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Choose Champion Build:
Spells:
Ghost
Ignite
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Introduction
Hecarim's passive is Warpath; Hecarim ignores unit collision and gains attack damage equal to a percent of his bonus movement speed.
Hecarim's first ability is Rampage; Hecarim cleave's nearby enemies dealing physical damage. This ability enjoys a shortened cooldown if it hits an enemy, up to a cap of 1 second. When Jungling, take a point at lv 1 and max it right away. When Laning, Take a point at lv 1 but max it second.
Hecarim's second ability is Spirit of Dread; Hecarim deals Magic Damage to nearby enemies. Hecarim gains health equal to a percentage of any damage those enemies suffer. Healing against minions and monsters is capped. Because this gives Hecarim survivability, Junglers should take a point early and max it by lv 13 while Lane Hecarim should max it first.
Hecarim's third ability is Devastating Charge; Hecarim gains increasing movement speed for a short duration. His next attack will knock the target back and deal physical damage based on how far he has traveled. As it's primarily utility, take a point at lv 3, and max it last. When Laning, I take a point at lv 4 still maxing it last.
Hecarim's ultimate is 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's first ability is Rampage; Hecarim cleave's nearby enemies dealing physical damage. This ability enjoys a shortened cooldown if it hits an enemy, up to a cap of 1 second. When Jungling, take a point at lv 1 and max it right away. When Laning, Take a point at lv 1 but max it second.
Hecarim's second ability is Spirit of Dread; Hecarim deals Magic Damage to nearby enemies. Hecarim gains health equal to a percentage of any damage those enemies suffer. Healing against minions and monsters is capped. Because this gives Hecarim survivability, Junglers should take a point early and max it by lv 13 while Lane Hecarim should max it first.
Hecarim's third ability is Devastating Charge; Hecarim gains increasing movement speed for a short duration. His next attack will knock the target back and deal physical damage based on how far he has traveled. As it's primarily utility, take a point at lv 3, and max it last. When Laning, I take a point at lv 4 still maxing it last.
Hecarim's ultimate is 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.
I recommend building Hecarim with a mix of Physical Damage, Durability, and sticking power through movement speed and slows, as his play style is very similar to champions such as Darius. For runes I take Armor Penetration Marks, flat Armor Seals, Magic Resist per lv Glyphs, and Movement Speed Quintessences.
Open with Boots and 3 Health Potions or 2 Health Potions and a Mana Potion, rush Philosopher's Stone, Heart of Gold, and Phage before upgrading to Mercury's Treads.
Pick up The Brutalizer, then upgrade to Trinity Force, and grab a Force of Nature.
Finish your build by upgrading to Youmuu's Ghostblade, Shurelya's Battlesong, and Randuin's Omen.
When Jungling, open with the same, but pick up Wriggle's Lantern instead of Heart of Gold.
Upgrade to Boots of Swiftness, then grab Sheen, The Brutalizer, and Force of Nature.
Finish your build with Trinity Force, Shurelya's Battlesong, and Youmuu's Ghostblade.
Pick up The Brutalizer, then upgrade to Trinity Force, and grab a Force of Nature.
Finish your build by upgrading to Youmuu's Ghostblade, Shurelya's Battlesong, and Randuin's Omen.
When Jungling, open with the same, but pick up Wriggle's Lantern instead of Heart of Gold.
Upgrade to Boots of Swiftness, then grab Sheen, The Brutalizer, and Force of Nature.
Finish your build with Trinity Force, Shurelya's Battlesong, and Youmuu's Ghostblade.
Hecarim excels in the top lane. When laning be wary of ganks in early game. Especially if the enemy team has a Jungler. Pace your build so that you have gold for wards. Place them either in the bush at the corner of the river, or at the top river exit from the purple team's jungle. When playing Hecarim as a bruiser remember that he is NOT a true tank, and as such should not be the first one into a team fight if at all avoidable. Let the actual tank innitiate, then, when the enemy is focused, push into the fight, focusing the squishiest champion.
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