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Choose Champion Build:
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Opening item path
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Vrs 100% physical threat
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Vrs 100% Magic dmg threat
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Tanky/support build path
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Carry em HARD!
Come one, come all!

In this guide, we will explore the power of building an aggressive



Let's take a look at the champion, shall we?
Defense is for the birds when you have a massive dive and CC composition, which is what I prefer to run in junction with
Hecarim. I like champions like
Jarvan IV,
Vi, and
Rumble on my with this champion, ensuring that our dive and long ranged catch will be too much for our opponent to get away from.
In 3v3, there are only a few kinds of viable team compositions, and most of them include some form of "dive" or "kite and poke" as it were.
Hecarim fits into the "Dive" compositions perfectly, but I wouldn't recommend him as much in the poke and kite comps.
Due to the fact that you will normally be running
Hecarim in heavy-damage-dive comps, your enemies will generally tend to die very quickly and/or start building defenses. If they don't build damage, your W will be enough to win your team the fight if they decide to focus you. Dealing more damage is a higher priority than surviving in most instances in TT, which is where a lot of players go wrong. TT is a balance of damage and survivability, which is also what limits the viable champions you can play, and what makes most supports non-viable as well.
Hecarim is a perfect fit for "tanky damage dealer" and his kit is full of mobility, making him an excellent pick for most TT comps.




In 3v3, there are only a few kinds of viable team compositions, and most of them include some form of "dive" or "kite and poke" as it were.

Due to the fact that you will normally be running


I would say that he is, but that's a subjective question. What's worth it to me may not be worth it to you!
I have 20 rune pages to be ready for multiple situations, but a lot of players have made it as far as challenger with only two.
In the same way,
Hecarim may be something I enjoy but another player might not find him worth their time. It all depends on you, the player.
If you're interested in why I think learning
Hecarim is a good investment of time, it's because he's not a highly sought after champion, but I believe him to be a top tier pick in the 3v3 map. His power and impact as a champion outweigh his popularity, meaning you will get your awesome top tier champion more often than you will think!
Not the case with other top tier champions in TT like
Singed,
Jarvan IV, and
Vi.
He's also flexible, meaning your build paths can vary and still be effective, unlike some of the other popular junglers like
Xin Zhao who prefer aggression or perhaps Nautilus who prefers defense. While they are able to open up their path some,
Hecarim's build path is much more wide open, ranging from durable melee carry to full tank. This means that mid game you can decide whether or not you want to be a tank, or a main threat/damage dealer.
I have 20 rune pages to be ready for multiple situations, but a lot of players have made it as far as challenger with only two.
In the same way,

If you're interested in why I think learning

Not the case with other top tier champions in TT like



He's also flexible, meaning your build paths can vary and still be effective, unlike some of the other popular junglers like






























































[Mercurial Scimitar]]: I don't buy it often but the MR / AD and great active secure








Zeke's Herald: Actually this item is pretty good as a way to support your team members who may utilize lifesteal well, and also nab some nice CDR and HP at the same time! It goes under niche viability, but it's something you should not forget about!




If you want to use this guide and be effective, you must max your Q

In TT, you need to be dealing damage. Every champion needs to be threat, in my opinion, and I was diamond last season in TT. If you don't deal damage, it's far too easy to ignore you and simply focus and kill your team. Every champion needs to be dealing damage so that your opponents have to choose to remove you from the fight.
Hecarim's W


When maxing your Q


Max Q




I won't go too far into detail on this, but I prefer a 21/9/0. I like to be a huge damage threat that cannot be ignored and try to elan as much into my W as I can to mimic tankiness.
Keep in mind that the build you use in Summoners Rift is not going to maximize any champions here in the world of TT. Recognize that with only 3 damage sources that will probably have to build some defense, your W
Spirit of Dread will do much more than you might think!
Your Q
Rampage, with the 6 armor pen in masteries, the 12 in runes, and the 10 from your
The Brutalizer, is going to do INSANE amounts of damage mid game when maxed. If you don't believe me, try it a few times and see for yourself before you decide it's not for you.
Take 21 in offense, and you will feel the noticeable difference in your damage that synergizes so well with the item path we use in this guide here for
Hecarim!
Keep in mind that the build you use in Summoners Rift is not going to maximize any champions here in the world of TT. Recognize that with only 3 damage sources that will probably have to build some defense, your W

Your Q


Take 21 in offense, and you will feel the noticeable difference in your damage that synergizes so well with the item path we use in this guide here for

