Hecarim Build Guide by xRandomRascal

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League of Legends Build Guide Author xRandomRascal

Laning with Hecarim, the Ghost Centaur Dude (Jungle/AP)

xRandomRascal Last updated on April 24, 2013
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by xRandomRascal » April 20, 2012 3:11am | Report

okay i will improve in my next guide

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by SammiBoiii » April 20, 2012 6:19pm | Report

You made a guide for a champion which hasn't even came out in your server? and you are advertising your guide on others, That's just pathetic.


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by xRandomRascal » April 24, 2012 2:19am | Report

erm i stop advertising 1 day after the warning :)

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by shizbot1 » April 25, 2012 3:37pm | Report

I still find this fairly difficult to read :? or is it just me

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by sleepydude36 » April 25, 2012 11:56pm | Report

Not bad. But can change the early game, mid game, and late game?

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by xRandomRascal » April 26, 2012 12:04am | Report

@shizbot1 Which part? I can change it
@sleepdude36 I'm gonna change it soon

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by bluebluez12 » May 1, 2012 3:42pm | Report

VOTED +1

Okay can

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by bluebluez12 » May 1, 2012 3:42pm | Report

VOTED +1

Okay can

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by the chaos bringer 00 » May 3, 2012 5:57am | Report

VOTED -1

runes, especially the quintessences, are a bit... WHAT????
plus the boots of swiftness. Believe me man you get very little AD from your passive

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by The Only Exor » May 5, 2012 1:22am | Report

VOTED -1

Your main laning build, which this guide is based around is badly lacking in magic resist,

Choosing atmas since its nerf, only adds at most 50 damage, which can be gained from other items at a higher rate. i understand that this can be fought with the crit and armor bonus but again, it is not enough to make a difference.

The mastery build misses a number of inportant sustain ablity points, like life steal, mana regen and health regen, which ni most builds you would pick up 2/3.

As far as you runes go, picking up mr per lvl glyphs would provided a greater advantage late game than the 8.something points of damage provided.

Your item section is a bit allover the place. Not enough reasons given.

For example i find that skipping over wriggles and rushing a trinity force for the health, mana movement, slow and on cast bonus' greatly out commands the small amount of lifesteal, armor and damage gained from wriggles. While most will claim that a free ward is always good, if you are playing properly, and keeping your creep score up, a spare 75 g will be nothing to you.

Just my thoughts on the guide.


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