Pantheon Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Pantheon Jungle

Pantheon Jungle Guide

Updated for Patch 7.3E
A Tier

Pantheon Jungle Wild Rift overview and best build snapshot

How to play

  • Look for early ganks Fill your passive bar with attacks and ability casts, then use your empowered 2nd ability to jump onto and stun an enemy your laner can help finish.

  • Face your shield toward incoming damage Use your 3rd ability after your combo, facing the enemy to block their damage while you move back to safety.

  • Use your ultimate to join a fight Land behind an exposed enemy when nearby teammates can follow up.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Brutal early ganker: his stun-leap and burst combo often kill outright before laners have items to survive it.
  • Aegis (3rd) lets him ignore camp damage and skirmish from the front, though it will not save him from tower aggro.
  • Grand Starfall (Ult) projects pressure across the map, turning one lead into fights won in other lanes.

Weaknesses

  • Falls off hard once enemies build health and resistances, with no scaling or sustain to stay relevant late.
  • His burst is frontloaded and short-ranged, so one missed Shield Vault (2nd) leaves him with no follow-up.
  • Tanky farm junglers outlast his window, kite him, and scale into a game he cannot reach.
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Pantheon Jungle Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Pantheon Jungle, including items, runes, summoner spells, and skill order.

STARTING ITEM

Long Sword

Simple early attack damage, since his strength is a level three burst that either kills or does not.

BOOTS

Armorcrusher Boots

Early lethality, which sharpens the spear combo his early game advantage runs on.

CORE BUILD

Youmuu's Ghostblade

Momentum builds while he walks between lanes to gank, so the speed and penetration are both active when he lands.

Blade of the Ruined King

Percent current health damage for the mid game, when his flat early burst stops being enough.

Serylda's Grudge

The slow keeps a target in his combo range after the stun ends, which is where his ganks usually fall apart. The slow only applies below 60% target Health.

Edge of Night

The spell shield covers the crowd control aimed at him mid-dive, since his own block only faces one direction.

Guardian Angel

Revives him once after dying. His ultimate drops him into their team from range.

SITUATIONAL ITEMS

Galeforce

A dash that gives him an exit after his ultimate commits him, which his own kit does not provide.

Duskblade of Draktharr

Bonus damage and a slow on the first hit against an unseen target, for the games where he is playing purely for picks.

Black Cleaver

Armor shred for the extended fights his empowered abilities let him take rather than the burst windows he usually plays.

Sundered Sky

Pantheon's stun guarantees access to the first basic attack that procs it, adding a strong hit and heal before he finishes the empowered rotation.

Serpent's Fang

Build this when the enemy has shields that absorb the burst his stun window delivers.

Mortal Reminder

Build this against armor stackers or enemies who heal through a burst he only gets one attempt at.

Death's Dance

Replace Edge of Night when Pantheon must survive close-range retaliation and can help secure a takedown after the stun. Armor and delayed physical and magic damage buy time; a champion you recently damaged must die to clear the stored damage and trigger its heal.

Sterak's Gage

Replace Guardian Angel when Pantheon has shifted into Health items and needs to survive the initial engage. Health, permanent Tenacity, and a bonus-Health Lifeline shield help you survive the return damage. Choose this or Maw of Malmortius for your Lifeline slot.

Maw of Malmortius

Replace Guardian Angel when AP burst is the main threat after Pantheon commits his stun. Magic Resistance and a magic-damage Lifeline shield preserve offensive pressure against AP burst. Choose this or Sterak's Gage for your Lifeline slot.

Force of Nature

Replace Guardian Angel when sustained magic damage continues after Pantheon's shield window ends. Repeated champion magic damage stacks extra Magic Resistance and movement speed, making it a sustained-magic-damage answer.

Randuin's Omen

Replace Guardian Angel when crit attacks kill Pantheon between defensive casts. Reduces physical critical-strike damage, so prioritize it against fed crit carries rather than purely on-hit damage.

RUNES

KEYSTONE

Conqueror

His empowered abilities let him keep fighting past the opening burst, so he stacks and the healing pays for staying.

PRIMARY

Hexflash

Flash into stun is his engage, and Hexflash keeps a version of it while Flash is down.

Transcendence

Mortal Will (Passive) gains stacks from attacks and ability casts, not from time or haste directly. Transcendence creates more ability-cast opportunities between attack sequences, which can still help reach the fifth stack sooner in an extended fight.

Nimbus Cloak

Move speed after a summoner spell closes the last few steps for a champion whose dash is short.

SECONDARY

Sudden Impact

His W (2nd) is a dash, so the bonus true damage triggers as the stun connects.

SITUATIONAL RUNES

Empowerment

Take this over Conqueror against fragile teams where one burst window matters more than an extended brawl.

First Strike

Take this over Conqueror when you reliably open fights on your own terms, which his ultimate lets him choose.

Legend: Haste

Take this over Sudden Impact for longer skirmishes against teams that can survive his opener. Shorter Comet Spear (1st) and Shield Vault (2nd) cooldowns help Pantheon follow the first stun with another damage-and-control rotation.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. His leap is his engage and his ultimate arrives from far away, so Flash is what he keeps for the escape.

Smite

Smite

You are playing Jungle, you always take Smite. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
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Pantheon Jungle Wild Rift matchups and counters

Wild Rift matchup guide for Pantheon Jungle, covering favorable lanes and difficult counters to prepare for in ranked.

Pantheon Jungle Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Pantheon Jungle, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Path toward the lane you want to influence and check it as soon as Shield Vault (2nd) is available. Pantheon's point-and-click stun makes a level-three visit worth breaking the clear for when the target is extended and your laner can follow; open with the stun, weave the empowered attack, then aim Comet Spear (1st) along the retreat. Comet Spear (1st) critically strikes targets below 25% health, making it a strong finisher. If the lane is not ready, finish your route instead of revealing for harmless poke. Use Aegis Assault (3rd) to block the enemy champion's return damage during a gank or river fight, not as a reason to stand in a camp longer. You can contest scuttle and invade a slower starter when a nearby lane has priority, but leave when that support disappears. Your early strength should buy a lane lead or enemy camps before the map begins scaling past you.

Mid / Late Game

Levels 9+
Pantheon should spend his strongest map window creating a numbers advantage before an objective begins. Grand Starfall (Ult) can turn a distant fight into a temporary numbers advantage, but its landing is telegraphed, so aim the initial spear slow across the target's escape path. If your lanes cannot contest directly, trade for the opposite objective or use the pressure to take a tower rather than forcing a late arrival into a prepared team. Between objectives, keep counter-jungling the enemy who cannot fight back and look for picks on anyone walking through river without vision. Every kill and objective you take now covers for the late game where you fall off. By late game, defensive items make it harder to burst a protected carry in one rotation. Use Grand Starfall (Ult) as a flank or a fast rotation that creates a temporary numbers advantage, then convert the pick into Baron, Elder, or a turret. In grouped fights, stun a reachable damage dealer or peel a diver so your better-scaling teammates can finish the target. Avoid landing behind the enemy team unless allied follow-up is already in range.

Teamfights

5v5 Combat
Your job is to reach the enemy carry and shut them down, not to trade in the front line. Look for a flank or a Grand Starfall (Ult) angle that puts you next to their backline, then Shield Vault (2nd) the highest-value target, stun them, and dump your spear combo before their team can peel. Aegis (3rd) is what keeps you alive on the way in, so use it against the burst and crowd control aimed at you when you commit. If their carry is too well protected, do not throw yourself away: hold your leap, use the stun to peel a diver off your own carries, and poke with your spear until an opening appears.
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