Hecarim Build Guide by xRandomRascal
Not Updated For Current Season
Hecarim says Hi
Hi summoners, this is my first build that I'm making. I hope you people can support me here and if there is anything I could improve on, just PM me :). As you can see, I may have made errors, so point that out in your PM if you want to.
Basically, Hecarim is a melee fighter, who relies on Movement Speed to increase his attack and mobility. Yes, Movement speed. His passive, Warpath, gives him bonus attack damage based on his bonus movement speed (and you can ignore unit collision)
But for my build, I make him a bit more tanky than Riot makes him.Not sure whether there is a copyright for this image but... oh well.
So here I go.
And before I start, thanks to JhoiJhoi for some of the below stuff.
Pros / Cons
Heavy damage dealer
Can heal with Spirit of Dread
Can knock enemies back
Needs skill to hit your opponent properly
His Onslaught of Shadows need to aim the opponent directly in the circle to fear them.
Here's a smiley :)
The runes I advise for Laning Hecarim:
Greater Mark of Scaling Attack Damage
Greater Quintessence of Movement Speed
Greater Seal of Armor
Greater Glyph of Scaling Attack Damage
These makes Hecarim more of a tanky melee fighter. Remember that 25% of Bonus Movement speed is converted into attack damage with Warpath.
Runes for Jungling Hecarim
Greater Mark of Scaling Magic Resist
Greater Glyph of Scaling Magic Resist
greater seal of defense
Greater Quintessence of Movement Speed
It is about the same, but I take defense runes for stableness
It is obvious to take AP runes for Seals, Marks and Glyphs. But of course Quintessences have to be Movement speed.
So that's basically my reason.
Okay, that's all for runes.
Now for masteries:
Take masteries that increases Attack Damage, Attack speed, Armor, Magic Resist and Health.
So my build is 9/12/9, taking the extra buffs stated above.
Some people do builds like 21/0/9, 9/0/21 for Hecarim, but when I look at those builds, I'm like "What? How can You miss the other main section?"
Hecarim's skills mainly focus on Movement speed and attack damage to enhance his skills. His skills usually close the gap of the enemies and devastate them with a ton of damage.
Using his Spirit of Dread and watch your health go up then down then up until your opponents are all dead. Therefore, my fellow people, if you follow the skill order properly and play safely, you will make Hecarim VEEEEERRYYY tanky and awesome for 5v5 team fights. You can see the health go
Life Steal may be used along with his skills, not to sure about that, but I assume it is and is is usefull. Movement Spd to Atk Damage to Life steall to healing.
One of the main awesomeness of Hecarim. This lets you ignore unit collision and convert part of your bonus movement speed into bonus attack damage.[/color]
Rampage: Hecarim cleaves nearby enemies, dealing physical damage 50 / 85 / 120 / 155 / 190 (+0.6 per bonus attack damage). (50% 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 a short duration. This effect can stack up to 2 times
This ability has an A-Mazing cooldown take cleaves enemies around him. But the thing is it does less damage to minions or monsters.
Spirit Of Dread: Cost: 50 / 60 / 70 / 80 / 90 Mana
Magic damage per second: 20 / 31.25 / 42.5 / 53.75 / 65 (+0.2 PER ABILITY POWER)
Damage to heal ratio:10 / 15 / 20 / 25 / 30%
Minion healing cap: 60 / 90 / 120 / 150 / 180
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 a percentage of the damage enemies within the area take from any source. Healing from damage dealt to minions is capped per minion.
Awesome lane pushing ability. This ability can heal you well but noramlly Hecarim is built AD, because with AP, the healing is ridiculously high. But don't use AP Hecarim much...
Devastating Charge: Cooldown: 24 / 22 / 20 / 18 / 16 sec
Min damage: 40 / 75 / 110 / 145 / 180 (+0.5 per bonus attack damage)
Max damage: 80 / 150 / 220 / 290 / 360 (+1.0 per bonus attack damage)
Hecarim gains increasing movement speed for 4 seconds. His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration.
Gives you incredible movement speed and his next basic attack knocks back the target. Great ganking ability.
