Pantheon
Strongest when games end at 20–25 minutes (53%). On average behind the lane opponent at 15 minutes (−172 gold).
- Win rate
- 46.4%
- ±7.3 · role avg 50.0%
- Tier
- D
- #70 of 77
- Pick rate
- 2.9%
- ban 1.6%
- Games
- 181
- ranked solo/duo
- Win rate
- vs expected
- CS at 10
- Solo kills
- First blood
Pantheon top wins 46.4% of 181 ranked games in NA, rank 70 of 77 top champions (tier D). Most players finish Eclipse first, at about 11:54.
What most Pantheon players run
Eclipse 11:51 · 30% · 53 games
Plated Steelcaps 13:30 · 52% of games
Black Cleaver 19:15 · 76% · 28 games
Death's Dance 26:30 · 15 of 75 games
Serpent's Fang 36:36 · 3 of 18 games Wins early, fades from 25 minutes
Win rate by when the game ended. Faded: under 30 games. Icons: when each item is usually finished.No clear counters yet
Points above or below what both champions' overall win rates predict. Every opponent, minute by minute →First Baron: 80% against 30%
Taking an objective goes with winning; it isn't the whole cause. First inhibitor is left out: it mostly means the game is already won.
More control wards, less damage to towers
What stands out (10% or more) against the average top laner. Blue: better for winning, red: worse.
About average: kill participation, share of team damage, assists, damage.
Item by item, with the clock
What players finish in each slot, and when. Pick items to follow a build: every column then shows only games that match your picks, and a picked item doesn't appear in another slot. Fewer games last long enough for items 5 and 6.
Most common full builds
Each row stops where games ended or the next item was too rare to list on its own. Boots (dashed ring) sit where they're usually bought.
Items 2–4 against each team
Against teams with mostly physical damage
Against teams with mixed damage
Against teams with magic heavy damage
Against teams with no frontliner
Against teams with one frontliner
Against teams with two or more
Against teams with little
Against teams with some
Against teams with a lot
Against teams with little
Against teams with some
Against teams with a lot
Teams are grouped by their champions' usual damage, toughness, healing and crowd control, from all games.
Start, boots, spells, skills
Starting items
Boots
Summoner spells
Skills
Laid out like the game: the most picked rune in each row is in colour. Hover or tap a rune for its name, description and numbers.
No clearly hard lane yet
No clearly easy lane yet
Not enough games yet
Not enough games yet
Enemies that cost Pantheon games: Jinx, Thresh
Teammates that change Pantheon's games
Dies about as often as most top laners, and more of it is ganks
Before 14 minutes Pantheon dies 2.5 times a game (average 2.4). 43% of those deaths involve the enemy jungler, against 39% for the average top laner. 47% are fair 1-v-1s.
Ganks and collapses both hit your half of top lane

Ganks: 40% in your half of top lane. Collapses: 32% in your half of top lane. 1-v-1s: 61% in your half of top lane.
Each square takes the colour of the most common kind of death there; brighter = more deaths. Red-side games are flipped, so the map always reads from the blue side.What kills Pantheon
Ganks come at 4:00–6:00, 7:00 and 9:00, then every minute
Ward the river before 4:00, 7:00 and 9:00. From 10:00, keep vision up: ganks come every minute.
Deaths involving the enemy jungler, per 100 games, by minute. Narrow bars: Pantheon; wide light bars behind them: the average. Highlighted: the laning peaks.Wins fights in their jungle, loses them in your half of top lane
Wins fights in their half of mid, loses them in your half of top lane
Wins fights in their jungle, loses them in your jungle

Before 14 minutes: 2.2 kills per death in their jungle against 0.5 in your half of top lane. Overall 1.0 kills per death.
From 14 to 25 minutes: 1.6 kills per death in their half of mid against 0.5 in your half of top lane. Overall 1.0 kills per death.
After 25 minutes: 1.5 kills per death in their jungle against 0.3 in your jungle. Overall 0.8 kills per death.