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I. Introduction To Superman Hecarim
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How to play Superman
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Let me start off by saying the way I play and builds
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If you are interested in a champion with no unit collision, initiator, high damage dealer and has high mobility, look no further to
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What is
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He is no doubt, one of the strongest initiator with his AOE Fear from
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(I suggest you to disable smartcast for the button for
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Runes
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Offensive Tree:
Summoner's Wrath
: It increases the movement speed of
Ghost,really useful, take it!
Fury
: Increases attack speed for faster jungle clearing, only put 3 points into this, late game it would not help much.
Sorcery: Cooldown reduction is really useful, but don't put all the 4 points into it, late game you will have 40% Cooldown Reduction with your items already.
Deadliness
: Increases damage, really useful for killing monsters, minions or champions.
Havoc
: Increase damage dealt by 2% ? Really worth it, take this.
Weapon Expertise
: Penetrates armor for more damage, 1 point for 8% penetration, it's good.
Brute Force
: Damage is always good.
Sunder
: More armor penetration ? Yes please!
Executioner
: Helps a lot with kills.
Defensive Tree:
Durability
: Gives you health, really useful.
Hardiness
: Decrease the damage you get dealt with in Physical Damage, take 3 points into this since the monsters in the jungle deal Physical Damage.
Resistance
: Magic Resist is good, 1 point into it is enough.
Veteran's Scars
: The more health you got, the higher you can sustain.
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Defensive Tree:
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Passive:
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Active:
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-Physical Damage:60/95/130/165/200 (+60% bonus AD)
-Minion/Monster Damage:40/63.3/86.7/110/133.3 (+40% bonus AD)
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Active:
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-Magic Damage Per Second: 20/31.25/42.5/53.75/65 (+20%AP)
-Max Damage: 80/125/170/215/260 (+80% AP)
-Minion Healing Cap: 60/90/120/150/180
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Active:
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-Minimum Physical Damage:40/75/110/145/180 (+50% bonus AD)
-Maximum Physical Damage:80/150/220/290/360 (+100% bonus AD)
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Active:
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-Magic Damage:150/250/350 (+100% AP)
Like almost for all champion, it is best when you have high Cooldown Reduction.
Ganking a lane/Jungling
When ganking, do a turnaround so you can knock your enemy nearer to your teamate.![](/images/spacer.png)
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Initiating a fight
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Dueling someone 1v1
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The two
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Recommended:
Ghost works well with
Warpath and
Devastating Charge for the knockback, really useful for
Hecarim, it is a must for him to take
Ghost.
Always take
Smite when jungling, helps with clearing jungle camps or potentially stealing
baron nashor or
dragon with a
Smite.
Optional:
Flash to chase or run away ? You already have
Devastating Charge and
Onslaught of Shadows to do that, unless enemy have tons of CC, take
Flash.
You already got Damage Over Time from
Spirit of the Elder Lizard, if you feel the Damage Over Time is useless, take
Ignite then.
You got tons of mobility,
Exhaust is not really an ideal choice for me, it maybe good for you though.
As an initiator and a being melee, you are more prone to CC,
Cleanse would come in handy.
DO NOT TAKE THESE
Let's stalk :3
Just kidding, never take this, never useful for
Hecarim.
Be patient, wait for your death timer to count down.
Might seem like a good choice or at least a moderate choice but
Heal does not work well with
Hecarim at all.
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Always take
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Optional:
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You already got Damage Over Time from
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You got tons of mobility,
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As an initiator and a being melee, you are more prone to CC,
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DO NOT TAKE THESE
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Let's stalk :3
Just kidding, never take this, never useful for
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Be patient, wait for your death timer to count down.
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Might seem like a good choice or at least a moderate choice but
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For almost every game, I'd go for
I would go for
Spirit of the Elder Lizard first because I'm jungling, while building that, I would buy
Boots. Try to rush for
Mobility Boots for ganks, the movement speed helps a lot and the time to travel back to the jungle. Get
Youmuu's Ghostblade before
Shurelya's Battlesong because at this time, you would still be jungling and the damage, the active and armor penetration from
Youmuu's Ghostblade helps to speed your jungle clearing a lot. Get
Shurelya's Battlesong and get
Enchantment: Homeguard somewhere in the middle of building
Shurelya's Battlesong and after you complete it. SUPERMAN HECARIM IS HERE! In base, with
Enchantment: Homeguard, I would activate the active from
Youmuu's Ghostblade and
Shurelya's Battlesong with
Devastating Charge, have fun asking your teammates to look at you while you're running so fast.
