Hecarim General Guide by Liandoro
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.
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.
Hecarim, the Shadow of War
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.
"You don't understand... the shadows will consume us all..."
Former Demacian Commander
Welcome to my guide for Hecarim, the Shadow of War.
Hecarim is a new champ as of 18/04/12. He is a jungle/lane character with massive AoE abilities and, if you have runes and much movement speed, which will enhance your Warpath, you will also do awesome damage.
Another big advantage with Heacrim is that he can have amazing movement speed without sacrificing other stats such as AD or Defense. This makes him one hell of a champion to be reckoned with.
- First get someone to pull the blue buff for you (1)
- Get the blue buff
- Immediatley go to the wolfs afterwards (2)
- After you've finished taking them out, go to the creeps (3)
- Go towards the golems next (5)
- Go for red buff next (4)
- after all this, kill what you can kill to earn your money very fast so you can buy your gear
Things to remember while jungling :
- Your Rampage will get cooldown reduction everytime you use it, know that it this reduction will vanish once you stop using it for a while. If you use this in a correct way, this ability will leave you rampaging th jungle like it is nothing.
- Your Spirit of Dread heals you for every damage you do to the enemies inside your circle, try using this as much as possible.
Hecarim uses these abilities to rampage the battlefield :
Warpath (passive) : Hecarim ignores unit collision and gains attack damage equal to a percentage of his bonus movement speed.
Very handy passive if you ask me :D
Rampage : Hecarim cleaves nearby enemies, dealing physical damage.
If you are jungling, you want to try and save this ability to last hit the minion group, not meaning that you cant use it between start and end, this because of the way that this ability will have a reduced cooldown everytime you use it. If you use this ability to last hit the minion group, you can quickly go to another group and start the battle with a reduced cooldown leaving you to do more damage in less time.
Spirit of Dread : Hecarim deals magic damage to nearby enemies for a short duration. Hecarim gains health equal to a percentage of any damage those enemies suffer.
I personally like to always use this ability on the start of a fight because you will gain hp for every damage you do, leaving you with more hp than every other jungler wich will first have to get a life stealing item.
Devastating Charge : 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.
This ability you mainly use to flank the opposite team or to flee from a battle and remember, the further you started this ability, the more damage you will do :D
Another handy trick with this ability is that it will knock the enemy champion back towards the direction you are attacking him, so try to attack him from behind in order to knock him towards a team mate or just in order to more damage :P
Onslaught of Shadows (ultimate) : Hecarim summons spectral riders and charges forward, dealing magic damage in a line. Hecarim creates a schockwave when he finishes his charge, dealing additional magic damage to nearby enemies, causing them to flee in terror.
Very handy ability for when enemies are trying to get away from you or your team, i like to use this ability when i see an opening in a players defence or when everyone is low on health.
League of Legends Champion Spotlight featuring Hecarim, the Shadow of War, with expert strategy and tactics provided by Riot Games.
- Warpath benefits from all movement speed bonuses, including those provided by boots, Ghost and Devastating Charge.
- Spirit of Dread restores health when nearby enemies take damage, including damage dealt by allies. Cast this during a large fight to maximize Hecarim's survivability.
[*[ Devastating Charge deals more damage based on the distance traveled. Try using Onslaught of Shadows or summoner spells such as Ghost or Flash to maximize this damage.
- Slow effects significantly reduce Hecarim's damage output if you build him with high movement speed. Cleanse and tenacity help to combat this.
- Activate Devastating Charge just before using Onslaught of Shadows in order to maximize damage output, since Devastating Charge gains bonus damage from the distance traveled during Onslaught of Shadows.
- Hecarim can use Devasting Charge knockback immediately after the forced flee from Onslaught of Shadows to knock an enemy even closer to or farther away from his team.
- Hecarim can cast Rampage while moving, making it good for harassing melee champions, chasing enemies, and hit-and-run tactics.
If you are flanking your opponent I can suggest you use this way of dealing with him :
- FIrst wait for the perfect oppurtunity to attack your opponent
- Use your Devasting Charge to start the ambush, just keep in mind that the more distance you have traveled, the more damage you do and that you will knock your opponent towards the direction you are facing.
- If you just want to get close to your opponent instead of attacking him, keep in mind that you dont click on him while this will let you attack him immediatley when you are close enough.
- During your Devasting Charge use your Spirit of Dread, this will leave you getting hp for all the damage that is done to everyone inside your circle and will leave your opponent gettint AoE damage overtime.
- once you have landed your Devasting Charge immediatley start using your Rampage while you can use this skill while walking, without needing you to click on your opponent, and because its a great way to do damage against your opponent.
- Try using Rampage as much as possible while in a fight. Rampage will get a cooldown reduction everytime you use it until the cooldown is around the 1 or 2 seconds.
- when your enemy starts running away, use your Onslaught of Shadows to catch up with him and to fear him towards the other direction.
Pros / Cons
+Faster than the speed of light
+AoE fear ulti
+No unti collision = great chase/escape
-Not alot of damage
-Open to CC