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Hecarim Build Guide by xRiftzx

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League of Legends Build Guide Author xRiftzx

Hecarim- Unstoppable Squishy Killing

xRiftzx Last updated on February 11, 2016
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Ability Sequence

1
4
5
8
9
Ability Key Q
2
7
10
12
18
Ability Key W
3
13
14
15
17
Ability Key E
6
11
16
Ability Key R


Threats to Hecarim with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Fiddlesticks Fiddlesticks can't do anything versus you, early or late game. Take all your opportunities to harass him. Being spell reliant, he can't use his abilities on you if you catch him doing a camp.
1
Kindred Bam, dead. Kindred, being weak and squishy, is no match for you. Try to catch him at red.
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Introduction

Hi there! This is a very basic Hecarim guide, but one that could change your future playstyle in the future (positively of course). I hope you enjoy my Hecarim guide to destroy the squishies! Comment any suggestions/concerns below, please.


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Jungle Route

http://i.imgur.com/e3wUZgw.jpg

Hecarim's jungle route is not complicated.

When at the red side, I take Gromp first. (Recommended at low/medium elo) I'll then move to their red, and try to secure a kill if I can. By the time that's over, I should have smite for the wolves so I can get vision on my Blue side so I can take red. After that, I'll begin to gank.

On blue side, I take kruggs, ward my red bush, and then move my wolves and smite them for vision. After, I'll take red and begin to gank.


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Creating Synergy

Hecarim works best with those who can dish out some decent ranged AoE damage. After you ult into the AD carry and mage/assassin from the fog of war, it's important to have somebody who can follow up with that, and be able to immobilize their front line for team fight dominance.
Chances are, you're most likely going to die during the fight, but you'll have done so after destroying their squishies and setting up a free win for their team. Not many other junglers engage as well as Hecarim.
In addition, you'll want a team who can help secure kills early game, as Hecarim can't do that being the melee he is.


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Pros

Pros

[*] Destroy squishies
[*] AoE taunt
[*] Huge gap-closing ult
[*] Perma-slow
[*] Tanky DPS
[*] 1v2
[*] Carry
[*] Team fight presence
[*] Built-in sustain
[*] Two displacement spells
[*] Speeeeeeeeeeeeeeeeed


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Cons

Cons

[*] Mana-hungry early
[*] No stun/snare/root
[*] Heavily targeted
[*] Weaker early game
[*] Only AD
[*] Sustain isn't that good
[*] Hard to control your Devastating Charge target
[*] Hard to farm under tower/Q pushes lane