Talk:Pantheon/@comment-84.145.197.12-20110611000859/@comment-89.167.76.163-20110615150708

Indeed, that's the sad thing about Pantheon and Garen too, actually. They both have very strong early games and tend to get kills easily but scale terribly late game, even when decently fed. The worst thing is that Garen can actually go for some survivability items and still do *something* in teamfights, even if it's just silencing their AP carry and finishing off a guy who tries to run away. Pantheon on the other hand can only hope to jump in to a fight, blow away someone who was dumb/confident enough to not get survivability items of any description and run away from a teamfight as fast as he can because he deals damage only when build as a glass cannon.

I would like to see some changes in his scaling so he can become more viable late game and perhaps a bit less powerful early on but I doubt it's possible. And I've seen attempts to build him more like other meele DPS Champions, "right-clickers" but it simply doesn't work for this guy and it never will simply because of the way this Champion is designed. The only thing that I saw and it was making sense for giving Pantheon some late game advantage was playing him kinda Gangplank-ish, maxing Spear Shot first and relying on it as a damage source, instead of jumping into the fights with Aegis+Heartseeker Strike combo. With some item build changes it might just work for some people and it should at least give Pantheon some survivability and more sustainable damage output in teamfights instead of one risky burst.