Onslaught Of Shadows: Cooldown: 140 / 120 / 100 seconds
Initial magic damage:100 / 200 / 300 / (+0.8 per ability power)
Shockwave damage:50 / 125 / 200 (+0.4 per ability power)
Hecarim summons spectral riders and charges forward, dealing magic damage to anyone they strike. Hecarim releases a shockwave when he finishes his charge, dealing additional magic damage and causing nearby enemies to flee in terror away from Hecarim for 1 second.
Very interesting Ultimate. Can fear your enemies and deals alot of damage. Thing is this ability uses Ability Power.
So this is the order of abilities:
Hecarim, you should max your Rampage and Devastating Charge for pushing lanes easily.
This is a list of champions and the level of risks when versus them in lane.
However, this doesn't cover all the champions but a few examples
Low Risk: No deadly stuns, slows to make your movement speed passive decrease.
Irelia(Stay far from her and play safe early because of her stun)
Mid Risk: Still can versus, but need watch out for burst damage and slows and stuns.
High Risk: PLAY SAFE against these champions cos if you get caught, its a sticky situation.
Volibear (toss is DANGEROUS with a capital D)
Trundle (nasty slow from the pillar)
So you guys get the picture on which champions not to engage early or recklessly :)
Laning against different champions
A tip is to dodge in and out of the bush to surprise Alistar. You use Devastating Charge to appear out from the bush, Rampage and go back into the bush to juke his attacks. Amumu will have a lesser chance of targeting his Bandage Toss. But still, even if he hits the Bandage Toss on you, just Rampage to rip his bandage toilet paper like a guy in the bathroom when nature is calling. Just need to run around and Amumu will focus your other team mate with his Bandage Toss. Like Ahri, his skills can be easy to juke and avoid. Anivia is pretty weak against you. Just need to juke her Flash Frost and run out of her Glacial Storm. Like most Skill Shots, her Flash Frost is slow and hard to hit. Annie has a irritating stun with her Pyromania. Even if your laning Hecarim goes against Annie, just do the normal. Count the number of spells she used and fall back once her Pyromania is ready. Her Summon: Tibbers should be no threat to a Hecarim. Ashe. Tryndamere"wife". Ashe is slightly squishy and her only effective ability against Hecarim is her Frost Shot. Reduces the Movement speed you worked so hard to get. But still, no threat, easy target, weak ultimate. Blitzcrank has the most irritating grabbing ability. Rocket Grab can easily drag you into turrets or into team fights. So, early game, try to juke his Rocket Grab and poke from bushes. Later on in the game, make yourself a difficult Rocket Grab target. One more tip, watch out for his Static Field silence. Brand usually gives up his middle lane spot for his team mates and come to other lanes. His Blaze is just like Ignite, and is a DoT attack. For his Pyroclasm, don't run to your low health team mates because the bounce of Pyroclasm will bounce. Yordle Snap Trap. Makes your Devastating Charge useless. And her Ace in the Hole is so pain. So your movement speed comes in handy when she targets your ally. Easy to run to block Ace in the Hole and you'll get shot in the face. But still, she is not really a threat to Hecarim. Hecarim, Cassiopeia would not be much of a threat. Except her Petrifying Gaze. A long stupid stun. Always face backwards. With Hecarim, it's easy to turn.
And just try to not get caught by her Noxious Blast, if not Twin Fang will be a threat. Rupture is quite hard to aim, it will make you useless for that short period. Tips: Once Cho'Gath hits you with Rupture, immediately hit him with Onslaught of Shadows to prevent any further damage. Though usually, Cho'Gath isn't supposed to be your target in the lane, do try to harass as much you can with Rampage and Devastating Charge. Corki is very pain with his Gatling Gun plus valkyire. So for Hecarim, just stay of of range early game. Once he get his missle barrage, try to juke the shots by juking into the bushes. Once Corki tries to get into the bush to hit you, juke into the other side of the bush and Devastating Charge him towards your team. Dr. Mundo will be dangerous if you feed him. So keep running around in and out of the bush to dodge his Infected Cleaver. To kill him, get your team's jungler to hide in the bush. Harass using Rampage until he uses his Sadism. After that, use Devastating Charge to push Dr. Mundo into the bush where your junlger is hiding. Shadow Walk, keep your Spirit of Dread on to make Evelynn stay out of your range. For walking through the jungle, run through with Devastating Charge so she can't catch you with surprise. Ezreal builds AD or AP, easy to juke abilities.
