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Hecarim Build Guide by PhobosTheEternal

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 PhobosTheEternal

Oh look, it's a... *PENTAKILL* (Ponycopter Guide)

PhobosTheEternal Last updated on April 8, 2015
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 6

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 3



Threats to Hecarim with this build

Threat
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Threat Champion Notes
1
Evelynn Just stomp her to death. The end.
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Introduction


Greetings, and welcome to my pony stable of grim where you will learn the ways of the Ponycopter, the most majestic horse all round. Hop on his back and let him slaughter - I mean, carry your skin to victory. Or next division. Or LCS. Your choice.


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Why should I pick the pony? Last time I checked he was really weak...


You, my good sir (or lady, I dunno) are terribly misinformed. With the last patches, Ponycopter was blown sky high to the G-G-G-G-GODLIKE TIER, when it comes to junglers. His sustained damage, initiation power, and burst damage are all shockingly high. It's very difficult to escape from one simply because of his raw speed, and once he starts snowballing it's impossible to avoid him.

In other words, once he's locked onto you THERE IS NO ESCAPE!


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4 basic things to remember when playing Ponycopter


1.Only use Blood Knight or Arcade skins.
2. Yell CHAAAAAARGE before you pop Ghost, Devastating Charge and Onslaught of Shadows to punish the enemy team for their disobedience.
3. Stomp the enemy males and claim the females for your stable.
4. Don't forget you are the fastest horse on the Rift. You can engage and disengage as you see fit. Well, at least most of the times.


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Pros / Cons


PROS

  • Fast Jungler.
  • Nearly unkillable late game.
  • His speed makes wards nearly useless.
  • Amazing initiator.
  • Interrupts many skills with casting time ( Drain, Meditate etc.)
  • He's a FABULOUS PONY!

CONS
  • Not easy to learn and get used to.
  • Until you buy Trinity Force, your damage is not that great.
  • Somewhat squishy early game.
  • Doesn't eat hay and gets pissed if you try to ride him.


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Runes


You want us to talk runes, eh? All right, since it's not obvious why, let's analyze it MOAR.

Greater Quintessence of Movement Speed Why this? Its self explanatory. Your passive, Warpath allows your AD to benefit from your extra movement speed. It will make you faster, stronger and more elusive (pretty much exactly what most women want). Did I mention you will gank a lot faster as well? Plus, you will gallop to safety if things get ugly easier.

Greater Mark of Attack Damage Most guys like going for armor penetration, but I prefer these ones. They give you the extra damage you need to deal damage in early game and are not bad in mid-late. After all, you are not going for the tanks but for the carries.

Greater Seal of Armor Pffft, jungle sustain, defence against AD. That's it. Next.

Greater Glyph of Scaling Magic Resist Standard stuff, better than their flat counterparts since they give you extra magic resist mid to late game, where the mages start to shine.


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Masteries



I know what you are thinking. "Oh, Phobos you great scrublord, why don't you go for 9/0/21 or 0/21/9 blah, blah, bla,h etc, etc, etc,". The answer my friend, is simple.

YOU ARE SUPPOSED TO DEAL DAMAGE!!!

Before you rage and downvote my guide, I will explain below step by step every mastery pick.

fleetoffoot Them 3 points in the utility tree (since for some reason Mobafire is not recognising that mastery). 1.5% extra movement speed synergises well with Warpath and your quints.

Recovery Allows you to reclaim a small pint of lost HP in the jungle. Not that great, really.

Enchanted Armor You need this to gain some extra stats from your defencive items. And trust me, that 5% makes the difference.

Tough Skin Some decreased damage from the jungle never hurt anyone.

Double-Edged Sword By mid to late game you will be tanky enough to make that 1% seem insignificant. However, your improved damage by 2% is a welcome addition to kill faster and trample harder.

Sorcery For faster Rampages. End of story.

Brute Force Martial Mastery Your main damage is AD, so you go that side of the skill tree. Not much on their own.

Warlord This little bad boy here will give you a good chunk of AD to roll around. And roll on enemies.

Devastating Strikes Some pain for these armored tanks. But can also help to kill enemy squishies faster.

Executioner Increased damage to wounded enemies in order to kill them faster? YES PLEASE!

