Pantheon Support Build & Guide — Patch 16.9

Tactical Dashboard
Core Abilities




Skill Order
Primary Combo
Core Items





Situational Items




Runes






Win Condition
Use the global ulti Grand Starfall to swing skirmishes anywhere on the map: ult onto a fight, W-stun the priority target on landing, then chain Q tap and Aegis Assault while your ADC kills them. Roam early and often.
Weakness
No ranged engage other than W's 600-unit dash. Falls off hard once enemy carries get armor — Pantheon is a bruiser support, not a real tank, so a 4v5 if you ult-roam and lose the trade collapses your team.
Overview
Pantheon is normally played top, but in the bot lane he works as an aggressive bruiser support (a fighter-class support that opens fights with damage, not pure tankiness). His kit is built around two-button engages: Shield Vault (W) is a targeted dash that stuns and deals damage scaling with the enemy's max HP, and Comet Spear (Q) has two modes — tap for a short melee strike that returns most of the cooldown, or hold for a long ranged spear throw that pokes from distance. Aegis Assault (E) is a directional shield that blocks every non-tower hit from the front while Pantheon stabs repeatedly. Grand Starfall (R) is a global ulti (an ultimate ability that travels across the map): he leaps into the sky and crashes down on any chosen location after a delay, marked on the ground with a warning circle. His passive Mortal Will counts every spell or basic attack — every fifth one empowers his next ability for a bonus effect (bigger Q damage, multi-hit W follow-up, or extra resistances on E).
Game plan in lane: poke with held-Q from max range while the enemy ADC last-hits, then commit a W-engage (an engage is the act of starting the fight by going in first) when their Flash is down. Mid-game, the global R is the win condition — leave bot lane and ult onto skirmishes (small 2v2 or 3v3 fights, not full teamfights) mid or top, where the surprise factor of a global jump lets you flip fights you weren't even close to. Late-game, peel for your ADC — peel means protecting your own carry by knocking enemies off them — by using E to body-block the enemy diver (a champion who jumps onto your back line to kill the carry) and W to interrupt (cancel the cast of) any ability you can land on.
Recommended Build
Starting items:
World Atlas (the unified support starter) plus 2 Health Potions. Don't last-hit minions: leave the gold to your ADC. World Atlas pays your gold separately through its quest progression.
Core items (in order):
World Atlas — starter. Evolves automatically as you accumulate quest progress through
Runic Compass and
Bounty of Worlds, ending in the endgame upgrade you choose.
Mercury's Treads — magic resist plus tenacity (a stat that shortens the duration of crowd control on you). A shorter stun on you means you get to land your W after the enemy support tries to interrupt.
Locket of the Iron Solari — armor, magic resist, and an active that shields all nearby allies. Pop it the instant you W in so your team soaks the enemy's first burst (high damage in the first 1-2 seconds).
Knight's Vow — bonds you to your ADC (Attack Damage Carry — the auto-attacking bot lane teammate): a portion of the damage they take redirects to you, and you heal them back. Critical for a hybrid-tank support like Pantheon who doesn't have natural healing.
Bloodsong — the engage-focused endgame upgrade of your support item. Carries a Spellblade passive: after any ability cast, your next basic attack deals bonus damage and the target takes amplified damage for 4 seconds. Play pattern: "ability → AA → ability → AA". Pantheon spams Q taps so the proc resets constantly.
Situational items:
Plated Steelcaps — armor boots that reduce basic-attack damage. Swap from Mercury's when the enemy bot lane is auto-attack heavy (Caitlyn, Draven, Tristana) and their harass (poke and chip damage) hurts more than late crowd control will.
Zeke's Convergence — bonds you to a chosen ally; when you ult, that ally gains bonus magic damage on their attacks. Pick into comps with a melee carry (Yasuo, Yone, Master Yi) you reliably ult on top of.
Kaenic Rookern — passive magic shield that regenerates out of combat. Pick into AP burst comps (double mage like Syndra mid plus Brand support) — the shield eats one full ult.
Solstice Sleigh — alternate engage-focused support endgame. Whenever you crowd-control the same target twice (W stun then Q tap counts), you and the next ally get a small shield and bonus movement speed. Pick this over Bloodsong when your team has another engage source and you'd rather chain crowd controls than amplify damage.
Boots: Default
Mercury's Treads for the tenacity. Swap to
Plated Steelcaps only against AA-heavy bot lanes.
Skill order: Max W (Shield Vault) first — lower cooldown means more engage windows, and W is your hardest crowd control. Max E (Aegis Assault) second for longer block duration. Max Q last (extra damage matters less than the lower W cooldown). Take R at levels 6, 11, 16.
Runes: Primary Resolve (the defensive rune tree — durability) with Aftershock (free armor and magic resist when you crowd-control someone, fires on every W stun), Font of Life (your CC marks the target; allies who attack it heal), Bone Plating (damage reduction on the first three hits taken — stacks with Aegis Assault's block), Unflinching (extra tenacity when you use a summoner spell). Secondary Inspiration with Hextech Flashtraption (backup Flash on a long cooldown, lets you Flash-W for surprise engages) and Cosmic Insight (lower cooldowns on summoners and item actives). Stat shards: Adaptive Force / Adaptive Force / Health.
Alternative keystone: Hail of Blades in the Precision tree if you want a heavier early all-in pattern (three rapid auto-attacks after engaging), but Aftershock is the safer default since it scales into the late-game peeler role.
Pick into / Counterpicks
Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.
Pick into
Squishy enchanters with no hard crowd control of their own