AD Ezreal: Only his Mystic Shot and Trueshot Barrage will be a threat. Essence Flux and Arcane Shift will deal less damage.
AP Ezreal: All his abilities will deal good damage. Once he uses Arcane Shift, he usually use all his abilities at once and to get his that burst damage.
Though you might not encounter Ezreal much, just juke into bush and Devastating Charge him. Drain will be no problem. Quickly run out of range then run back into battle. His crow storm is the only very dangerous ability to Hecarim, but just try to out run when he ues Crowstorm. If not he might not be that of a threat to you. Riposte, she can return damage. So don't strike when she has Riposte on, and your Devastating Charge can keep her out of Lunge range. Another tip: when she uses Blade Waltz, make use of your movement speed and run to your turret and then Devastating Charge Fiora further into your turret. Remember that a fat Fiora is a dangerous Fiora Fizz has a almost simliar passive. His Nimble Fighter can also ignore unit collision like Hecarim Warpath. Nothing much to talk about Fizz but all you got to know is to do like laning against most champions. Juke his abilities like crazy. Galio will not be much threat since he has more magic resist and your abilities mainly focus physical damage. Galio can also chase with Righteous Gust so use Devastating Charge to push Galio out of Righteous Gust. Gangplank is irritating with his Parrrley and Cannon Barrage. Awesome critical with Parrrley but only useful in teamfights with his Raise Morale and Cannon Barrage. That's basically it for Gangplank. But still, Hecarim can beat the fudge out of him. Demacian Justice can finish someone off. His silence with Decisive Strike is idiotic but there's quite a small range. Tip: Rampage can beat judgement, use it to your advantage. Body Slam but your Devastating Charge can put Gragas out of Body Slam range. Watch out for his thrown barrel, even when he's dead, his barrel is still alive and he still can explode it. Explosive Cask: Similar to AoE version or Devastating Charge. Once high AP, Explosive Cask and Barrel Roll deals like 900 and 600 specifically. Watch out for this *****. smokescreen is very good. You can't see out, but still, small AoE range. If not, Graves is squishy and always stay behind in team fights. Easy to make him miss his Collateral Damage. So, juke him like normal bush fights and stay out of range, THEN you attack.
TO BE CONTINUED
Now for Items:
Get Boots of Speed and a couple of health potions and build it into Boots of Swiftness.
Then, build towards Wriggle's Lantern.
However, if the opponent is a AP heavy team, swap it for Force of Nature. If you're scared of losing health, aim The Bloodthirster.
Third Item: Trinity Force.
Reason? The extra damage after using a skill, makes Hecarim a very heavy damage dealer.
Next 2 items have to be Warmog's Armor and Atma's Impaler. These 2 items always go together. Health then Boost of Attack damage. No need for explanation.
Last item is actually up to you. But I go for Phantom Dancer for extra attack speed, Crit chance and Movement speed.
Jungling and Laning items are around the same so no need for explanation.
Ability Power Hecarim Items
AP hecarim, not really heard of. But AP Hecarim damage source is from the Lich Bane, Spirit of Dread and his ultimate, Onslaught of Shadows.
Start of with Boots of Speed and 3 Health Potion like a Laning Hecarim.
To be continued
These items are not up to date. Follow the item build at the top of this guide.
ALL YOU NEED TO KNOW IS: Ghost IS A MUST.
The extra movement speed from Ghost also gives a bonus attack damage.
After Ghost you can decide.
Spells Suitable besides Ghost
So, Flash, is very very useful to escape or to chase. However, Flash is not that needed because Hecarim has good stable movement speed by using Devastating Charge and Ghost
Reasons to take Flash:
If you are not that experienced in playing LoL, and is not sure whether you can survive, take Flash.
Reasons NOT to take Flash:
As I said already, you already will have Ghost and Devastating Charge for escape.
Ignite is a single target true damaging spell but Ignite is usually used on enemies who are low on health (usually below 400) and reduces healing effect by 50%.
