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Hecarim Build Guide by HankNo1

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 HankNo1

Hecarim - Solo Top Master of Disaster

HankNo1 Last updated on April 19, 2012
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 14

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 16

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction


Welcome to the Hecarim - Solo top guide.

While many players will assume Hecarim only being playable as a jungler (movement speed etc.), his tank-alike stats, combined with lifesteal and great attack damage, also allows him to go solo top - this build is for such one.


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Runes

Runes for Hecarim, I believe, should always be generic tank runes, like armor/magic resist, combined with armor penetration and movementspeed (great for his E)


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Masteries

His Masteries are build almost 50/50 at offense and defense. If you would want him to be a jungler, more defense would probably be preferred, but for this solotop-thing, I believe a combination fits best.


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Summoner Spells

Hecarims' E (Devastating Charge) is superior combined with Flash and Ghost. One of them could be replaced thou (Smite for jungle, Ignite for ganks etc.)


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Skills - Explained

Short explanation of Hecarims different skills.
Q - "Rampage"

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


W - "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.

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.


E - "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.

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.


R - "Onslaught of Shadows"


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.



PASSIVE"Warpath"

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


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Summary

This guide ain't 100% complete, but more information will be add'ed constantly.