Spell Weaving Blade Weaving You need these two for one reason. Since Rampage has a short cooldown, it is still considered a spell. Between your casts, several auto attacks are possible to land. These auto attacks will enhance your next Rampage or other spell and your next spell(s) will enhance your auto attacks. Gettit? Don't ask me to explain again, I got a headache.

Havoc Generally increased damage? Gimme moar.


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Items


Mercury's Treads - Alacrity Tenacity and the movement speed you need. It pretty much makes your engages safer and your escapes easier. I prefer them over Boots of Mobility and Boots of Swiftness. Alacrity gives more speed overall, but replace it with homeguard if you are on the defencive.

Stalker's Blade - Warrior Most people go for Ranger's Trailblazer - Warrior for sustain and clearing time, but I prefer the slow for fleeing enemies (and the movement speed it steals) plus the minimal true damage it deals. A must in my opinion.

Trinity Force Your main damage source. It provides all you need: health, mana, AD, AP, and movement speed. Plus it further enhances your basic attacks between Rampages. This item was made for the Ponycopter.

Spirit Visage It pumps up your heal from Spirit of Dread and is a great item against mages, giving ou magic resist and health. A vital one.

Randuin's Omen It beefs you up with armor and health plus a nice passive against auto attack dependant champions *cough* Aatrox *cough* marksmen *cough*. Did I mention it slows in a radius to escape or catch up to enemies?

Sunfire Cape Replace Randuin's Omen with this one if you want to go for a more aggresive and personal approach.

Iceborn Gauntlet Only used if the enemy team is based on AD and they have no mage. Replace Trinity Force with it.


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The sixth item


In case the enemy has not yet surrendered until now, you have your last item option. Depends what your team needs: If you have tanky champions, you can go for a more damaging approach, hence pick Ravenous Hydra or The Bloodthirster for sustain and damage. I am overly fond of hydra however, because of its AOE and passive.

If the enemy team has a lot of tanks, pick The Black Cleaver to shred some armor for your team.

If you are focused and dying a lot, pick Guardian Angel to be a brick and have a fighting chance.

If you need sustain, an extra slow but stil lwant to jump on the enemy carries, Hextech Gunblade is your best friend. It gives you AD, AP, lifesteal, spellvamp and an extra slow for that sleazy Lucian that used his dash.


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Spells


Ghost Extra movement speed = extra damage and speed to gank. Need I say more?

Smite You are a jungler and you need this as much as the air you breathe.

Flash An alternative for ghost, pick it only if you feel confident, or you feel like you will have to jump through walls to escape. Besides that, it doesn't offer anything else.

Ignite You really want to secure these kills, don't you?


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Skill Sequence


Rampage Is your bread n' butter. Always max it first, since it's your main damage source. When using Rampage, especially early, it's best not to spam it too much, since it can rapidly deplete your mana. Caution.

Spirit of Dread Your second skil lto max, it provides excellent sustain in jungle and G-G-G-G-G-GODLIKE sustain in the teamfights. That's because...

ATTENTION!!!!

Spirit of dread heals you FOR EVERY POINT OF DAMAGE INFLICTED WHILE IT'S CAST. In other words, it not only heals you for the damage YOU deal, but for the damage your allies deal as well. Combined with Spirit Visage, it will allow you to survive even a nuclear bomb. As if there would be something like that on the Rift.

Devastating Charge Your main ganking/chase/escape tool. I would max it second if the amount of movement speed would increase, but something like that is not gonna happen. Use it on stunned enemies to push them back to your team by running to their back. And as I said, use it to escape tough situations.

Onslaught of Shadows CHAAAARGE! Your main initiation tool. A fear AOE that will allow you to track the enemy carries and hunt them relentlessly. Use it to turn the tides of teamfights by isolating enemies and breaking through the enemy ranks. Finally, you can use it to escape through walls, just like Flash.


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Hall of Fame


Personal scores

by Vroe


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Summary


The most important thing is to PRACTICE. Getting to know the pony and mastering it will allow you to win games easily and carry your teammates to victory.

I am open to discussion about item choices, build paths and most importantly, grammatical errors. Flame me all you want about these, english are not my native language. Plus, send me your own achievements to add in my Hall of Fame with your name on them.

Cheers!