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Hecarim Build Guide by darki05

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author darki05

Hecarim Bloody Jumper [ solo top ]

darki05 Last updated on April 24, 2012
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Ability Sequence

1
3
5
7
9
Ability Key Q
4
14
15
16
17
Ability Key W
2
8
10
12
13
Ability Key E
6
11
18
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction


Since his first sighting on the northwestern shores of Valoran, the towering, armored specter known as Hecarim struck a chilling fear into the hearts of all who laid eyes upon him. No one had ever seen anything like his titanic, ethereal form before, and the mystery of his sudden arrival was deeply unnerving. When Hecarim began to march eastwards, leaving a trail of desolate, lifeless ground behind him, the villagers of the plains fled their homes for the safety of nearby Demacia. In the city's now-overcrowded taverns, rumors about this inhuman phantom spread in hushed whispers. Some claimed that he was the vengeful shade of an ancient warrior, intent on destroying all living beings; one man insisted that they had seen him leading an entire legion of spectral cavalrymen; others still believed him to be the creation of some hateful necromancer. One Demacian commander, seeking to dispel the terror that had gripped the city, assembled a few of his finest soldiers and rode out to turn back or destroy Hecarim.

The commander led his soldiers to stand in Hecarim's path and braced for his assault. As the apparition bore down on them, an overwhelming sensation of dread gripped the warriors. The men, frozen in fear, could only scream as the ghostly titan ran them down, tearing them apart and trampling them beneath his iron hooves. Hecarim turned to the crippled, cowering commander and uttered a chilling statement: ''This is merely the beginning. No mortal army can withstand the might of the Shadow Isles.'' With that, Hecarim departed, resuming his grim march. Driven to insanity by his nightmarish experience, the commander stumbled back to Demacia, where his dire warnings were dismissed as the ravings of a madman. While Hecarim's origin and intent were still a mystery, his destination became clear when he reached the Institute of War and, in a voice both ominous and commanding, demanded entry into the League of Legends.


Guide Top

Pros / Cons


Pros :

+ Great mobility
+ Good ganker
+ Great Escape and Chase
+ Nice utility in teamfight
+ Very fun to play



Cons :

- Weak early game
- Need a laning partner with good CC
- No CC befor lvl 6


Guide Top

Champion Abilities

Rampage (Q)

Hecarim cleaves nearby enemies dealing physical damage.
Hecarim cleaves nearby enemies for 50/85/120/155/190 (+ ) physical damage. (50% damage to minions and monsters)

If Hecarim damages at least one enemy with this attack he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second for a short duration. This effect can stack up to 2 times.

Cost 25 Mana
Range 20

Spirit of Dread (W)

Hecarim deals magic damage to nearby enemies for a short duration. Hecarim gains health equal to a percentage of any damage those enemies suffer.
Hecarim deals 80/125/170/215/260 (+0.8) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 10/15/20/25/30% of the damage these enemies take from any source.

Hecarim cannot heal more than 60/90/120/150/180 health from minions.

Cost 50/60/70/80/90 Mana
Range 575

Devastating Charge (E)

Hecarim gains increasing movement speed for a short duration. His next attack knocks the target back and deals additional physical damage based on the distance he has traveled since activating the ability.
Hecarim gains increasing movement speed for 4 seconds. His next attack knocks the target back dealing 40/75/110/145/180 (+ ) to 80/150/220/290/360 (+ ) physical damage based on how far Hecarim has traveled during Devastating Charge.

Cost 60 Mana
Range 300



Onslaught of Shadows (R)

Hecarim summons spectral riders and charges forward, dealing magic damage in a line. Hecarim creates a shockwave when he finishes his charge dealing additional magic damage to nearby enemies causing them to flee in terror.
Hecarim summons spectral riders and charges forward, dealing 100/200/300 (+0.8) magic damage to anyone they strike.

Hecarim releases a shockwave when he finishes his charge dealing an additional 50/125/200 (+0.4) magic damage and causing neaby enemies to flee from Hecarim for 1 seconds.

Hecarim himself will only move to the targeted location. The riders will always move the full distance.

Cost 100 Mana
Range 50000

Warpath (Passive)

Hecarim ignores unit collision and gains attack damage equal to a percentage of his bonus movement speed.


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Runes

x6 Greater mark of desolatonx3 Greater mark of strengh


To penetrate the armor of the solo top which is often high and attack damage to increase early game.

x9 Greater seal of resilience

Because of the armor is a hecarim melee and therefore need resistance.

x9 Greater glyph of alacrity

same, to increase the early.

x3 Greater quintessence of strenght

To begin 10 damage and then take the boots rather than the doran's blade.


Guide Top

Masteries

21/9 simply to increase the damage of hecarim rather than to focus on its resistance.


Guide Top

Summoner Spells

Recommended

To escape and Chase.

Other recommended
Ghost: for fans of ghost, the passive already offering this bonus, it is useful to increase its speed.Teleport: If you are going solo top this is great. You can go away to gank or base and still quickly get back into your lane.
Cleanse: This is also an alright summoner spell. Since you pretty much only use speed to escape you can get caught in exhaust or any other annoying disables. So this can be a life saver. Thanks to zeztzaugh for mentioning it.