Pantheon Jungle Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Items
Items
Summoner Spells

Spell 1
Flash

Spell 2
Smite
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.
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

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

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

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

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

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.

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

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

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

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

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

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.

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

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

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.

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.

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.

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.

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

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

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

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.

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

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

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

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

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

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
- 11st Ability
Q - 22nd Ability
W - 33rd Ability
E
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.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

Evelynn
Evelynn has almost no fighting power before her charm combo comes online, and your level-three stun-leap kills her fragile early frame before she can stealth away.

Zed
Zed needs items before he can one-shot anyone, and your level-three burst arrives long before his does. Aegis (3rd) blocks his shuriken poke, and his squishy frame cannot trade back into your stun-leap.

Kha'Zix
You out-trade him in the exact early window he is supposed to own: Aegis (3rd) blocks the spike that opens his combo, and your stun-leap bursts his fragile frame before his evolutions come online.
Pantheon Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

Rammus
His armor eats your physical burst, Defensive Ball Curl (2nd) turns your spear combo back on you, and his taunt locks you down the moment you commit. He only gets tankier as the game runs.

Nunu & Willump
Stacked health means your burst cannot finish him, his knockup interrupts your dive, and he snowballs objectives while your closing window expires.

Shyvana
Her tankiness and sustain survive your all-in, and once dragon form and her items arrive she wins on raw stats against a Pantheon past his window. She only needs to reach her spike.
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.