Reasons to take Ignite
Well, after cleaving and attacking enemies, they may run or Flash out. So that's when Ignite is useful.
Reasons NOT to take Ignite
Actually, it is up to you to think Ignite is useful to your fights or not. If you are used to taking Ignite for your games, do take it.
Heal is good for team fights and for survivability, so you can heal your teammates to save them from an untimely fate. Honestly, for laning with heacrim, taking Heal is also up to you.
Reasons to take Heal
-To save teammates and yourself
-To lure enemies
Reasons NOT to take Heal
-Might be a waste
-If your team has a healer like Soraka, Sona or Taric, then Heal isn't important
I will cut this short.
Exhaust is for closing to gap between you and your enemy.
Reason to take it
Can aim your Rampage easily
Reason not to take it
Your other spells may be more important for game play.
Clarity Clairvoyance Surge Cleanse Smite
Clarity: No mana issues
Clairvoyance: Not a support champion
Surge: Don't need extra AP
Cleanse: Don't really need to worry about getting suppressed and stuff
Smite: Take only if jungling
Promote: Up to you if you want to waste a spell slot
Teleport: Easy to return to fight or ganking but it's still up to you
Free Smiley again :)
Basically early game, for laners, just harass with Rampage and push random enemies away from your team either in Top or Bottom lane using Devastating Charge.
For Jungling, go look for another guide. Just click back page.
Always remember, the Skill Sequence is
Got that? This gets you to harass and even kill squishies.
Another thing to remember is that Devastating Charge increasing your movement speed, which passively increases your Attack damage.
Help your team out if there is team fights, or even 2v2. By this time you most likely already get your Boots of Swiftness, Wriggle's Lantern, Trinity Force and building towards Warmog's Armor.
So you will have sustainability and good burst damage. So, you can go kill baron with your team and win your game or just play along until the late game, which I'm going to talk about in the next part.
To add on, Mid game is a important part of the game and if you mess this part of the game up, its most likely your late game will be like riding a nyan cat into hell.
For Hecarim, keep ganking again and again. Since your Devastating Charge makes you move fast. Unless your teams want to engage teamfights, join them and protect your team's squishies.
By this time, Hecarim will have a full build, will deal like a ton of damage to enemies and be a semi-tank to your team. Most probably you will be the best harasser, Team fight Engager or if you're noob, a fleeing feeder.
Just use your basic skill sequence and you can win any team fight if the skills are used at a correct timing.
So good luck.
Okay, I hope you guys liked this build and stuff. I know i have things to work on but come on, its my first time.
Before i stop, i would like to say I'm from Singapore and I would like to Thank a couple of people in no specific order:
and lastly, xUltimate, my little noob brother :).
Thank to those people for playing LoL with me and being a good friend (at most times) to me.
So Sayonara people and happy LoLing
As some of you told me, my first draft build isn't that useful. So I'm going to totally
edit it next week, 26/4/12. By the end of next week, you can check out the new revamped Laning with Hecarim, the Ghost Centaur Dude.
And special thanks to that guide to make guide to teach me stuff. So I'm using those tips when I edit this guide. I apologise if the 1st version was not good. So just wait for next week.
And now i'm in the middle of updating it :)
Also, if you see any uncompleted parts, means i'm still working on that part.
Updated the Jungle and Ability Power Hecarim
Note: I need more time to complete cos of my exams coming, so be patient.
And please vote if you like my guide. Don't Just Facebook Like it.
Updated the part of the items, masteries. Added the Jungle and AP guide at the top. Included the "Laning against different champions".
Hey guys, I'm having exams this week but I still will try my best to update this guide.
So I appreciate that you guys can vote my guide :)
Updated the Summoner spells, edited the "Laning against different champions"
and i gotta study for exam so the process of the guide might be slower.
Hey guys I've done alot for the past few days and i would aprreciate some votes -.- Anyway, done with most stuff. haven't done Early game, Mid game and late game. Reminder: my exams are tomorrow so there will be delay of completion. So bye.
Updated Abilities section an the early mid and late game
thank you for voting and commenting
Google images, Solomid, Mobafire and other sites. so i guess there is no copyright intended ok?