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Hecarim Build Guide by PizzaSinQueso

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 PizzaSinQueso

(S3) Hecarim The Wild Horse

PizzaSinQueso Last updated on December 30, 2012
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 1

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Honor Guard
 
 

Defense: 26

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 3


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Skills


Hecarim ignores unit collision and gains attack damage equal to 10% / 12.5% / 15% / 17.5% / 20% / 22.5% / 25% of his bonus movement speed.

(Q)
Active: Hecarim cleaves nearby enemies, dealing damage. This skill deals only 66% 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 8 seconds. This effect can stack up to 2 times.

(W)
Active: 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 cast.

(E)
Active: Hecarim gains 75% movement speed, starting with initial 25% upon cast, over the course of 3 seconds, ending one second afterward. His next attack knocks the target back, dealing damage based on how far Hecarim has traveled during Devastating Charge's duration.
While Hecarim is charging, he gains 150 extra range (325 total).

(R)
Active: Hecarim summons spectral riders and charges forward, damaging enemies in the path.

Hecarim releases a shockwave when he finishes his charge, dealing additional damage to enemies within ??? range and forcing them to flee in terror from Hecarim for 1 second.


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Spells

For an effective gank


You can also use


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How to start in the jungle

WOLVES >> ANCIENT GOLEM >> WRAITHS >> WOLVES >> LIZARD ELDER >> FIRST GANK


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Hecarim is strong against


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Hecarim is weak against


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Hecarim is good with


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Pros / Cons

Pros:

-Amazing Mobility
-Very good early ganks with knock back (based on positioning of the gank)
-Decent jungle clearing time (less than 3:30)
-Good Initiate for team fights late game (based on tankiness)

Cons:

-No hard CC
-Not very tanky