Ton of CC, slows, chase potential, and can lock you down, ruining your triforce rush early game. More usefull than Hecarim in late game fights.
Skarner
Skarner is one of the champions that outscales Hecarim really hard...
Ivern
Ivern scales really hard, only way to win is to stomp early game...
Kha'Zix
You might be surprised but Kha works well against Hecarim. Early game, not that much. But Kha'Zix will get stronger and can sustain himself during the early game with his Void Spike. Then, once he has a Black Cleaver, he will win trades against Hecarim due to isolation. Late game, Kha'Zix will become tanky enough to survive Hecarim's damage, while dealing much more damage back.
Kindred
This is hit or miss; if she gets fed off her early game it's gg; if your tank can keep up with her marks, it's gg for you. Staying even, you counter her like any other marksman in teamfights. Do so.
Kayn
You must make really big lead in early game, before he finish his transform, later he outscales Hecarim
Nocturne
Hecarim have potential to burst him down, also u can protect your carries after he us ultimate on them u want make sure that you use your ultimate or e on him
Camille
After nerfs she got, you should be able to clear faster you should win early/mid game hard.
Xin Zhao
Xin has better early but also scales better.
Trundle
He will always win duels, but should have less impact than Hecarim in teamfights.
Shaco
Almost every Shaco will try to invade and kill you on your top buff. That's one of his only window where he has a very big advantage over you with kill potential. If he succeeds, he'll invade you over and over again, with high chances to kill you, or/and will put a ton of pressure on lanes. If he fails, he'll fall behind, which means you're pretty much safe on invades for the rest of the game, and Shaco will usually have a hard time to recover.
Volibear
He can walk into your jungle and take what he wants and largely kill you for free if you fight him. His dueling is really good, and once he gets a Glory he can chase you down if he needs to.
Udyr
Your early clear and his are about par, maybe favouring you a bit. He outscales you in lategame teamfights, but he has to be able to apply damage to your squishies to matter.
Zac
Ton of CC, slows, chase potential, and can lock you down, ruining your triforce rush early game. More usefull than Hecarim in late game fights.
Kindred
Stronger Early
Stronger Late
Janna
Gives you movement speed and allows you to be tankier with her shield, and I almost forgot about damage which allows you to have even bigger burst.
Zilean
Gives you movement speed, and revive after your initiation.
Yasuo
Using Devistating charge allows Yasuo to use his Last breath.
Yuumi
Gives you huge amount of movement speed, and increasing your damage for more burst.
Lulu
Synergies
IdealStrongOkLowNone
Janna
Gives you movement speed and allows you to be tankier with her shield, and I almost forgot about damage which allows you to have even bigger burst.
Zilean
Gives you movement speed, and revive after your initiation.
Yasuo
Using Devistating charge allows Yasuo to use his Last breath.
Yuumi
Gives you huge amount of movement speed, and increasing your damage for more burst.
✦ Hecarim gains 15% − 30% (based on level) of his bonus movement speed as bonus attack damage.
Q
Rampage
✦ Hecarim cleaves nearby enemies, dealing Attack damage physical damage, reduced to 66.6% against minions.
If Hecarim damages at least one enemy with Rampage, its base cooldown is reduced by 1 second and the damage is increased by 10% for 8 seconds, stacking up twice.
W
Spirit of Dread
✦ Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing magic damage per second to all enemies within its reach.
While Spirit of Dread is active, Hecarim is healed for 30% of the damage taken by enemies from any source within the area, capped from minions and monsters.
E
Devastating Charge
✦ 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 50 − 250 (based on distance traveled) bonus range and causes him to dash to his target, knocking them back 250 − 450 (based on distance traveled) units, and dealing physical damage, ending its effects in the process.
R
Onslaught of Shadows
✦ Hecarim summons spectral riders and dashes in the target direction with them Unstoppable icon unstoppably, dealing magic damage to all enemies in their path.
Enemies within range of where Hecarim stops are also made to flee from him for 0.75 − 1.5 (based on distance traveled) seconds, also gradually 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.
