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Spells:
Flash
Ignite
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Introduction

Hey guys! It's RainLiss with another build! In this guide we're looking at Hecarim: My Undead Pony. I personally think he's a very fun champion to use but maybe be hard to play with. Enjoy!
P.S If you have any Hec gameplay vids with my build, send me a YouTube URL and I'll include it.
Pros:+Fast.. Very. Very. Fast. + + |
SPACE | SPACE |
Cons:-It's tough to land a hit with -Can be very mana hungry throughout the whole game. (I try to counter with -Health amount isn't too great. |
I feel this 21-0-9 build gives Hecarim all the damage and armor penetration to get the job done. The life steal and speed add on.
Summoner's Wrath
: Increases AP and AD while on cooldown for
Ignite. If you are using
Ghost, this increases your speed.
Brute Force
: Gives a nice Attack Damage bonus that helps with early game bullying.
Alacrity
: Helps dish out more damage faster.
Weapon Expertise
: Helps with harassing tanky enemy champions.
Deadliness
: The bonus Attack Damage per level helps with the final outcome of the build.
Lethality: The critical chance improvement helps a lot with early game harassment as well as assisting late game critical strike outputs.
Vampirism
: Better lane sustainability and less of a need to
Recall
Havoc
: The nice Attack Damage bonus helps a lot with early game lane bullying and late game damage output.
Executioner
: The damage bonus will aide you in taking out enemies low on health with moves such as
Rampage or
Onslaught of Shadows
Summoner's Insight
: Reduces the cooldown of
Flash
Good Hands
: I'm sure that no one likes being dead. This will help you spend less time in that state of rage.
Swiftness
: This helps with
Warpath's damage bonus
Runic Affinity
: This extends the duration of buffs which is always useful.
Offense Masteries
Utility Masteries
There are many reasons why I pick these specific Summoner's Spells and I'll show you now.
Flash:
Can jump to fleeing enemies to seal the kill Steal buffs with |
SPACE |
Ignite:
Can scare away/intimidate enemies that could kill you easily* With *The scaring away and intimidation depends on the enemy player's point of view towards the battle. |
The order for building your skills should go like this.
1st -
2nd -
3rd -
Finally just level up
Warpath: Gives bonus damage equal to a percentage of your health. The champion also ignores unit collision. Okay, the unit collision thing is kind of stupid but the bonus damage makes
Rampage: This skill has an extremely low cool down and mana cost as well as a very high damage. The only con is that this has no range whatsoever.
Spirit of Dread: This isn't too good of a healing spell but functions better as an AoE spell. I'd use this after using
Devastating Charge: This spell can set up a good chain of skill combos for a nice kill.
Onslaught of Shadows: This skill is a used more as a finisher/catcher move since I don't build a lot of AP with Hec.
Early Game:
: You need to get around the map fast. This will help you.
: Depending on who you're matched with you could get into some rough fights. These will help ease off the pain.
: Gives massive speed and helps utilize Mid Game:
: Gives insane attack damage and critical strike chance. The unique passive on
: Gives a great amount of overall speed and critical chance which helps utilize
: Gives great attack damage and life steal. It's also not very hard to maintain the unique passive stacks.Late Game
: It's the hybrid weapon of the game. I pick it for the smooth boost to mana, movement speed, attack speed, and critical strike chance.
: This weapon is great with
First, use
Devastating Charge to knockback the enemy champion and deal a huge amount of damage (make sure to charge). Next, use
Spirit of Dread to add a damage boost while spamming
Rampage. If the enemy gets out of range, use
Onslaught of Shadows to catch the champion and finish the fight.





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