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Spells:
Ghost
Ignite
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Introduction
Pros:
-Massive burst damage from R + W
-Tanky for an AP Carry
-Good sustain in lane
-AMAZING maneuverability
-Ability to avoid ganks can make up for any problems you may have with warding
Cons:
-High cool downs on spells
-Aoe can cause lane to be pushed making ganking harder
-Your team may be dumbfounded by how awesome you are, or refuse to let a hecarim go mid
-Can have early mana issues if going on the offensive too much
-Massive burst damage from R + W
-Tanky for an AP Carry
-Good sustain in lane
-AMAZING maneuverability
-Ability to avoid ganks can make up for any problems you may have with warding
Cons:
-High cool downs on spells
-Aoe can cause lane to be pushed making ganking harder
-Your team may be dumbfounded by how awesome you are, or refuse to let a hecarim go mid
-Can have early mana issues if going on the offensive too much
Hecarim the mighty AP nuke presents to you his following abilities





- Casting it will cause riders to run through the length of the Ultimate and deal initial damage
- Hecarim will dive towards where ever the circle in the ultimate is. When landing he will deal bonus damage and fear all nearby champions. Always attempt to get as many champions within that circle as possible for maximum damage.
The following masteries shouldn't be too much of a surprise for AP mid champs. I will help clarify a few of my choices on the utility tree though.
Improved Recall I take this over
Summoner's Insight As this build does not use flash. If you decide to take Flash, take
Summoner's Insight
instead.
Meditation I take this over
Swiftness. This may seem surprising, but remember we are not focusing on Hecarim's passive AD from speed as an Ap champ. Hecarim can have early mana issues and this mastery choice helps to alleviate that problem.
Runic Affinity. Due to Hecarim's high CD's, you will be wanting a blue buff as often as possible. Do to your close range and your
Rampage getting red buff isn't bad either. However always leave red buff for your AD champs. I would only take red if it is from the enemy's jungle and none of my AD champs are around.







There are several choices you have for summoner spells, but my main choice would be





Other options for mid would be





I would not recommend any other summoner spells for Hecarim.
The skill sequence at first glance can seem confusing.
To give you an idea of what kind of damage Hecarim will be doing we will assume he is at max level + full build.
I know this dosen't take armor into account, but that is 3220 damage over the maximum period of 4 seconds (This is only taking into account 1 proc of lich bane as well) The majority of the damage is also AOE, so this is not limited to one champion, while nuking the enemy's AP Carry you can effectively take out half the life of surrounding champions.
- The main idea is to level your
Spirit of Dread Every chance you get It is your main form of sustain in lane and deals the greatest amount of damage Pre level 6 or while your
Onslaught of Shadows is on CD
- Level 2 I take
Devastating Charge to avoid ganks
- Level 4 take your Q as you will be obtaining your sheen from Lichbane soon
- Always level your
Spirit of Dread or
Onslaught of Shadows when available
- The
Devastating Charge is rated higher then
Rampage as hecarims damage from
Rampage will come from the sheen in the
Lich Bane
Rampage Has lowest priority
To give you an idea of what kind of damage Hecarim will be doing we will assume he is at max level + full build.
- Casting
Onslaught of Shadows will cause 300 + 380 intial damage
- If you hit them in the circle of
Onslaught of Shadows it will be another 200 + 180 damage
- Casting
Spirit of Dread will cause another 260 + 380 damage over 4 seconds
Spirit of Dread Will heal you for 30% of the 640 damage that is hitting all champs/minions (Minion healing is capped so more effective against champions)
Lich Bane Proc from casting
Onslaught of Shadows will hit enemy champ for 450 damage
- Casting
Ignite for 410 damage
- Casting
Devastating Charge if needed for the kill for 180-360 damage
The grand total amount of damage is 3220
I know this dosen't take armor into account, but that is 3220 damage over the maximum period of 4 seconds (This is only taking into account 1 proc of lich bane as well) The majority of the damage is also AOE, so this is not limited to one champion, while nuking the enemy's AP Carry you can effectively take out half the life of surrounding champions.
Starting Items:
Boots and 3
Health Potion. Even though Hecarim's W provides sustain, you will be facing a lot of ranged champions who can poke while you CS. The health pots along with W will ensure you don't have to leave lane and can keep up your CS.
The first two Items I would consider mandatory regardless of what build you want.
Sorcerer's ShoesHecarim's greatest strength as an AP mid is his maneuverability. Obtaining Boots first helps him with this. The magic penetration will also provide more damage for your AP build.
Lich BaneThe low CD on his Q along with
Lich Bane gives a very nice dps boost ( and speed boost which helps keep enemies within Hecarims
Spirit of Dread).
After these two items your selection starts to vary depending on circumstances.
Rabadon's Deathcap I put rabadon's cap 3rd as an ideal choice. The earlier boost to Hecrim's AP the better. However it is an expensive item and you may need to obtain MR or Magic pen earlier, in order to counter the enemy.
Deathfire Grasp I build this Item for two reasons. 1) The CD reduction helps immensly on Hecarims high CD Ult. Second his ult will throw him directly ontop of the enemy and then fear them. IF there is two enemy champions, you can
Onslaught of Shadows Into them, deathfire grasp your secondary target, and then
Spirit of Dread and q to finish them off in the blink of an eye. When I go in for a kill with hecarim, the fight dosent usualy last more then 3 seconds. I would recommend if your team is engaging in a lot of team fights, to push this item ahead of Rabadons, or atleast build
Fiendish Codex and build it into Deathfire later. If you are not comfortable using item abilities, then you can also upgrade
Fiendish Codex into
Morello's Evil Tome
Void Staff The fith item is Magic Pen as it will help you cut through enemy resistance. Hecrim is more suited to taking out enemy AP carries, but the more group damage the better.
The last slot can be used to build an item to help keep Hecarim alive longer if he is getting focused.
Zhonya's Hourglass
Guardian Angel
Banshee's Veil or
Quicksilver Sash are all acceptable items.




