Hecarim is a mobile tanky dps. He leads the charge into battle, all of his moves allow him to stay mobile while dealing out damage or providing CC and utility.
Passive: Warpath- Hecarim ignores unit collision and gains attack damage equal to 10 / 12.5 / 15 / 17.5 / 20 / 22.5 / 25% of his bonus movement speed.
This passive gives you some AD for your move speed. This skill also gives you the ability to ignore unit collision, which allows you to weave around minions to harass with your Q.
Note: Do not build movespeed to try to make use of this passive, just benefit from it as you build.
Q: Rampage- Hecarim cleaves nearby enemies, dealing 50 / 85 / 120 / 155 / 190 (+60% of bonus attack damage) physical damage. (66% damage to minions and monsters)
If Hecarim damages at least one enemy unit with this attack, he gains a stack of mpage, reducing the base cooldown of this skill by 1 second for a short duration. This effect can stack up to 2 times.
This skill is a spammable AoE damage source. You can use this to harass your enemy while staying mobile. This will be a constant source of AoE damage in teamfights.
W: Spirit of Dread- Hecarim surrounds himself with the spirit of dread for 4 seconds, magic damage per second to all enemies within its reach dealing 80 / 125 / 170 / 215 / 260 (+80% of ability power). Additionally, Hecarim is healed for 10 / 15 / 20 / 25 / 30% of the damage enemies within the area take from any source. Healing from damage dealt to minions is capped at 60 / 90 / 120 / 150 / 180 per cast.
This skill does a small amount of AoE damage to all targets around Hecarim. The main use of this skill is the heal it gives you. You will heal a percentage of all damage done to enemies in this circle, making you deceptively tanky. This skill allows you to engage a fight at low health (And following the initiation bursts) be at almost full again.
E: Devastating Charge- Hecarim gains 75% movement speed over the course of three seconds, ending one second afterward. His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration, with a minimum of 40 / 75 / 110 / 145 / 180 (+50% of bonus attack damage) to a maximum of 80 / 150 / 220 / 290 / 360 (+100% of bonus attack damage).
This skill gives you an increasing movespeed boost for a small amount of time (Like a powerball), your next basic attack will give you a slight gap close and knockback on your enemy you hit.
R: Onslaught of Shadows- Hecarim summons spectral riders and charges forward, dealing 100 / 200 / 300 (+80% of ability power) magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge, dealing 50 / 125 / 200 (+40% of ability power) additional magic damage and causing nearby enemies to flee in terror away from Hecarim for 1 second.
This ultimate is your initiation, it does decent damage and applies a "flee" to nearby enemies forcing them to run in a direction away from you. If you use this ultimate in to the enemy team it will scatter and disperse them.
(R to initiate)-E-Q-W-Q
Fiora (You can use your mobility and outplay her), Singed (Ride alongside him, out of poisons range, and kill him with your mobility), Vladimir (Both of you are weak early, you scale better), and Shen (You can sustain and when he ults away you get to farm).
Riven (Kills you), Darius (Too much damage), Nasus (he gets to farm and wither wrecks you), Olaf (True damage spam]] Kayle (Range and tons of damage), and Udyr (Never get close).
Me as top lane as hecarim vs kayle. Kayle generally has an advantage in the matchup until teamfight phase (I do not play hecarim as well as some others due to the fact you need to master your Qs timing for CS).
- Use your E to get behind the enmy then auto them to shoot them back.
- Your ult forces enemies to run away fom you, use it in the middle of all the enemies to disperse them and allows your team to pick up kills.
- Keep your Q charged before a teamfight.
- Have good ward coverage at all times, hecarim may do low damage in lane but his ability to recieve ganks is superb.
- Do not allow hecarim to lane safely, if he makes it to late game your team is in trouble.
- Do not allow hecarim to land his ult on your whole team or its game over.
Big Item Choices::
Philosiphers Stone and Heart of Gold- Help you get through early game. Both items that build off these are useful to you
Trinity Force- All useful stats, makes you get strong.
Sunfire Cape- Ride with your enemies for more damage.
Maw of Malmortius- Makes you stronger at low hp and makes you stronger vs casters.
Frozen Heart- Good debuff for when you ult.
Guardian Angel- Lets you revive, then W to full hp.
Hecarim is meh in soloQ. His matchups are not that good and he needs his team to follow up for his kit to get its full effect.
Hecarim is AMAZING here. If you get a lane you can farm in you get a really good chance at winning. Hecarim receives ganks well and his kit works very well in coordinated teams.
This was my top facts Hecarim, Hecarim is a very fun mobile champion. He has a strong initiate and has a cool kit. Hecarim is very underrated and I think is pretty strong. His early is weak but he is one of the best late game initiators in the game. As always summoners have a good day and good luck on the fields of justice.
I plan on releasing these every day/other day until I get all of the top lane picks in the league ( about 50-60 of them) if there are any requests leave in the comments below and ill work on them. I want to make this series for others to better understand the champions of top lane. Once I am done (Or once I have a few top facts out) I will release some Facts about top lane mechanics, eventually I will probably put everything into one generic top lane guide, however until I do that I will continue to watch and update my blogs as needed. Tips and tricks I missed under my Top Facts would be helpful if you put anything I don't have in the comments I will be sure to add it. I will be forming a guide called The complete guide to Top lane or something in that nature. The intention of this series is not as a "Build guide" or a "play guide", these are more like facts you should know about the champion. These are to inspire people to think of new champion possibilities they might not have thought of or to help a new player with the champion. I do not list runes masteries or a set build ( I give a kind of recommended items) in here due to the fact I want people to think of that for themselves and try new things. This series is an attempt for the LOL community to try new things and have fun in a fun game. Thank you for reading and have a nice day :P