
Pantheon
Hardest matchups for Pantheon in Top (Emerald, patch 16.20):
Malphite,
Zed,
Singed. Easiest:
Corki,
Kalista,
Kayn.
Try it in a draftCountersPower curvesIn the tier listWho wins into PantheonOn the pro tier list
Pantheon on patch 16.22
- Top50.7%#35 of 103B9,300 games
- Support49.0%#50 of 77C8,258 games
- steady since 16.21
Pantheon’s main role on patch 16.22 is Top: a 50.7% win rate across 9,300 Emerald games, #35 of 103 Top champions on the tier list (grade B), picked in 3.8% of games. Pantheon is also played Support: a 49.0% win rate across 8,258 games, #50 of 77. Since patch 16.21, Pantheon Top has not moved by more than chance explains: 0.3 points across 56,422 games in 8 ranks.
Emerald games from every region, as of Nov 9, 2026. The tables below load current numbers. Patch 16.22 tier list
Solo queue
Open in the tier listPatch 16.20, the current one
| Lane | Grade | Win rate | Games | Picked | Mains |
|---|---|---|---|---|---|
| Top43% of its games | A | 50.6%50.7% raw ±0.6 | 28,267 | 4.1%2.8% banned | 51.4%47.0% first time |
| Support35% of its games | C | 47.8%47.7% raw ±0.7 | 22,912 | 3.3%2.8% banned | 49.3%45.7% first time |
| Jungle11% of its games | C | 47.8%47.5% raw ±1.1 | 7,499 | 1.1%2.8% banned | 49.5%46.0% first time |
| Mid11% of its games | A | 51.2%51.3% raw ±1.2 | 7,020 | 1.0%2.8% banned | 52.2%49.0% first time |
| Bot0% of its games | too few games | 49.8%49.4% raw ±5.5 | 318 | 0.0%2.8% banned | 51.2%46.2% first time |
Matchups
Every matchupHow to read this
Pantheon’s win rate against each champion picked into it in the lane opposite: its hardest matchups, then its easiest. The small number is the matchup’s own effect on Pantheon, the part not explained by either champion’s strength.
Hardest for Pantheon
Lane leads and team bans
What Pantheon’s team bans
Champions a team bans more often when it has Pantheon than the other team does in the same games (179,537 games). The other team banned before Pantheon was picked, so the gap is the ban spent because Pantheon was coming — a sign players see these as counters. Riot does not say which player cast a ban, so this is the team’s choice.
Builds
Every buildHow to read this
How Pantheon is built in this lane, most common first, with the items those builds finish and how they win.
- AD bruiser


52.5%14,101 games - Lethality


53.3%11,903 games - On-hit


50.7%754 games - Crit


51.3%209 games - Mana stack


51.8%65 games
Runes and summoner spells
How to read this
How Pantheon does with each summoner-spell pair, keystone and minor rune in this lane, at the rank and region above. These are the win rates of the players who made each choice, not the choice’s own effect: a page is recommended only when a real share of players runs it.
30,396 games · patches 16.20, 16.21 · Sep 10 – Oct 21
Every option, with its numbers
Summoner spells

Flash + Ignite50.9%28,707 games · 94% pick rate · the usual choiceRecommended
Flash + Teleport48.2%1,032 games · 3.4% pick rate · same players: −1.5 pts vs the usualRare: not recommended
Keystones

Conqueror + Resolve50.3%3,057 games · 10% pick rate · same players: +2.8 pts vs the usualRecommended
Conqueror + Sorcery49.9%8,555 games · 28% pick rate · same players: +0.6 pts vs the usual
Stormraider's Surge + Precision51.3%10,895 games · 36% pick rate · the usual choice
Press the Attack + Sorcery51.5%4,419 games · 15% pick rate · same players: −0.0 pts vs the usual
Minor runes with Conqueror
Triumph51.5%12% take it
Presence of Mind49.8%88% take it
Legend: Haste49.9%95% take it
Legend: Alacrity51.6%4.6% take it
Cut Down50.6%12% take it
Last Stand49.9%77% take it
Coup de Grace49.9%10% take it
Bone Plating52.7%37% take it
Unflinching50.7%14% take it
Overgrowth50.3%83% take it
Conditioning48.9%52% take it
Second Wind49.4%10% take it
- Adaptive Force50.8%84% take it
- Attack Speed50.4%15% take it
- Adaptive Force50.7%99% take it
- Health51.5%42% take it
- Health Scaling50.1%57% take it
These numbers describe, they do not prove. Each rate is Pantheon’s record when its player chose that option, pulled toward Pantheon’s own rate by 100 games of prior so a small sample cannot look like a discovery. An uncommon page often wins more because experts run it, and they would win on any page, so only a choice taken in at least 10% of games can be recommended, and spells and keystones are ranked by how the SAME players do with them against the usual choice, not by the raw rate; rarer ones are listed with their numbers and labeled. The build line (opening buy, the two key items in the order they are finished, boots or the support upgrade) is advice in the same sense: how Pantheon does when built that way.
The learning curve
Champion pool
On a first game Pantheon wins 46.4%; in the hands of players with the most mastery on it, 51.5%. That gap ranks it 88 of 173 for how much practice pays. It crosses 50% at about 130K mastery points.
Pro play
On the pro tier list
Pantheon in the major leagues and international events this season, across 3,434 games: its record, how often it is picked or banned, whether it is taken blind or saved as a counter, its lane at 15 minutes, and the best pro on it.
| Lane | Win rate | Priority | Blind / counter | Lane @15 | Best pro |
|---|---|---|---|---|---|
| Jungle | 50.4%328W 321L | 39%40% in any lane | 39% counter | −21 gold | — |
| Support | 49.1%4W 10L | 1%40% in any lane | 29% counter | −62 gold | — |
| Mid | 50.2%1W 0L | 0%40% in any lane | 100% counter | +653 gold | — |
How much knowing Pantheon pays
Players on their Mastery band win 5.1 points more on Pantheon than first-timers do: #88 of 173 champions for how much mastery pays.
At 300k+ mastery points, Pantheon players win 51.5%: #134 of 173 champions for where mastery ends up. The curve is still rising there: its fitted ceiling of about 51.8% lies beyond the data and is an estimate, not a measurement.
Dots are the six mastery bands, placed at their mastery points. The line is the best-fitting curve that rises and levels off.
This is not a promise about your next game. Players do not reach a mastery band in a random order, and a champion someone loses on tends to get dropped before it reaches the high bands — so the right-hand side of every curve is partly survivors, not only practice.