Summoner Spells
Summoner Spells
SUMMONER SPELLS -
Ignite: Ignite is really good option on Hecarim, I prefer using it in any situation, but if you want to try it out first, I would recommend you to take it in favorable matchup, where you can snowball a lead you get by wining 1v1's or 2v2's with your ignite. And that's main reason why ignite is being taken by Hecarim players, just to give you more power in early game skirmishes.
Smite: Smite is MUST because you are jungler! As for upgrade, I would recommend Skimirisher's Sabre.
Ghost: Ghost with Predator gives you high burst potential, so if you are facing a team comp which is built around one carry or team comp that has a lot of squishies, you would maybe like to take Ghost instead of Ignite.
Conqueror is curently by far best rune for Hecarim, playstyle is different than when you are taking Predator. Conqueror gives you helps with long trades and gives a huge sustain due to it's passive healing.
This choice depends on your playstyle. Personally, I'm taking Last Stand becuase of it's buffs from few patches ago and because of fact that many enemies won't expect that bonus damage at the end of duels.
Conditioning gives you extra armor/MR in transition from early to mid and really helps you to spike super hard with completion of Divine Sunderer
Divine Sunderer
After buffs in the last patch, this is by far the best mythic for Hecarim. Turbo Chemtank is not ideal after many nerfs, and Trinity Force is also good, but with these stats, Sunderer may be better until it's nerfed.
Sterak's Gage
You should rush Sterak's Gage second after mythic, it gives you so much tankiness and you will be able to tank much more than usual. The shield is also really good in dives etc...
Mercury's Treads
This is the best boots upgrade for Hecarim in the current meta because there is a lot of stuns, slows and roots which, obviously, counter Hecarim.
If you playing versus AD-oriented composition you should consider taking Plated Steelcaps for more armor.
This item is really good on Hecarim because it's giving him an insane amount of
tankiness and also a great increase of damage because it's passive MS.
Spirit Visage
This item is really good on Hecarim because it gives you additional healing from your Spirit of Dread and smites, and of course your allies shields and heals.
Situational Items
Situational Items
This item is good if you make an early game adventage and you want to snowball and carry.It's active gives Hecarim movement speed for bonus burst potential.
This item also can give you snowball potential after early game lead. Also movement which you get from it's passive gives you bigger amount of burst, so this is deffinetly good idem on Hecarim
Great item for Hecarim if you are facing hard AP oriented team, you can buy this item even though you are playing against balanced damage enemy team because this item also increase your healing from Spirit of Dread
This item you can take if you are playing vs full AD enemy team or even if you are facing someone like Dr. Mundo, Fiora, Kayn, etc...It gives you a big advantage in teamfights.
Jungle Pathing
Jungle Pathing
Your route should start from one of the buffes, of course depending on the match ups. You should choose the buff from whom you will start by determining which lanes have the highest priority, and which is wining condition for your team.
Anyway, your route should look something like this:
You can use E Devastating Charge with combination Onslaught of Shadows to catch someone, use your ultimate to get ahead of them to make the fear, then you can knock them back right in your team.
After changes in patch 7.16 on Onslaught of Shadows's, best option for team fights is to use your Onslaught of Shadows on max range because it will increase fear duration.
After buying Sheen/ Trinity Force don't forget to spam your Rampage if you are fight whenever is Sheen's passive up, to increase your damage output.
When you gank a lane an enemy you want to charge with your Devastating Charge and use your Rampage right at the moment when Hecarim begins to jump at them. The reason is the speedboost from E is still active, increasing your AD through your Warpath, giving you extra damage on your Rampage.
The center of the circular indicator of Onslaught of Shadows tells you where Hecarim will land. It has to be over the walls for you to get across. The fear direction depends on which side u hit enemy, enemies go away from the center where Hecarim lands, so you g want to land slightly behind the enemy to push them back towards your team.
Finally, your Devastating Charge allows you to cross narrow terrain. You can jump the blue buff wall for example. Devastating Charge is an AA reset and deals damage to towers.
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