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Hecarim Build Guide by Midget from hell

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 Midget from hell

Hecarim ~ The Three way ~

Midget from hell Last updated on July 25, 2012
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Jungle / Tank / AD

Ability Sequence

2
3
5
7
9
Ability Key Q
1
8
10
12
13
Ability Key W
4
14
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: 0

 
 
 
 
 
Durability
2/
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 7

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
1/
Mastermind
 

Utility: 23


Guide Top

Introduction

Hey guys and welcome to my Build for Hecarim, This is my first ever Guide so haters don't hate. (^_^)

Hecarim is a Melee based champ who consists on Damage, Health, Armor and Armor Pen.

Hecarim style of play is mainly Tank, Jungle or AD carry. in most cases of battle Hecarim requires constant help from his team as he can be very squishy early game.

The main downside to Hecarim is the fact that early game he does little damage there for should start off with some sort off damage dealer for your first item such as Blood thirster, but this is only 80% of the time as he is played as a tank by some people.


Guide Top

Items

JUNGLE ~ the reason I start off with Cloth Armour and 5 Health Potions is because I want to be able to stay in the jungle longer and get my Xp up so that I don't fall behind, next is Boots of Speed and Wrigglers Lantern, so then I can move around the camp sites quicker and effectively and also have a personal ward for looking for gankes, or knowing when your opponents are trying to kill the baron or the dragon, then I follow up with Boots of Swiftness and a B.F Sword as I need to have some damage to pull of the gankes needed, then I upgrade it to a Blood Thirster and follow up with a Pickaxe leading to a Banshees Veil as now I have damage and magic resist, then a Maw of Malmortius for more magic resist and finally a Frozen Mallet.

TANK ~ Once again I start off with Cloth Armour and 5 Health Potions because I want to be able to stay in the lane longer as I don't fall behind, next i grab Boots of Speed and Giants Belt for more speed and the health, next I upgrade Boots of Speed to Ninja Tabi and the Giants Belt to the Warmogs for more speed and even more health and a nice little supply of health regeneration, then i move on to a Chain Vest to combine with my Cloth Armour to make a Thornmail, I then grab Glacial Shroud and a Pickaxe, later upgrading them to Frozen Heart and Maw of Malmortius, finally building up to a Frozen Mallet.

AD ~ For the AD items you should start of with Boots of Speed and 3 Hp Potions, later grabbing a B.F Sword as soon as possible, later getting Boots of Mobility and getting a Giants Belt and a Pickaxe, followed by an Infinity Edge and another Pickaxe, I then get Frozen Mallet and Maw of Malmortius, finally I get 2 B.F Swords and convert them into a Blood Thirster and a Black Cleaver


Guide Top

Skill Sequence

Passive: Warpath -->Hecarim ignores unit collision and gains attack damage equal to a percentage of his bonus movement speed.

Q: Rampage --> Hecarim cleaves nearby enemies dealing physical damage.

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.

E: Devastation Charge --> Hecarim gains increased movement speed for a short duration. His next attack knocks the target back and additional physical damage based on the distance he has traveled since activating the ability.

R: Onslaught of Shadows --> Hecarim summons spectral riders and charges forwards, dealing magic damage in a line. Hecarim creates a shock wave when he finishes his charge dealing additional magic damage to nearby enemies causing them to flee in terror.


Guide Top

Team Work / Ganking

When Ganking an enemy always start off with your "E" (Devastating Charge) as it is linked to you passive, just before hitting your target activate your "Q" to get the additional damage output then activate your "W" straight after to maintain health, you can also use your "R" as your charging to get even more damage, as soon as your "R" is over you "E" "Q" and "W" all at once to do devastating affect. tip --> only use this tack tick when ganking, and only use your "R" when you ganking a team.

This tactic can dramatically change the course of a team fights, and is a very useful way to pick up some kills, even some cheeky KS'S (^_^)


Guide Top

Pros / Cons

Pros

Great ganking
Great movement speed
Easy to get around the map efficiently
Good tanky Champion
Using the Charge tactic gives of a big burst of Damage



Cons
Can take a while to master
Depends on team most of the time
Can be pretty squishy early game


Guide Top

Summary

JUNGLE ~ Go for defensive and also damaging items, and always look for ganking opportunities, try to stay in the Jungle as long as possible to get those Golems, Reapers and Wolves.

TANK ~ Aim on having Armour, Health and Magic Resist items to help you team for when team fights are afoot.

AD ~ Look for the main Damage Dealing items there is, such as Infinity Edge and such, the more damage you do, the more afraid your enemies get.