ARAM Mayhem อันดับ ARAM / บิลด์ / ออกเมนต์
T3 อันดับ #76 FAQ
Pantheon

Pantheon FAQ

Pantheon ถูกจัดอยู่ในระดับ T3 ตามข้อมูล ARAM Mayhem ปัจจุบัน

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#76อันดับ
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Pantheon FAQ

Pantheon the Unbreakable Spear

FAQ
Is Pantheon a good pick in ARAM: Mayhem?

Yes, Pantheon is good when your team needs a direct engager, a point-and-click stun, or a physical damage threat that can force fights instead of waiting forever. Pick him when your comp has follow-up damage, because he creates clean targets but does not want to be the only champion hitting them. The tradeoff is that he can feel bad into heavy disengage or multiple tanks if he cannot reach priority targets.

What is Pantheon’s main job in fights?

Your job is to start or punish fights by locking down a valuable target, then using your shield timing to survive the return damage. If an enemy carry steps too far forward, jump on them and make your team’s damage easy to land. The tradeoff is commitment: once you go in, you usually need either a kill, strong follow-up, or a safe angle to back out.

Should I build Pantheon as damage or bruiser?

Build damage when your team already has frontline or when the enemy backline is squishy enough to die during your stun window. Go bruiser when your team needs you to enter first, eat cooldowns, and live long enough to cast a second rotation. Full damage gives better picks, but bruiser gives more room for mistakes and handles messy Mayhem fights better.

How do I use Pantheon’s empowered abilities?

Use empowered stun when you need the cleanest all-in and want to stack damage quickly with your team. Use empowered spear when you are poking, finishing a low target, or fighting from outside danger. Use empowered shield only when survival matters more than burst, because spending your passive defensively can cost you kill pressure.

When should I engage with Pantheon?

Engage when an enemy carry is separated, a key crowd control spell has missed, or your team is close enough to instantly follow your stun. If your allies are clearing waves or too far back, wait and threaten instead of jumping alone. Pantheon punishes one bad step very hard, but he gets punished just as hard when he starts a fight nobody can reach.

How should I use Snowball on Pantheon?

Snowball is best when it gives you a safe angle onto a target your normal jump cannot reach. Hit Snowball, check if your team is moving with you, then take it only if the enemy has already spent major peel or is isolated. The tradeoff is obvious: Snowball makes your engage longer range, but it also drags you deep if you take it without a real plan.

Is Pantheon supposed to poke or all-in?

Do both, but choose based on enemy position and your passive state. Use spear poke when the enemy team is grouped tightly or your team cannot commit yet, then switch to all-in when someone is low enough or mispositioned. If you only poke, you waste Pantheon’s strongest lockdown; if you only dive, you become predictable and easy to peel.

How do I survive after jumping in?

Plan your exit before you press your stun. After the engage, turn your shield toward the biggest incoming damage source and walk toward your team, not deeper into the enemy formation. The tradeoff is that defensive shield timing may lower your burst, but staying alive often matters more than squeezing one extra hit into a bad fight.

Who does Pantheon target first?

Target the champion your team can actually kill, not always the furthest carry. If a mage or marksman is in range and has no peel ready, stun them immediately; if only a tank is reachable, consider holding your engage unless your team can burn that tank fast. Wasting your stun on a durable target can leave you useless when the real threat steps forward afterward.

How does Pantheon play into tanks?

Into tanks, do not blindly spend everything on the first body in front of you unless your team has enough sustained damage to finish them. Look for side angles, punish carries who walk up behind the tank line, and use spear poke to help chip targets before a real engage. The tradeoff is patience: forcing too early into tanks usually turns Pantheon from a playmaker into free crowd control value for the enemy.

How does Pantheon play into poke comps?

Against poke, use the wave and brush to deny free skillshots, then look for hard punishment when a poke champion steps forward after casting. Pantheon is strong here because one clean stun can flip the tempo before your team gets worn down. The risk is engaging while your team is already too low, because even a good catch can fail if nobody has health left to follow.

How does Pantheon play into heavy crowd control?

Against heavy crowd control, wait for at least one major stop spell to be used before committing. You can bait by walking forward, threatening stun range, then backing off until the enemy wastes something. If you jump first into every CC tool, your shield may block damage from one direction, but it will not fix being locked down in the middle of five champions.

When should Pantheon use his ultimate?

Use your ultimate to join fights from an unexpected angle, cut off retreats, or punish enemies who overchase your team. Ping or move early so your allies know you are creating a collapse, not randomly leaving the fight. The tradeoff is travel commitment: a bad ultimate can separate you from your team and give the enemy a free numbers advantage.

What augments does Pantheon usually like?

Prioritize augments that help you reach targets, survive after engaging, or increase burst during your stun window. If your team lacks frontline, defensive or sustain-oriented choices are usually better than greedy damage, because you must live long enough to start fights repeatedly. The tradeoff is role clarity: stacking only damage makes picks sharper, but it can leave your team without anyone able to stand in front.

What is the biggest mistake Pantheon players make?

The biggest mistake is treating every stun range as a green light. Before jumping, check ally distance, enemy peel, and whether your shield can cover the return damage. Pantheon is at his best when he chooses fights, not when he proves he can reach someone and then dies before the team arrives.