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Hecarim Build Guide by Ayowyn

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 Ayowyn

Hecarim Mid LIKE A BOSS!!!

Ayowyn Last updated on May 28, 2013
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 1

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Honor Guard
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 8


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Introduction

Hello My Name Is Ayowyn. I am A Silver ranked player that mains Mid and Top. I Got Hecarim when he was on sale a few Months ago and I fell in love. I Began playing Hecarim jungle but i didnt really jungle so i decided to try him mid And to my surprise it worked. Since that day i have been playing Hecarim mid quite alot.


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Pros / Cons

Pros
[*] He Is An Amazing Roamer
[*] He Has Alot of Sustain
[*] He Can escape Ganks with his E
[*] Alot Of Fun
[*] Can Carry Games By Roaming
[*] He is a Horse
[*] Really Good Farmer and Pusher
Cons
[*] Hard to play against some ranged AP Mids
[*] Expensive Build
[*] often Banned In Ranked Games


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Masteries

Masteries
1/5
3/5
4/1
3/1
2/1
1/1
1/1
3/1
3/
1/
3/5
1/1
1/1
3/5
For mid, I like to go 1/21/8. The 1 point in offense is useful for your main summoner spells Ghost and Ignite. The 21 in defense helps sustain mid in the early game, and also comes handy late when you start to build tanky. The 8 in Utility again helps for sustain in mana and also summoner spells cooldown reduction is always handy.


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Runes

Runes

Greater Quintessence of Movement Speed
3

Greater Glyph of Scaling Magic Resist
9

Greater Mark of Lethality
9

Greater Seal of Armor
9
Greater Mark of Armor Penetration Pretty self explanatory. if you're going to mid since most players have the Greater Seal of Armor. These marks are very handy throughout the game and are much better for Hecarim than the other optional Marks.

Greater Seal of Armor Again self explanatory, since some Mids are AD, going armor is a good idea also it helps in to prevent some minion damage and harass from ranged mids

Greater Glyph of Scaling Magic Resist Standard Glyph's that most players use, since most other glyph's are pretty useless and don't really benefit as much as these glyph's. Also these glyph's will come in handy when the game transitions into mid-late and their AP carry (or carries) are dealing damage more heavily.

Greater Quintessence of Movement Speed Movement speed quints are vital for Hecarim. This is because not only will it make you a very fast and mobile pony but your ganks will be stronger, youll escape from ganks when you are mid and best of all your passive scales well with the movement speed bonus


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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Rampage
I like to Max rampage first because this will be your main Damaging ability throughout the game. You will use this to farm and to harass the opponent mid. but be careful if you use it to much you will run out of mana very easily

Spirit of Dread
I max this second for the sustain. It allows you to stay in lane for a long time and to tank later in the game during teamfights.
Protip: If you use this when they try to dive you you will heal extra due to the damage the turrrent deals.

Devastating Charge
I max this last because this is mostly utility. This is one of the best escapes/engages in the game. Use this when the opponent jungler tries to gank. Also Use this to initiate on the opponent for your combo E-W-Q for alot of harass in lane. be careful though very mana hungry at early levels.

Onslaught of Shadows
This is one of the best initiates in the game. Use this to start team fights. To chase down stragglers. And if needed to escape over a wall. WARNING the fear is only applied to where Hecarim lands not the whole charge!!


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Spells

Ghost
This is probally one of the best spells for heca. It allows you to increase your already ungodlike movement speed. It also grants you bonus attack Damage from your passive Warpath

Ignite
I like to take this so i can finish off my opponents in mid lane, very useful because hecarim doesnt have any other form or ranged damage. Also useful against Dr.Mundos!!

Teleport
Viable if you have a tough lanes. Hecarim teleport ganks are insanely strong


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Items

I will be adding this section soon. Basic description in the build above.


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Ranked Play

This WORKS in ranked i play it whenever i get a chance In Silver Elo. Do not let your teammates talk you out of it. Although you probably you should try it in normals first because it takes getting used to.


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Lane Opponents

I will be updating this section once i get enough ranked experience against most common mids in today's meta


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Summary

Thanks for Reading. if you are Gonna Down vote my guide please leave a comment Why. Also any Comments or suggestions welcome.