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Introduction
Pros: Hecarim has the highest base movement speed of any champion which works well with his passive.
Hecarim is not only strong jungler but he's pretty good in lane to.
Hecarims one of those rare champs who can use both ad and ap like twisted fate so hes hard to counter.
Cons: His build is quite pricey so be careful because early game you're going to lack that ump.
he can be hard to master but hey aren't all horse.
and finally he is very weak to slows as that hurts his passive quite a bit
Hecarim is not only strong jungler but he's pretty good in lane to.
Hecarims one of those rare champs who can use both ad and ap like twisted fate so hes hard to counter.
Cons: His build is quite pricey so be careful because early game you're going to lack that ump.
he can be hard to master but hey aren't all horse.
and finally he is very weak to slows as that hurts his passive quite a bit
This may seem like an odd group of ruins but hear me out
The movement speed quints work with his passive and already high speed.
The hybrid penetration marks because he doesn't just rely on ad or ap.
ap glyphs because his w and r stack with ap.
and finally attack speed seals so he can hit faster.
The movement speed quints work with his passive and already high speed.
The hybrid penetration marks because he doesn't just rely on ad or ap.
ap glyphs because his w and r stack with ap.
and finally attack speed seals so he can hit faster.
Boots of swiftness: these are for helping you chase down the opponent and the also corniced with your passive.
Hexteck Gunblade: this is an essential for any hybrid champion.
Guinsoo Rageblade: again essential for any hybrid champion
Bloodthrister: this gives you a major boost not only to your attacks but also your survivability.
Trinity Force: nuf said.
Nashors Tooth: this gives not only to your spells but to your attack speed as well.
Hexteck Gunblade: this is an essential for any hybrid champion.
Guinsoo Rageblade: again essential for any hybrid champion
Bloodthrister: this gives you a major boost not only to your attacks but also your survivability.
Trinity Force: nuf said.
Nashors Tooth: this gives not only to your spells but to your attack speed as well.
Passive War Path: Hecarim ignores unit collision and gains bonus attack damage equal to 10 / 12.5 / 15 / 17.5 / 20 / 22.5 / 25 % of his bonus movement speed
Q Rampage:Range: 350
Cooldown: 4
Cost: 24 / 28 / 32 / 36 / 40 Mana
Active: Hecarim cleaves nearby enemies, dealing physical damage. This skill deals only 66% damage to minions and monsters.
If Hecarim damages at least one enemy unit with this attack, he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second for 8 seconds. This effect can stack up to 2 times.
Physical damage: 60 / 95 / 130 / 165 / 200 (+ 60% bonus AD)
Minion / monster damage: 40 / 63.3 / 86.7 / 110 / 133.3 (+ 40% bonus AD)
W
Spirit of Dread Range: 525
Cooldown: 22 / 21 / 20 / 19 / 18
Cost: 50 / 60 / 70 / 80 / 90 Mana
Spirit of Dread
Active: Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing magic damage per second to all enemies within its reach. Additionally, Hecarim is healed for 20% of the damage dealt by any source to enemies within the area. Healing from damage dealt to minions is capped per cast.
Magic damage per second: 20 / 31.25 / 42.5 / 53.75 / 65 (+ 20% AP)
Max damage: 80 / 125 / 170 / 215 / 260 (+ 80% AP)
Minion healing cap: 60 / 90 / 120 / 150 / 180
E Devastating Charge Cooldown: 24 / 22 / 20 / 18 / 16
Cost: 60 Mana
Devastating Charge
Active: Hecarim gains 75% movement speed over the course of 3 seconds, starting with initial 25% upon cast, and ending one second afterward. While Hecarim is charging, he gains 150 extra attack range (325 total). His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration.
If Hecarim's target is beyond narrow terrain, Hecarim will leap over the terrain to his target.
Minimum physical damage: 40 / 75 / 110 / 145 / 180 (+ 50% bonus AD)
Max physical damage: 80 / 150 / 220 / 290 / 360 (+ 100% bonus AD)
R Onslaught of Shadows Range: 1000
Cooldown: 140 / 120 / 100
Cost: 100 Mana
Onslaught of Shadows
Active: Hecarim summons spectral riders and charges forward with them in a line, dealing magic damage to enemies in their path. Enemies within range of where Hecarim stops will flee in terror for 1 second.
The wave of spectral riders will travel the maximum distance possible in the direction of cast, regardless of where Hecarim himself stops.
Magic damage: 150 / 250 / 350 (+ 100% AP)
Q Rampage:Range: 350
Cooldown: 4
Cost: 24 / 28 / 32 / 36 / 40 Mana
Active: Hecarim cleaves nearby enemies, dealing physical damage. This skill deals only 66% damage to minions and monsters.
If Hecarim damages at least one enemy unit with this attack, he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second for 8 seconds. This effect can stack up to 2 times.
Physical damage: 60 / 95 / 130 / 165 / 200 (+ 60% bonus AD)
Minion / monster damage: 40 / 63.3 / 86.7 / 110 / 133.3 (+ 40% bonus AD)
W
Spirit of Dread Range: 525
Cooldown: 22 / 21 / 20 / 19 / 18
Cost: 50 / 60 / 70 / 80 / 90 Mana
Spirit of Dread
Active: Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing magic damage per second to all enemies within its reach. Additionally, Hecarim is healed for 20% of the damage dealt by any source to enemies within the area. Healing from damage dealt to minions is capped per cast.
Magic damage per second: 20 / 31.25 / 42.5 / 53.75 / 65 (+ 20% AP)
Max damage: 80 / 125 / 170 / 215 / 260 (+ 80% AP)
Minion healing cap: 60 / 90 / 120 / 150 / 180
E Devastating Charge Cooldown: 24 / 22 / 20 / 18 / 16
Cost: 60 Mana
Devastating Charge
Active: Hecarim gains 75% movement speed over the course of 3 seconds, starting with initial 25% upon cast, and ending one second afterward. While Hecarim is charging, he gains 150 extra attack range (325 total). His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration.
If Hecarim's target is beyond narrow terrain, Hecarim will leap over the terrain to his target.
Minimum physical damage: 40 / 75 / 110 / 145 / 180 (+ 50% bonus AD)
Max physical damage: 80 / 150 / 220 / 290 / 360 (+ 100% bonus AD)
R Onslaught of Shadows Range: 1000
Cooldown: 140 / 120 / 100
Cost: 100 Mana
Onslaught of Shadows
Active: Hecarim summons spectral riders and charges forward with them in a line, dealing magic damage to enemies in their path. Enemies within range of where Hecarim stops will flee in terror for 1 second.
The wave of spectral riders will travel the maximum distance possible in the direction of cast, regardless of where Hecarim himself stops.
Magic damage: 150 / 250 / 350 (+ 100% AP)
Okay this may look bad at first glance but just hear me out okay.
get a point in everything then try to max out devastating charge because of the knock back plus extra damage could go a long way like pushing tem into a tower.
next you should max out rampage because early to mid game its really mana hungry.
get onslaught of shadows at 6 11 and 16 like always.
get a point in everything then try to max out devastating charge because of the knock back plus extra damage could go a long way like pushing tem into a tower.
next you should max out rampage because early to mid game its really mana hungry.
get onslaught of shadows at 6 11 and 16 like always.
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