral Blessing's armor buff unless she is already low.
- Infuse is the only cooldown that meaningfully stops your combo; once it is gone, she has no escape.
- Wish can bait you into overchasing, so leave enough damage for the heal rather than spending everything at the start.

TaricUnfavoured
Taric's armor aura, heal, and point-click stun make him unusually good at absorbing Pantheon's physical burst and winning the slow trade back.
Watch for Shatter's armor aura reduces Pantheon's burst and its active can punish him after he commits into melee.
How to beat
Do not take repeated melee trades into his passive and Shatter aura. Harass with Spear Shot, bait Dazzle at longer range where its damage is lower, and only commit after Imbue or Shatter has been used.
Later Taric remains difficult for Pantheon to kill in a side lane, but he rarely threatens towers quickly alone. In teamfights, Pantheon should ignore Taric unless he is already low and instead use flanks to reach targets outside Taric's aura value.
- If Taric walks directly at you, expect Dazzle; hold your stun until after it lands or misses its best range.
- Heartseeker Strike loses a lot of value while Shatter's armor aura is active.
- Executioner's Calling is worthwhile only if Taric's healing is actually extending fights, not just because he has Imbue.

TeemoEven
Pantheon can kill Teemo when he reaches him, but Blind, poison kiting, and mushrooms punish sloppy engages.
Watch for Blinding Dart denies Pantheon's follow-up basic attacks and wastes part of the burst window after Aegis of Zeonia.
How to beat
Use Spear Shot from just outside his auto rhythm and avoid walking through unwarded mushroom paths to start fights. Bait Blinding Dart with a short trade, then commit with Aegis of Zeonia once blind is down so Heartseeker Strike and the next Spear Shot carry the exchange.
Later Teemo controls side lanes with Noxious Trap and can make Pantheon lose health before the duel starts. Pantheon brings stronger direct pick pressure in teamfights, but he needs sweep/ward support and should not chase Teemo through trapped terrain.
- Your passive can block a Toxic Shot auto, but it does not stop the poison already applied.
- Do not Aegis of Zeonia onto Teemo if you must then walk through his expected mushroom line.
- Mercury's Treads reduce Blind duration; that can be more important than raw armor in this lane.

TristanaEven
Pantheon wins if he locks Tristana before she creates distance, but Rocket Jump and Buster Shot can completely reset the fight.
Watch for Buster Shot knocks Pantheon out of melee after his stun and can deny the Heartseeker Strike follow-through.
How to beat
Harass with Spear Shot until she uses Rocket Jump aggressively or to farm distance, then commit before it is back up. If Buster Shot is available, angle your engage so being knocked away does not put you under her full free-fire range or turret.
Later Finished Tristana outscales Pantheon in sustained side-lane and teamfight damage if she has space. Pantheon must play for fog-of-war picks or Grand Skyfall angles that force her Rocket Jump and Buster Shot before the real carry dive.
- Do not waste Aegis of Zeonia while Rocket Jump is already mid-flight unless you are sure it will connect before she leaves range.
- Her range grows with levels, so Spear Shot trades become harder later even at equal items.
- Aegis Protection can block one cannon auto, but Rapid Fire will quickly remove it.

TryndamereUnfavoured
Pantheon's burst is strong before level 6, but Tryndamere wins extended fights and Undying Rage invalidates the execute-style finish.
Watch for Undying Rage prevents the lethal Spear Shot or Heartseeker Strike finish and lets Tryndamere keep critting while Pantheon has no cooldowns.
How to beat
Trade in short windows while Aegis Protection is up and disengage before his Fury turns the fight. After level 6, force Undying Rage with a partial combo, back away with stun or Cutlass-style slow, then re-enter only after the invulnerability ends.
Later Tryndamere usually wins the side lane once both are finished because his sustained crit damage and ultimate beat Pantheon's cooldown burst. Pantheon should group, force picks, or use Grand Skyfall to punish the rest of the map instead of matching him forever.
- Do not start a full all-in while his Fury bar is high unless you can disengage after he ults.
- Save Aegis of Zeonia to stop his chase after Undying Rage, not just to begin the fight.
- Warden's Mail and Randuin's Omen are high-value because they reduce the attack-speed window where he actually kills you.

Twisted FateFavoured
Twisted Fate can poke and gold-card Pantheon, but he is fragile and has no real escape from a clean Aegis of Zeonia engage.
Watch for Gold Card from Pick A Card stuns Pantheon before or after his jump and can buy enough time for Wild Cards and retreat.
How to beat
Watch his card cycle and do not leap into a locked Gold Card unless you are finishing the kill. Stand off the minion wave to make Wild Cards less efficient, then engage as soon as he throws or times out the card.
Later Twisted Fate avoids honest side-lane duels by using Gate and Destiny to play the map. Pantheon should match his roaming pressure with Grand Skyfall and punish him hard when Destiny is down or when he appears without peel.
- If he locks Gold Card early, back off until it expires; that is your best engage timer.
- Aegis Protection can block his empowered auto's attack damage, but the card effect still matters.
- Grand Skyfall can follow his side play, but arrive after he commits so he cannot simply walk away.

