Pantheon

Pantheon Jungle Build 16.11

Pantheon Jungle build in patch 16.11 has a 51.3% win rate over 156 games. This setup focuses on cloth armor is an early armor component meant to reduce incoming physical damage from basic attacks and ad-heavy trading. it is mainly purchased to stabilize lanes or builds against opponents who threaten through repeated physical hits.

Pantheon Roles
Patch: 16.11
156 Matches
Win Rate: 51.28% / Pick Rate: 13.58%
Scorchclaw Pup
Health Potion
Sundered Sky
Black Cleaver
Mercury's Treads
Black Cleaver
Sundered Sky
Mercury's Treads
Long Sword
Cloth Armor
Flash
Smite

Pantheon Build Guide & Strategy (Patch 16.11)

About Pantheon

Pantheon is an early-game diver who wins through point-and-click stun access, spear burst, and map pressure that turns side skirmishes into sudden numbers advantages. He is excellent at forcing decisive short fights before enemies can stabilize, but he becomes much easier to manage when he falls behind or fails to end trades quickly.

Pantheon Build Strategy & Items

The item supports defensive lane plans where you expect to take physical poke, minion-supported trades, or sustained harassment from auto attacks. It fits champions who want to blunt early AD pressure, farm more safely, and reach later spikes without bleeding too much health. The item supports lane patterns where every auto attack, ability ratio, or short trade becomes slightly more threatening right away. It fits aggressive and tempo-conscious gameplans that want immediate combat value while keeping many future build options open. This item supports a threatening, damage-first approach where landing clean trades or getting time to auto attack becomes much more rewarding. It fits gameplans built around scaling into strong item completions while still demanding respect the moment it enters inventory. Cloth Armor is an early armor component meant to reduce incoming physical damage from basic attacks and AD-heavy trading. It is mainly purchased to stabilize lanes or builds against opponents who threaten through repeated physical hits. Long Sword is the basic attack damage component for champions who want a small but efficient increase to their physical output. It is mainly bought to improve trading, farming, and build flexibility without delaying larger item paths. B. F. Sword is a heavy attack damage component purchased for a major raw damage jump before a full item is finished. It is mainly for carries and AD champions aiming for a high-impact power spike tied to stronger attacks and harder-hitting abilities. Scorchclaw Pup is a jungle companion for players who want their clears and ganks to translate into more aggressive damage pressure. It is mainly for junglers looking to add extra threat in skirmishes, chases, and finishing situations rather than leaning into pure speed or toughness. Health Potion is a consumable sustain tool used to recover health over time during lane or after small fights. It is mainly for extending early map presence without needing an immediate recall.

Pantheon Key Strengths

Cloth Armor is strong because it directly targets one of the most common early damage patterns, making physical trades noticeably less punishing. It is especially valuable into marksmen, fighters, or lanes where repeated auto attacks matter more than occasional burst from other damage types. Long Sword is attractive because it gives clean AD at a low cost, making it one of the easiest ways to sharpen early damage and last-hitting. It also builds into a wide range of assassin, marksman, fighter, and utility items, so early purchases rarely feel restrictive. B. F. Sword is powerful because few components create such an immediate increase in physical damage, especially for champions whose kits convert AD directly into lane and skirmish pressure. It can sharply change how opponents respect your spacing, since even simple trades become much more punishing. Scorchclaw Pup is appealing because it pushes your jungle item choice toward actual combat impact instead of only improving movement or survivability. That makes it attractive on junglers who want sharper kill pressure when entering lanes or contesting camps and objectives against enemy champions. Health Potion is valuable because it turns gold into reliable early endurance, which matters most when the first few waves decide pressure and recall timing. It also works across many matchups, making it one of the simplest ways to stay active after a rough exchange. Steel Sigil is useful because it gives a more fight-ready feel than purely scaling components, helping champions survive the kind of repeated contact that happens in close-range play. It also smooths item pathing for builds that want sturdiness now without waiting on an expensive completion. Guardian Angel is valuable because the revive changes how enemies target and sequence a fight, often buying enough hesitation or extra time for your team to swing the exchange. It is especially strong in late-game objective fights where one reset life can preserve a fed carry or reward a diver for forcing a dangerous angle. Plated Steelcaps are strong because they answer one of the most common and persistent damage patterns in the game: sustained physical chip from attacks. They are especially useful into double-AD pressure, ranged harass lanes, or late-game carries that would otherwise shred you through repeated autos. Black Cleaver is especially strong against teams with durable frontlines because it lets a bruiser stay threatening without giving up all defensive structure for pure penetration. It also feels great on champions that apply damage quickly and repeatedly, since the armor reduction comes online fast and keeps the whole fight favorable. Mercury's Treads are valuable because they answer two common game-losing problems at once: heavy magic damage and chainable crowd control. They are especially useful when the enemy composition wins by catching someone first, since even a little more freedom to move or cast can completely change whether you escape the engage. Sundered Sky is attractive because it gives fighters a very practical way to make their first connection feel threatening without sacrificing the ability to keep scrapping afterward. It is especially useful on champions that frequently start fights themselves, since it rewards clean entry timing and helps them maintain momentum once the brawl begins.

