Wild Rift Guides
Pantheon Jungle Wild Rift Guide
Pantheon jungle counters include Rammus, Nunu & Willump, and Shyvana. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
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.
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.
Build Snapshot
Rune Setup
Summoner Spells
Pantheon Jungle Counters
Who counters Pantheon Jungle in Wild Rift (WR)? These champions beat Pantheon in the jungle matchup, with how each one wins. Learn to play around them or ban them in ranked.
- 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.
Champions Pantheon Is Strong Against
Pantheon's best matchups in Wild Rift. Pantheon holds an edge against these picks in the jungle role, so look to press the advantage and contest objectives.
- 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.
Early Game
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 Game
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.
Late Game
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
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.