TwitchEven
Pantheon can burst Twitch if he reveals him and closes first, but Twitch wins if Ambush or Spray and Pray gives him uninterrupted stacks.
Watch for Ambush lets Twitch choose the opening and start Deadly Venom stacks before Pantheon can stun him.
How to beat
Do not stand in open lane with low health when Twitch is missing; force him to reveal on minions or wards before committing. Once he appears, immediately Aegis of Zeonia before Venom Cask slow and Spray and Pray create too much distance.
Later Twitch's finished teamfight damage is much higher, especially if Pantheon dives through a front line. Pantheon should buy vision, attack from flanks, and treat Twitch's reveal as the fight-starting moment rather than chasing after Spray and Pray is already firing.
- Sightstone or Wriggle's ward active is matchup power here because seeing Ambush changes the duel completely.
- If Venom Cask lands before your stun, you may not reach him before Expunge becomes lethal.
- Aegis Protection blocks one auto but does not remove Deadly Venom stacks.

VayneUnfavoured
Vayne's Condemn and Final Hour mobility make it difficult for Pantheon to keep her in Heartseeker Strike range, and Silver Bolts wins longer fights.
Watch for Condemn knocks Pantheon out after Aegis of Zeonia and can stun him against terrain, ending his burst window.
How to beat
Fight away from walls and do not leap at max range if Condemn is ready. Poke with Spear Shot, wait for Tumble or Condemn to be used, then stun immediately and unload before Silver Bolts stacks through your health.
Later Vayne is favored in finished side-lane duels if she has room to kite, and she is also the more dangerous sustained teamfight carry. Pantheon must flank from fog, force Condemn early, and accept that front-to-back fights are not his job.
- Open terrain matters more here than against most marksmen; wall Condemn turns even trades into lost fights.
- Do not channel Heartseeker Strike after she Tumbles out of the cone; canceling the idea is better than standing still.
- Randuin's active can give you the extra second needed after Condemn or Final Hour Tumble.

VeigarEven
Pantheon can delete Veigar if he gets inside Event Horizon, but being stunned at the cage edge lets Veigar land his full burst first.
Watch for Event Horizon denies Aegis of Zeonia angles and stuns Pantheon if he crosses the perimeter.
How to beat
Bait Event Horizon with forward movement, then step back instead of jumping through the wall. Once the cage is down, close immediately with Aegis of Zeonia and finish before Dark Matter and Primordial Burst line up again.
Later Veigar's finished burst can kill Pantheon if the cage lands, but Veigar still hates being flanked. Pantheon should attack from fog or with Grand Skyfall behind him, forcing Event Horizon defensively rather than walking straight into it.
- Never Aegis of Zeonia through the cage edge; wait for the wall to expire or enter from inside if already safe.
- Hexdrinker can turn his Q-R burst from lethal into a won duel.
- If Veigar misses Event Horizon, he has no mobility and should die to your next full rotation.

WarwickUnfavoured
Warwick's sustain and suppression make him better in extended equal-item duels, especially once Pantheon's burst cooldowns are spent.
Watch for Infinite Duress suppresses Pantheon through his damage window and lets Warwick heal while holding him in place.
How to beat
Keep trades short: Spear Shot, stun, Heartseeker Strike, then disengage before Hungering Strike and passive healing erase the trade. After level 6, do not all-in unless Infinite Duress is down or you have Quicksilver Sash to break the suppression.
Later Warwick remains a stronger straight side-lane duelist if Pantheon cannot burst through his healing. In teamfights, both champions offer point-and-click lockdown, but Pantheon should target squishies while carrying QSS if Warwick is saving ultimate for him.
- Executioner's Calling matters because Warwick's passive and Hungering Strike are the fight, not incidental sustain.
- Aegis Protection can block one attack but not the healing pattern over a long duel.
- Quicksilver Sash is the clean answer to Infinite Duress when Warwick is ulting you every fight.

