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Hecarim Build Guide by Lumniogamer

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 Lumniogamer

Hecarim - the Speedy Spokster

Lumniogamer Last updated on September 9, 2013
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Ability Sequence

3
14
15
17
18
Ability Key Q
2
8
10
11
12
13
Ability Key W
1
4
5
7
9
Ability Key E
6
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 26

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 4


Guide Top

Introduction

Hi this is my first guide so I wanted to do one for my buddy Hecarim so lets get to it.


Guide Top

Pros / Cons

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


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Runes

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.


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Items

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.


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Spells

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)


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Skill Sequence

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.


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Team Work

Hearim works best with teams that have slows or stuns so he can charge into the opponent easy.

He also works well with fiddlesticks the DRAIN the will to fight from the opponents (for the pun )


Guide Top

Conclusion

THANKS FOR READING MY GUIDE I HOPE IT HELPS YOU MASTER THE BEAST THAT IS HECARIM.