潘森
The champions Pantheon works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Your page is blunt: a dive that does not kill is the end of you. Stand United (R) drops a shield on you and teleports him to you from anywhere on the map, and Shadow Dash (E) taunts from range the target you were about to stun.
Bellows Breath (W) makes the target Brittle: your Shield Vault (W) stun lasts 30% longer and bonus max-health damage rides on top. And from level 7 Living Forge (P) lets you buy and upgrade items without ever walking back to base.
Two executes on one body: Comet Spear (Q) crits under 35% health and Noxian Guillotine (R) finishes what is left. And Shield Vault (W) hands him, standing still, the mobile champions who always stay outside Apprehend (E) range.
All Out (R) knocks a carry away from her team and roots her: the isolated target your combo deletes on its own, with nobody left to peel for her. And when the dive goes wrong, Footwork (E) reaches you and hands you the same shield he gets.
Grand Starfall (R) telegraphs where it lands and anyone on their feet simply steps aside: Unstoppable Force (R) pins them underneath it. His damage is magic, so one armour item no longer switches off half your team.
Worth it if you plan on early dives: Stormbringer (R) shuts the turret off for three seconds and the Thundering Smash (Q) stun holds the target, so you crash in with Grand Starfall (R) and walk back out. The longer the game runs, the less it gives.
You are two players who can show up anywhere: Destiny (R) reveals the whole map and teleports him into the dive you open with Grand Starfall (R). And the Gold Card from Pick a Card (W) stuns for 1.25 seconds, the length of your combo.
Your page says nothing brings you back from a bad dive: Hero's Entrance (R) lands right on top of you, with a shield on you and a knock-up on everyone who had closed in. It is the plan B your kit simply does not contain.
Your number one weakness is that a single armour item blunts your whole combo: Spirit Fire (E) shreds that armour. And Wither (W) strips the target's movement, so it stays inside Comet Spear (Q) range right up to the execute.
With Pyromania (P) charged her next spell stuns for a full second: chained onto your Shield Vault (W) it becomes lockdown as long as your combo. And the magic damage from Summon: Tibbers (R) covers what enemy armour takes away from you.
Ring of Frost (W) roots and Frozen Tomb (R) freezes the same target: close to three seconds in which a carry can neither parry nor dash away, which is the exact window where Comet Spear (Q) and Shield Vault (W) do all the work.
Sleepy Trouble Bubble (E) puts a target to sleep from range: you land Grand Starfall (R) on a sleeping body and open your combo before it reacts. The bubble travels slowly and gets dodged, though, so against alert teams almost nothing happens.
Frost Shot (P) slows with every single hit, so the target can no longer walk out of Comet Spear (Q) range; and Enchanted Crystal Arrow (R) stuns it from off-screen, so Grand Starfall (R) lands on a frozen body instead of empty ground.
Deadly Flourish (W) roots anyone an ally has just hit: one long-range Comet Spear (Q) is enough and the target is pinned before you even leap. Curtain Call (R) then finishes whoever runs away under your execute threshold.
You are both champions who either get ahead early or do not exist: Shield Vault (W) is a point-and-click stun nobody dodges, so a level-3 gank banks his League of Draven (P) Adoration stacks instead of wasting the trip.
Arc of Judgment (W) slows a target almost to a standstill: it dodges neither a charged Comet Spear (Q) nor the Grand Starfall (R) landing. And she has no dash at all, so an early visit bottom pays for her worst phase of the game.
Worth it against teams that stand close together: Chain of Corruption (R) roots the first target and spreads to its neighbours, and you pick who to execute at your leisure. The Blighted Quiver (W) magic damage also answers the armour that hurts you.
Death Sentence (Q) and Flay (E) hand you a target that cannot move, but the real gift is the lantern: Dark Passage (W) is the plan B your page says you do not have, for when the dive fails and you are left inside their team.
Time In A Bottle (P) hands free experience to the jungler: you hit your power spikes before the enemy does, which is exactly how you win games. Then Chronoshift (R) undoes the bad dive, the one your page says you never come back from.
A Shield Vault (W) empowered by Mortal Will (P) gives you three guaranteed autos: that is three of the four Concussive Blows (P) marks in one go, so the stun lands by itself. And Unbreakable (E) stops the shot that would finish you.
The Zenith Blade (E) root plus the one-second Shield of Daybreak (Q) stun, chained onto your Shield Vault (W), take a carry out of the fight for your whole combo. And the Sunlight (P) mark detonates into magic damage on the first hit you land on it.
Aqua Prison (Q) knocks the target up and opens your window to walk in; Tidecaller's Blessing (E) loads bonus damage and a slow onto the next hits, which is exactly the three-attack flurry Shield Vault (W) gives you with Mortal Will (P) armed.
Worth it against crowd-control-heavy teams: Black Shield (E) eats the stun that would cut your dive in half, and Dark Binding (Q) roots from range the target you want to execute. Against a comp with no lockdown the shield just sits there unused.