WukongEven
Pantheon can win the first burst trade, but Wukong's Decoy and Cyclone punish predictable all-ins and extended melee commits.
Watch for Decoy breaks Pantheon's target tracking and can waste Heartseeker Strike while Wukong repositions for a counter-engage.
How to beat
Do not immediately channel Heartseeker Strike after Aegis of Zeonia if Decoy is available; wait a beat to confirm the real Wukong. Trade after he uses Nimbus Strike on the wave or after Decoy is down, then step out before Cyclone turns the exchange into a longer fight.
Later Wukong scales into the stronger teamfight engager with Cyclone, while Pantheon is better at picking isolated targets. In side lane the duel stays playable, but Pantheon must avoid wasting burst into Decoy and cannot stand in Cyclone for its full duration.
- If Wukong stops moving strangely after your stun, expect Decoy and hold Heartseeker Strike.
- His Crushing Blow armor reduction makes follow-up trades worse, so do not keep brawling after the first rotation.
- Grand Skyfall can punish Wukong split pushes, but land away from his immediate Cyclone path.

ZileanEven
Pantheon can force Zilean low quickly, but Time Warp and Chronoshift make it hard to secure a clean kill without a second rotation.
Watch for Chronoshift denies Pantheon's burst kill and revives Zilean after you have spent stun and damage cooldowns.
How to beat
Stay outside repeated Time Bomb range until you are ready to force a real trade, then jump when Time Warp is down or used for speed instead of slowing you. If Chronoshift is available, either wait it out after proccing it or switch targets rather than spending everything into the revive.
Later Zilean should not beat Pantheon in a clean side-lane fight unless he kites perfectly, but he changes teamfights by undoing Pantheon's first assassination. Pantheon should pressure him to self-cast Chronoshift, then re-engage after the revive window or dive a different carry.
- A bomb attached before your engage will detonate during your combo, so count its timer before committing.
- Time Warp's slow is often more dangerous than his damage because it keeps you out of stun range.
- Do not use Grand Skyfall as the whole engage if Chronoshift is ready; you need follow-up after the revive.
No champion by that name.
18- Attack damage
- 323.6
- Ability power
- 0
- Armor
- 156.3
- Magic resist
- 132.1
- Attack speed
- 1.020
- Cooldown reduction
- 24%
- Critical strike chance
- 15%
- Move speed
- 400

Click an item to leave it out of the numbers.
Resources
- Health
- 2,337
- Health regen
- 18.45 / 5s
- Mana
- 822
- Resource regen
- 14.7 / 5s
Offense
- Attack range
- 150
- Crit chance
- 15%
- Crit damage
- 200%
- Life steal
- 12%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 43%
- Lethality
- 6
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QSpear Shotrank 5/5
- Damage
- 545
WAegis of Zeoniarank 5/5
- Damage
- 153
EHeartseeker Strikerank 5/5
- Damage
- 378
- Max Damage
- 1,135
RGrand Skyfallrank 3/3
- Max Damage
- 1,020
- Min Damage
- 510
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.020
- Average hit
- 379.6
- Normal hit
- 330.1
- Critical hit
- 660.1
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Life steal healing
- 46.4 / s
- Time to kill
- 2.6s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 102.9
- Ability power
- 0
- Armor
- 91.3
- Magic resist
- 52.5
- Attack speed
- 1.020
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 355
Resources
- Health
- 1,999
- Health regen
- 18.45 / 5s
- Mana
- 822
- Resource regen
- 14.7 / 5s
Offense
- Attack range
- 150
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QSpear Shotrank 5/5
- Damage
- 225
WAegis of Zeoniarank 5/5
- Damage
- 150
EHeartseeker Strikerank 5/5
- Damage
- 106
- Max Damage
- 318
RGrand Skyfallrank 3/3
- Max Damage
- 1,000
- Min Damage
- 500
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.020
- Average hit
- 102.9
- Normal hit
- 102.9
- Critical hit
- 205.8
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 9.5s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 293.6
- Ability power
- 0
- Armor
- 106.3
- Magic resist
- 67.1
- Attack speed
- 1.047
- Cooldown reduction
- 10%
- Critical strike chance
- 0%
- Move speed
- 355
Click an item to leave it out of the numbers.
Resources
- Health
- 2,337
- Health regen
- 18.45 / 5s
- Mana
- 822
- Resource regen
- 14.7 / 5s
Offense
- Attack range
- 150
- Crit chance
- 0%
- Crit damage
- 210%
- Life steal
- 12%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 43%
- Lethality
- 6
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QSpear Shotrank 5/5
- Damage
- 502
WAegis of Zeoniarank 5/5
- Damage
- 153
EHeartseeker Strikerank 5/5
- Damage
- 342
- Max Damage
- 1,025
RGrand Skyfallrank 3/3
- Max Damage
- 1,020
- Min Damage
- 510
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.047
- Average hit
- 299.5
- Normal hit
- 299.5
- Critical hit
- 628.9
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Life steal healing
- 37.6 / s
- Time to kill
- 3.2s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.