This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated.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.
We recommend you take a look at this author's other builds.
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
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Exhaust
Flash
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Chapter 1
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 !
You must be logged in to comment. Please login or register.