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Spells:
Heal
Flash
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Introduction
Hello!
I just bought Hecarim today, and i must say, he is a very good champion!
i played a bot game with him, and just made my own build, that includes lot of armor and AD, and attack speed! I will also go in-depth info about him, because he is hard to play. ENJOY!
i played a bot game with him, and just made my own build, that includes lot of armor and AD, and attack speed! I will also go in-depth info about him, because he is hard to play. ENJOY!
Runes
Mark
well i buy 9 Greater Mark of Armor because they give me armor, and Hecarim is only OP with armor :)
Seal
i buy 9 Greater Seal of Armor because they also give me armor ;)
Glyph
I buy 9 Greater Glyph of Health because they give me health ;)
Quint
I buy 3 Greater Quintessence of Armor because it gives me armor :)
Mastery Explanations
Offense Tree
space |
Tier 1 // I take one point at
Summoner's Wrath
because i need it to continue to tier 2, next i take 3 points at
Brute Force
because it gives attack damage, and we need that ;) Tier 2 // I take 4 points at Alacrity because it gives me attack speed. ;) Tier 3 // I take 4 points at Deadliness because it gives me attack damage per level, and i take one point at Weapon Expertise because it gives me armor penetration, so its easiere to kill tanks. Tier 4 // i take one point at Lethality because it gives me critical strike damage, and i take 3 points at Vampirism because it gives me life-steal. Tier 5 // i take one point at Sunder because it gives me armor penetration, so it even more easiere to kill tanks. Tier 6 // i take one point at Executioner because it increases my damage, when enemies are below 40% health. |
Defense Tree
space |
Tier 1 // I take 3 points at Resistance because it gives me magic resist, and i take 3 point at Hardiness because it gives me armor. |
Utility Tree
space |
Tier 1 // I take 3 points at Expanded Mind because it gives me mana. |
Summoner Spells
i always pick Heal, because its very usefull, when you are about to die in a 1v1 fight, and you can help you teammates by healing them, in several situations ;)i always pick Flash because, when i want to engage (gang) i can just flash through the wall, and Flash is perfect for survival ;)
When jungling
Smite for jungling, it deals a bunch of true damage to a monster, or minion :)
Pros / Cons
spaaaaaaace |
Pros
+ // Good mobility + // Perfect Jungler + // Good defense, and damage. |
space |
space |
Cons
- // Weak against CC. - // Low mana. - // So weak against champs with strong slows like Nasus |
Items
Starter items
You have 2 different choices here!
Choice 1 (jungle/normal)
Boots gives you the movement you need from the start ;)
2 Health Potions keeps you alive, in several situations.
Choice 2 (normal/jungle)
Cloth Armor will make it harder to kill you, even though it doesnt give you much armor. ;)
1 Health Potion is enough to survive the whole jungle. :)
Mid-Game Items
Frozen Mallet is definitly a "must have" item. It has a great passive! What the passive does, is it that your basic attacks slows your enemy, that will make it easiere to keep up with them.
Sunfire Aegis is also a great item, with a great passive! What the passive does it damages all enemies that are near you.
Quoted:
Keep in mind, that if you walk pass the wolfes, they will attack you!
Late-Game Items
Randuin's Omen is a great, and powerfull item! It has a very nice passive, that is very good against high dps champ like Xin Zhao and Master Yi. Basically, what it does, it slows all enemies in an area.
Guardian Angel is a very very very good item. It has a awesome passive! What it does, is it revives your champion after death! That gives you a chance to get revenge in a teamfight ;)
Other good items
Phantom Dancer is a also a great item, it gives you attack speed, and a bunch of movement speed!
Maw of Malmortius is a good item, if you enemy team, is full of AP champs. It gives you damage, and magic resist.
Warmog's Armor is a very tanky item, that gives you a bunch of health, and it has a great passive! basically what it does, is every minion you kill you get 3 health to you maximum health! :)
Abilites
Hecarim ignores unit collision and gains attack damage equal to 10 / 12.5 / 15 / 17.5 / 20 / 22.5 / 25 % of his bonus movement speed.
Hecarim cleaves nearby enemies dealing 50 / 85 / 120 / 155 / 190 (+0.6 per bonus attack damage) physical damage. This ability deals 66% damage to minions and monsters.
Hecarim deals 20 / 31.25 / 42.5 / 53.75 / 65 (+20% of ability power) magic damage to nearby enemies every second for 4 seconds, up to a maximum of 80 / 125 / 170 / 215 / 260 (+80% of ability power) magic damage. Hecarim gains health equal to 10 / 15 / 20 / 25 / 30 % of any damage those enemies suffer. Healing from damage dealt to minions is capped to 60 / 90 / 120 / 150 / 180 health.
Hecarim gains 75% movement speed over the course of 3 seconds. His next attack knocks the target back and deals a minimum of 40 / 75 / 110 / 145 / 180 (+0.5 per bonus attack damage) and a maximum of 80 / 150 / 220 / 290 / 360 (+1.0 per bonus attack damage) additional physical damage based on the distance he has travelled since activating the ability.
Hecarim summons spectral riders and charges forward, dealing 100 / 200 / 300 (+80% of ability power) magic damage in a line. Hecarim creates a shockwave when he finishes his charge, dealing 50 / 125 / 200 (+40% of ability power) additional magic damage to nearby enemies and causing them to flee in terror away from Hecarim for 1 second.
Quoted:
Note, that Hecarim will land, where you choose, but the spectral riders, will always go to full range!
Jungling
Jungle route
The picture may not be perfect made ^^
1. Wolves
2. Blue Buff
3. Ghasts
4. Red Buff
5. Golems
Jungling Guide
Start off by taking one point at Rampage and kill the wolves, note that every time Rampage hits an enemy, it reduces its cooldown by 1 sec, can be stacked up to 2 times.
After you hit level 2, take one point at Spirit of Dread and walk over to blue buff. Tell one of your teammates to pull it for you, so its a bit easiere to kill.
After you hit level 3, take one point at Devastating Charge and walk over to the ghasts, and kill them, and then just continue. :)
+ Devastating Charge makes it much easiere to escape fights.
+ Onslaught of Shadows can go over walls :D
+Even if Rampages damage is blocked by a spell-shield, Hecarim will still recieve the cooldown reduction stack.
+ Rampage deals half damage to minions.
+ Devastating Charge is not affected by spell-shields in any kind of way.
+ Devastating Charge resets Hecarims swing timer, so he can quickly attack after knocking back an enemy.
+ Devastating Charge is effective againts turrets.
Special Thanks To
CaliMan
For giving me great advices
jhoijhoi
Without her, my build would never ever become something. Check out her guide!: jhoijhoi's making a guide! This guide will improve your skills :D
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