Best Pantheon Runes & Spells

Conqueror is a stacking combat rune designed for champions that build momentum as a fight develops. It mainly rewards repeated contact, sustained ability use, and the willingness to stay engaged until accumulated combat power starts to outweigh early burst runes. Coup de Grace is a finisher rune that sharpens damage against targets already close to collapse. It is mainly taken to make execution windows cleaner so low-health enemies are less likely to escape after surviving the initial burst or trade. Cut Down is a damage rune aimed at punching upward into healthier opponents rather than cleaning up weakened ones. Its purpose is to improve how well a champion threatens tanks, bruisers, or otherwise high-health targets that would normally soak through standard damage patterns. Magical Footwear is an economy rune that delays early boot purchases in exchange for a later movement and gold-efficiency spike. Its purpose is to free up early spending for combat stats or lane tools while still securing stronger baseline mobility once the boots arrive. Cosmic Insight is a cooldown utility rune that increases how often a player can leverage summoner spells and item actives. Its purpose is to create more frequent access to high-impact tools like Flash, Smite, and active items that often decide whether a play works at all. Legend: Haste is a scaling rune that gradually improves basic ability access as the game unfolds. Its purpose is to help ability-reliant champions cycle through their core tools more often, making skirmish patterns and repeated spell usage smoother over time. Triumph is a takedown rune that rewards successful fights with a burst of recovery and extra payoff at the moment an enemy falls. Its main purpose is to keep momentum alive after the first kill so a champion can survive the aftermath and continue pushing the skirmish. Flash is an instant repositioning spell built around solving range, angle, and danger in a single moment. It is mainly used to create or escape decisive situations that normal movement cannot cover in time. Smite is an objective and jungle control spell designed around camp clearing, neutral secure, and role-defining tempo. It is mainly taken to manage jungle routes efficiently and to give reliable finishing power on monsters that decide map control.

How to Play Pantheon (Early, Mid & Late Game)

Pantheon Laning Phase (Early Game)

In the early game as Pantheon in the Jungle lane, prioritize consistent farming and map awareness. Aim to secure your Sundered Sky as quickly as possible to establish a lane advantage and create opening opportunities.

Pantheon Mid Game Strategy

During the mid game, utilize your 3 item power spikes to control lane transitions and objective contested zones. As Jungle Pantheon, your roaming potential and skirmishing power are at their peak.

Pantheon Late Game Strategy

In the late game, focus on teamfighting effectiveness and critical positioning. As Pantheon, your role is to maintain utility and pressure in final sieges, coordinated and protecting objectives with your full item build.

Pantheon Mechanics & Gameplay Tips

Strong Pantheon players manage Mortal Will intentionally, choosing whether the empowered cast should frontload burst, extend range, or block the return damage that would otherwise lose the trade. Weak Pantheon play jumps in without tracking an exit, channels Aegis Assault in the wrong direction, or uses Grand Starfall on positions that arrive too late or too deep to matter.