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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. + Warpath comes in handy a lot! You get to move at the speed of light and dish out tons of damage + Devastating Charge increases your speed dramatically |
SPACE | SPACE |
Cons:-It's tough to land a hit with Rampage -Can be very mana hungry throughout the whole game. (I try to counter with Manamune and Trinity Force -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
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
Utility Masteries
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.
Greater Mark of Attack Damage: Extra early game damage for harassment and farming.
Greater Seal of Armor: Extra early game resistance.
Greater Glyph of Attack Speed: Helps dish out more damage.
Greater Quintessence of Movement Speed: Helps utilize the effect of Warpath.
Greater Seal of Armor: Extra early game resistance.
Greater Glyph of Attack Speed: Helps dish out more damage.
Greater Quintessence of Movement Speed: Helps utilize the effect of Warpath.
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 - Decimate
2nd - Apprehend
3rd - Crippling Strike
Finally just level up Onslaught of Shadows like any other ultimate.
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 Hecarim way more fun to use.
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 to add damage to my spamming of Rampage.
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 Warpath.
Mid Game:
: Gives insane attack damage and critical strike chance. The unique passive on Infinity Edge also helps with the insane damage output.
: Gives a great amount of overall speed and critical chance which helps utilize Warpath.
: 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 Hecarim. The mana bonus and attack damage bonus will leave Hec overflowing with mana and attack damage.
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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