The first two Items I would consider mandatory regardless of what build you want.






After these two items your selection starts to vary depending on circumstances.











The last slot can be used to build an item to help keep Hecarim alive longer if he is getting focused.




This is prob the trickiest part of playing AP Hecrim.
- His
Spirit of Dread will drain life from minions, but it also drains from champions. Learning position of this spell is essential for sustaining with Hecarim
- Goal in lane should be to focus on CS unless an enemy champ is attempting to harrass you
- Hecarim excels at counter harassing. You gain life while also trading damage. This will make a lot of champions think twice before getting within your
Spirit of Dread range
- if the enemy starts to harass you, run away. Come back and
Spirit of Dread keeping the enemy champ at max range (But still within his
Spirit of Dread) and as much minions as possible and then retreat. This will give you the most damage and life back.
- If the enemy engages you i would fight for 2 seconds after casting
Spirit of Dread and then use the last 2 seconds of it to run away
- Hecrim will not do enough damage until you get
Sheen or even possibly
Lich Bane to win a 1v1 without his ult Instead focus on trying to slowly harass enemy champs out of lane with
Spirit of Dread
- Hecarim can be mana consuming if you are using too many spells, therefore i recommend using
Spirit of Dread as your only spell, meleeing as much as possible, and using
Devastating Charge only to escape ganks.
- Hecarim becomes more vunerable when his
Devastating Charge is on cooldown
This is where I start to enjoy hecarim the most. With Hecarim's
Devastating Chargeand
Ghost I can gank my own lane. For example if I am on purple side, I can head towards my blue, cast
Devastating Charge and
Ghost and come out of there jungle(near wraiths) in aproximately 3 seconds , bash the enemy champ away from there tower,
Onslaught of Shadows them (which fears them)
Spirit of Dread and q + melee strike(lich bane) +
Ignite to get a very fast and easy kill. They will not expect you comming out of there jungle so fast. The benefit as well is when you dive them and cast your
Spirit of Dread, you are gaining life while dealing this immensive amount of damage.
Now when your not ganking your own lane I would recommend saving your
Devastating Charge until after you
Onslaught of Shadows +
Spirit of Dread in. This way you gain the speed boost to ensure the enemy stays within your
Spirit of Dread range as long as possible. Note that also with Hecrim's
Spirit of Dread he is easily able to push a minion wave fast, If you do this you can
Devastating Charge out of your lane to get to another lane quickly. Also if your
Ghost is up, you can fly through sight wards and
Onslaught of Shadows in before the enemy champs have a chance to respond. In a game with a Warwick Jungler, I was able to provid our team with ganks more often then our jungler was, without losing any CS.
Last recommendations is use Hecarim to target Carrys, your
Onslaught of Shadows will fear any nearby champions if used right, and you will kill the carry so fast that they wont have time to respond at all. End this by using
Devastating Charge to escape and you can very well take out there carry when there is 3 of them sitting there and they wont be able to catch or kill you. In team fights, Hecarim is exceptional in taking out an enemy champion who pokes out a little bit too far. If they enter range of your
Onslaught of Shadows for 1 second, that can often be enough time to get an easy kill and escape back to your team.
In team fights use your
Devastating Charge To escape until your
Spirit of Dread comes back off CD and then you can charge back into the fight with the rest of your team. Hecrims main burst damage is with his Ultimate and
Spirit of Dread, after that you are a sitting duck, so its best to escape and let your team take a bit of the bruising before you come back in with your
Spirit of Dread and then use Q to proc your lichbane.








Now when your not ganking your own lane I would recommend saving your








Last recommendations is use Hecarim to target Carrys, your



In team fights use your





Now these results don't give the most accurate reflection on how well it was working. I was leading both teams in every game. The only problem is my other lanes were feeding like madmen. I even had 1 game where our Evelynn ended the game with around 20 cs. I will update this once I have had a chance to play more games.
Update on further results

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