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Hecarim Build Guide by JackM

Jungle HECARIM FULL AD BUILD GUIDE(tips)

Jungle HECARIM FULL AD BUILD GUIDE(tips)

Updated on March 24, 2021
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League of Legends Build Guide Author JackM Build Guide By JackM 29,138 Views 0 Comments
29,138 Views 0 Comments League of Legends Build Guide Author JackM Hecarim Build Guide By JackM Updated on March 24, 2021
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Runes: JUNGLE RUNES

1 2
Domination
Predator
Sudden Impact
Eyeball Collection
Relentless Hunter

Sorcery
Waterwalking
Celerity
Bonus:

+10% Attack Speed
+6 Armor
+6 Armor

Spells:

1 2
JUNGLE
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

HECARIM FULL AD BUILD GUIDE(tips)

By JackM
ABILITIES
INNATE: Hecarim gains 15% - 30% (in base al livello) of his bonus Movement speed icon.png movement speed as bonus attack damage.

Rampage(Q) EFFECT RADIUS: 350 COST: 32 / 34 / 36 / 38 / 40 MANA COOLDOWN: 4

ACTIVE: Hecarim cleaves nearby enemies, dealing physical damage, reduced to 66.7% against minions.

PHYSICAL DAMAGE:
55 / 90 / 125 / 160 / 195 (+ 60% bonus AD)
If Hecarim damages at least one enemy with Rampage, its base Cooldown reduction cooldown on subsequent casts are reduced by 1 for 8 seconds, stacking up to twice.


Spirit of Dread(W) EFFECT RADIUS: 575 COST: 50 / 60 / 70 / 80 / 90 MANA COOLDOWN: 22 / 21 / 20 / 19 / 18

ACTIVE: Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing magic damage per second to all enemies within its reach.

MAGIC DAMAGE PER SECOND:
20 / 30 / 40 / 50 / 60 (+ 20% AP)
While Spirit of Dread is active, Hecarim is healed for 20% of the damage taken by enemies from any source within the area, capped from minions and monsters.

MAXIMUM HEALING:
90 / 120 / 150 / 180 / 210



Devastating Charge(E) COST: 60 MANA COOLDOWN: 24 / 22 / 20 / 18 / 16

ACTIVE: Hecarim is temporarily ghosted and gains bonus movement speed for 4 seconds, beginning at 25% and increasing to 75% over 3 seconds.
While Hecarim is charging, his next basic attack gains 150 bonus range, Airborne knocks back his target 250 / 450 units, and deals physical damage. The damage and knockback distance are increased based on how far Hecarim travelled during Devastating Charge's duration, ending its effects in the process.

MINIMUM PHYSICAL DAMAGE:
45 / 80 / 115 / 150 / 185 (+ 50% bonus AD)
If Hecarim's target is beyond narrow terrain, Hecarim dashes over it to reach his target.



Onslaught of Shadows(R) TARGET RANGE: 1000 COST: 100 MANA COOLDOWN: 140 / 120 / 100

ACTIVE: Hecarim summons spectral riders and dashes in the target direction with them Unstoppable unstoppably, dealing magic damage to all enemies in their path.

MAGIC DAMAGE:
150 / 250 / 350 (+ 100% AP)
Enemies within range of where Hecarim stops are also made to Flee flee from him for 0.75 - 1.5 (in base al distance traveled) seconds, also gradually Slow slowing them by up to 99% over the duration. This slow cannot be reduced.

The wave of spectral riders travels through Onslaught of Shadows's full length, regardless of where Hecarim himself stops.
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