They cannot interrupt W's dash. Once you W onto their ADC and chain a Q tap, the carry dies in the stun window before the enchanter can shield or peel. Yuumi can't even untether quickly enough to survive.
SorakaSonaYuumiJannaImmobile ADCs with no dash
W gap-closes 600 units onto a target: ADCs without a blink eat the full W stun and Q follow-up whenever they step up to last-hit. They cannot outrun the engage once you commit.
CaitlynJhinSennaStationary mage supports with no escape
They have to stand still to cast their long skillshots — that's exactly when W lands clean. Aegis Assault even blocks their poke between engages, denying their lane plan entirely.
XerathVel KozBrand
Counterpicks
Hard-CC blockers and disengage enchanters
Black Shield from Morgana eats the W stun outright — you commit forward for nothing. Milio's R cleanses your stun chain at long range. Lulu's polymorph cancels your dash mid-cast. Your single committed engage gets answered for free.
MorganaMilioLuluHook supports who pull you out of position
Their hooks reach further than W (Thresh Q ~1100 vs W 600). You eat the pull, get focused alone in their team, and your ADC is left exposed because you used your only engage trying to walk forward.
ThreshBlitzcrankPykeTank engage supports who out-CC you
They chain more crowd control than Pantheon (Leona has E root plus Q stun plus R; Pantheon only has W stun). In a mirror engage they win because their lock-down lasts longer and they stay alive after — Pantheon does not.
LeonaNautilusRell
Key matchups
- Leona: Mirror engage matchup. Both of you commit forward with one button. Try to W onto her right after she E-dashes — her cooldowns are longer than yours, so a clean answer engage usually trades 1-for-1 and your ADC walks away with the kill.
- Lulu: Hard counter into your all-in (full kill commit). Polymorph cancels W mid-dash and turns it into nothing. Force fights only when her W is on cooldown (track its 18-second timer) or wait for your jungler so the engage doesn't depend on a single button.
- Caitlyn: Long-range poke matchup (chip damage at distance). She bullies your HP under tower with traps and basic-attacks at 650 range. Don't try to walk up — held-Q her back from max range, eat the bad lane, and roam mid as soon as R is up. Pantheon's macro game beats hers even when his lane loses.
- Soraka: Pure sustain enchanter (healing-focused support that wins by keeping her ADC alive, not by starting fights). Flash-W on top of her any time her Flash is down — she has zero crowd control and dies in your combo before her ADC can react. Save R for the regroup when your jungler shows up.
- Thresh: Skill matchup. His Q out-ranges your W (~1100 vs 600), so don't walk forward while his hook is up. Dodge it by stepping behind your minions, then W his ADC the instant you see him on cooldown. The window is small but consistent.
Power spikes & win conditions
- Level 2 (W + E): First spike. With W and E you have a full all-in: W stun, basic-attack, then E to block the enemy ADC's counter-burst. An over-extending enemy ADC (pushed past their first wave — the row of incoming minions) is a free kill if your Flash is up.
- Level 6 (R unlocks): The map opens. Grand Starfall is global, meaning you can ult onto any skirmish on Summoner's Rift from anywhere. The first R should usually go to a fight your jungler started mid or to a roam onto an over-extended top laner — not to a 1v2 in lane.
Locket of the Iron Solari completion (~ minute 14-16): First teamfight item. Your engage drops a free team shield. Group for Drake (dragon objective in the bottom river — kills give permanent stat buffs) or Voidgrubs (small monsters in the top river — the team that kills them earns bonus damage to structures).
Bloodsong endgame (~ minute 24-30): Spellblade proc plus 4-second damage amp on champions turns Pantheon's Q-tap spam into real damage. Your rotation W → AA → Q tap → AA personally shaves 25-30% HP off a squishy (low-defense champion like an ADC or mage).
Common mistakes
- Held-Q poke that misses every time. The held version is a slow projectile telegraphed by the spear's wind-up animation. Cast it from inside a brush or right after the enemy uses their main movement ability — never on open ground when they can simply sidestep by walking.
- W with no follow-up. Shield Vault commits you forward and you can't retreat once it lands. If your ADC is back at base or your jungler is on the other side of the map, hold W. A solo engage at 4v5 just feeds you and burns your engage cooldown for nothing.
- E facing the wrong direction. Aegis Assault only blocks damage from the side you face. New Pantheon players cast E backward to retreat and eat the enemy follow-up in the back. Always face the source of the burst — the enemy ADC's auto-attacks, the mid-laner's combo — and let your ally peel from behind you.
- R used as a 1v1 finisher. Grand Starfall has a long delay and a giant warning indicator on the ground; smart enemies just walk out before you land. Use R to start a fight (with vision so your team can collapse together) or to cross the map onto an unaware target — never to chase a fleeing 1v1 you should have already won.
- Forgetting Mortal Will. The empowered icon above your bar tells you when your next spell gets a major upgrade. An empowered W hits multiple times and shreds tanks; an empowered Q deletes squishies. Auto-attack minions in the mid-game lull just to re-stack the passive before each engage.
Advanced tip
The R-flank pick at the back line. Late-game, instead of ulting on top of a fight, ult into the enemy back line (the rear of their formation where the squishy carries stand) behind their team. Ground-warning gives them 1 second to react: their carries usually flash forward toward their own front line (the tanks at the head of the formation) to escape, and you W onto whoever didn't flash. This converts a global R into a back-line pickoff (eliminating an enemy isolated from the fight) and the fight that follows is 5v4 because the enemy carry is dead. Pair this with a teammate hiding nearby (a roaming jungler — leaving his lane to help yours) to catch the Flash target and you skip the teamfight entirely.
Past patches
No previous versions available.