Hecarim General Guide by BartdeBoer
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Pro's/Con's to build
Lots of CC
Lots of sticking Power
Squishy carries nightmare
Good at pushing
Takes a lot of farming and/or good gank coordination
Requires good timing to get dragon
NOT Super Tank nor extreme dmg.
Weak early on
Hard to do enough dmg early on without ULT
(Tips/Early Jungle path)
Early Jungle path;'
Start with Smiting Gromp and hitting him with your Q, make sure your last hit on him is with your Q, gives to enough time to head to blue and Q it with lower cooldown while your W is activated. Last hit blue with your Q Run down to wolves and repeat previous action (Use HP accordingly). IMPORTANT Run to Red, just when you've left the bush, activate your E. Just before you've arrived activate your W and use your smite. Keep spamming Q until he is dead.
Now comes the tricky part;
If you can get to the river monster on the red side and kill it, you should enjoy quite a bit of gold afterwards. The only problem her is enemy junglers/wards. By now the enemy jungler should feel like ganking and without your ult pre 6, most junglers with crush you. Handle accordingly. If you manage to kill it, you'll get a bit of gold and some HP. This will give you the chance to get the Razor Beaks. Now you can recall. (I myself love to hit drake after my first recall, that's why I get the Health pot)
Your roll basically is to give your team a lot of map pressure, initiate, protection of your carries in tight situations due your high mobility and lovely CC. Next to that Hecarim is great in getting into the back line of the enemy team. He tends to get a bit awkward if your team doesn't follow up when you charge in, making it hard to coordinate good fights. ''My Tip early on? Don't even go "75-0" without your ult.'' Remember, due your high mobility it can sometimes get really hard for you team to follow up on your charge. Handle accordingly.
If you have any questions, feel free to PM me. (=
Ghost; Let you chase opponents really hard in combination with DEVASTATING CHARGE + Chilling Smite. Next to that it let you roam faster, gives you more AD and a good GTFO/Kite tool.
Movement Speed Quinss; More movement speed = More map pressure, more AD, faster ganks, better scaling with your E and faster clears.
Scaling Armor & MR; Gives more Armor & MR at lvl 18 then flat, take it.
Armor Pen; Love it. Basically gives you a free Brutalizer worth on penetration.
I take stalker's blade over every other jungle item on the prancing pony. Why?
Trinity Force; All stats are lovely on him.
Boots; I always run Merc cause I love to be an unstoppable force on him. Only run Ninja when enemy has NO cc at all.
Frozen Heart & Spirit Visage; Spirit = More sustain + MR. Frozen heart is more CDR, Mana + Armor. Depends on the enemy.
Ghostblade; Extra dmg, movement speed, ATK-speed. This is a luxury item. You can also get it after Trinity Force but only do so if all your lanes are ahead or at least 2 are properly fed.
This is my basic set of items on the pony. I switch out my Ghostblade for a Thornmail if the enemy ADC is super fed, as Heca is ment to go straight on to the squishy targets.
By now you should all think, hey...that's way to much CDR and not gold efficient. = True.
You have 55% CDR. Cap? 40%. Meaning; 15% CDR to much. That's why I normally sell my Jungle item after I've bought the Youmuu's Ghostblade.(If I've gotten the Thornmail instead of Youmuu's I simply sell my jungle item for a Ghostblade) I usually get a item depending on our current status.
If we need just a bit more dmg and sticking power? Hextech Gunblade(Also gives more sustain)
CC like dmg = Ravenous Hydra