You need to hit level 6 early.
Onslaught of Shadows is a game changing ultimate, and you want to get it as quickly as possible. Your team mates will probably ask you to gank for them at some points, and you will need to ignore them sometimes.
Farming up a strong high leveled
Hecarim will not betray you. If you want to play a strong ganker 1-6, play
Jarvan IV. When using
Hecarim, you will chiefly farm and counter-gank.
This style of play has it's own unique sets of strong points and downfalls.
1: Your lanes will not snowball because of jungler presence. The trade off is that your jungler will be powerful and high level. Hecarim is a level reliant champion with a decent clear speed, so jungling in circles is not a bad option. You eventually become high level enough to clear and gank and go clear again, this is the point you are aiming for. Jungling then becomes a machine. It's just a pattern that's easy to follow. Clear in a circle and gank. When your ultimate is up, you invade and try to start a 3v3 fight or catch somebody off guard and win a quick 2v3. Then you return to farming until your ulti is up.
2: The game will feel more on your shoulders. This is because you are sacrificing the help of your laners for the power to be in your hands. Sometimes your laners will die or fall behind, and you need to be aware that this is part of the trade off when choosing a farm oriented jungler. You will have to carry a lot of games and be realistic that it may not be your teams fault if they are weak and got pressured hard early.
3: Because you are an objective oriented mid game jungler who wants to farm, you may have to win games by catching fights over objectives like altars instead of diving towers and whatnot.
Hecarim is a great tower diver, but he's even better in the jungle forcing bad positioning out of your opponents and being unexpectedly tanky and damaging. Try to take advantage of your strengths and work up a sizeable level advantage to bully your opponents mid game around their altars.

Farming up a strong high leveled



This style of play has it's own unique sets of strong points and downfalls.
1: Your lanes will not snowball because of jungler presence. The trade off is that your jungler will be powerful and high level. Hecarim is a level reliant champion with a decent clear speed, so jungling in circles is not a bad option. You eventually become high level enough to clear and gank and go clear again, this is the point you are aiming for. Jungling then becomes a machine. It's just a pattern that's easy to follow. Clear in a circle and gank. When your ultimate is up, you invade and try to start a 3v3 fight or catch somebody off guard and win a quick 2v3. Then you return to farming until your ulti is up.
2: The game will feel more on your shoulders. This is because you are sacrificing the help of your laners for the power to be in your hands. Sometimes your laners will die or fall behind, and you need to be aware that this is part of the trade off when choosing a farm oriented jungler. You will have to carry a lot of games and be realistic that it may not be your teams fault if they are weak and got pressured hard early.
3: Because you are an objective oriented mid game jungler who wants to farm, you may have to win games by catching fights over objectives like altars instead of diving towers and whatnot.

Early game Hecarim wants damage.
Late game Hecarim starts building survivability.
I'm not entirely sure how to put this concept into words, but you will feel it once you start to play a lot of games on Hecarim in TT.
The heavy mix of ARP and CDR will crush most early game-mid game teamfights. Mid-Late game, you're going to have to start building tankiness.
The way that you continue to carry with damage is going to be in purchasing the right items.
Try to buy items that accomplish tankiness in some way, and damage.
My example would be a build like
Spirit Visage,
Black Cleaver,
Trinity Force, And
Randuin's Omen. You might even have a
Runic Bulwark in there to keep your team alive.
Notice that every item gives you HP. Notice that you get 30% CDR right there, which means you are maxed because you take CDR blues and 4 % more in masteries.
Also notice the great effects which improve your own damage and the damage dealt by your team, the great mix of resistances, and how that build is going to mesh so nicely with the kit of
Hecarim.
You can substitue these items of course, but you're going to want to be working through early mid game obstacles and working towards a late game product with every item you buy.
Try to keep that in mind with your purchases!
Late game Hecarim starts building survivability.
I'm not entirely sure how to put this concept into words, but you will feel it once you start to play a lot of games on Hecarim in TT.
The heavy mix of ARP and CDR will crush most early game-mid game teamfights. Mid-Late game, you're going to have to start building tankiness.
The way that you continue to carry with damage is going to be in purchasing the right items.
Try to buy items that accomplish tankiness in some way, and damage.
My example would be a build like





Notice that every item gives you HP. Notice that you get 30% CDR right there, which means you are maxed because you take CDR blues and 4 % more in masteries.
Also notice the great effects which improve your own damage and the damage dealt by your team, the great mix of resistances, and how that build is going to mesh so nicely with the kit of

You can substitue these items of course, but you're going to want to be working through early mid game obstacles and working towards a late game product with every item you buy.
Try to keep that in mind with your purchases!
You are on your way towards becoming a true diamond level
Hecarim player in TT!

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