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Hecarim Build Guide by DestroyerStarFox

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PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.


Not Updated For Current Season

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League of Legends Build Guide Author DestroyerStarFox

Hecarim Fast & Devastating

DestroyerStarFox Last updated on April 24, 2012
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 8

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 22

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Chapter 1

Introduction

Hecarim is a good champions because he is very complete !
My build is as a champion, he is very complete and fun !


1) Pros & Cons


Pros / Cons

Pros:

- Very mobile
- Great in teamfights
- Strong mid/late game
- Great escape (speed)
- Not very team dependant
- Great damage and survivability
- Fun to play!

Cons:

- Weak earlygame
- Average jungle speed
- A bit mana thirsty without blue early/mid game
- Takes some time to master good ganks


2)Abilities

R > Q > W > E
^ Ability Preference ^
Warpath (Passive)

This passive is great. It's what makes Hecarim be able to build more movementspeed things like Phantom Dancer without any major lack in attack damage. And like he ignores unit collision, which is awesome - Free permanent ghost effect (minus the speed)

Rampage (Q)
As said in the spotlight, Hecarim's main source of damage. Since this ability stacks up to 2 stacks which decreases it's cooldown, try have it stacked up before entering f.ex a teamfight. Let's say midgame, your team is pushing the enemy team and it's clearly going to get down soon. Go around some minions and stack it up to 2 before initiating, it'll be worth it, trust me. Maxed first if DPS and second if Tanky.

Spirit of Dread (W)
This ability hasn't really impressed me that much outside of teamfights. However it's okay and brings a little health back and some AOE damage while jungling. In team fights it's great. I max it second if DPS and first if Tanky.

Devastating Charge (E)
Hecarim's utility/burst ability. This ability increases his movementspeed over time and is great both for escaping and initiating. However, when ganking note that this ability knocks them back. That means that if you attempt to gank, try appear behind your enemies and knock them into your teammates, otherwise you will just be doing your enemies a favor. Max this ability last.

Onslaught of Shadows (R)
Hecarim's Ultimate. I really love how they've made this one. Great initiation but also a great escape tool if necessary. With this ability Hecarim can jump through a wall to either chase or escape, or just to get away with some extra speed. Even if you would use it only a range in front of you, or above yourself, the spirit riders of the ultimate will still hit and damage all enemies within the path. However they will NOT be feared - Only the targets within the circle of the ability will be feared. Put a point in this whenever you can (Level 6/11/16)


Good matchs !