Zephyr, two of them, increases your speed by 20% which makes you almost similar to Superman's Pony, the attack damage scales with your
Rampage really well and with the Cooldown Reduction from all items, it would be little bit more than 40% Cooldown Reduction, but who cares, it is your time to shine. Get out there in the
Summoner's Rift and dominate, make Superman proud for having a pony like you.
Situational Items:
Only get this if enemy has stun. Slows are easy for Superman
Hecarim the handle!
Spam
Rampage, get stack of mana for this. When
Manamune upgrades to
Muramana, your
Devastating Charge's burst will be surprisingly high, especially in base. If the enemy is push to my inhibitor, I would take this because of
Enchantment: Homeguard and
Warpath.
Your AOE Fear from
Onslaught of Shadows synergy with
Ravenous Hydra, more AOE Damage. But I don't usually take this item because my
Rampage is my main damage tool.
Rampage with
Spirit of Dread already gives you back a lot of health, take this unless you rather use basic attack.
Last Whisper is quite good when fighting against tank but bad against squishy enemies.
I find this a difficult item to consider, I sometimes would replace one
Zephyr with
Black Cleaver. It shreds enemy armor even with your
Rampage.
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I would go for
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Situational Items:
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Only get this if enemy has stun. Slows are easy for Superman
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Spam
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Your AOE Fear from
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I find this a difficult item to consider, I sometimes would replace one
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Ancient Golem (1)>>Giant Wolf (2)>>>>Wraith (3)>>>>>>>Golems (4)>>>>>>Lizard Elder (5)
Why go for Ancient Golem first ?
Well, after killing the Ancient Golem, it will give me
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After jungling the 5 jungle camps, you may either go to wolves to continue to jungle, recall to get item, approximately 800G or you may want to gank since you have your
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There you go, I hope you all like my
Hecarim guide.
I got to tell you though, my English isn't very good, tell me if there is any grammar error.
I will update this guide every patch if there is a nerf or buff in any items and most importantly about
Hecarim.
Goodbye, thanks for your time :D
If this guide is successful, I might probably do another guide for another champion!
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I got to tell you though, my English isn't very good, tell me if there is any grammar error.
I will update this guide every patch if there is a nerf or buff in any items and most importantly about
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Goodbye, thanks for your time :D
If this guide is successful, I might probably do another guide for another champion!
AD: Attack Damage
AP: Ability Power
MR: Magic Resist
AS: Attack Speed
MS: Missing/Movement Speed
Last Hit: Kill minions when they half low health for the gold
Spell Vamp: Gets health from Spells
Lifesteal: Gets health from Basic Attack
Passive: Something built into your champion/item
Active: Usually has a cooldown, can be cast
Toggle: Can be turn off and on
Cooldown: Time needed use something again
CDR: Cooldown Reduction: Reduces the time of cooldowns
Armor Penetration: Penetrates the opponent's armor
Magic Penetration: Penetrates the opponent's magic resist
Armor: The higher the armor, the lower damage you get from physical damage
Magic Resist: The higher the armor, the lower damage you get from magical damage
Minions: Small little dudes who spawns at 1:30, kill them and get gold
Jungle: Includes Wolves, Wraiths, Golems, Lizard Elder, Ancient Golem which provides gold upon death
Lizard Elder: Gives Red buff which slows enemy on basic attack and deals true damage upon death
Ancient Golem: Gives Blue buff which increases mana regeneration and reduces cooldown upon death
True Damage: Deals damage that ignores armor and magic resist
AOE: Area Of Effect
AP: Ability Power
MR: Magic Resist
AS: Attack Speed
MS: Missing/Movement Speed
Last Hit: Kill minions when they half low health for the gold
Spell Vamp: Gets health from Spells
Lifesteal: Gets health from Basic Attack
Passive: Something built into your champion/item
Active: Usually has a cooldown, can be cast
Toggle: Can be turn off and on
Cooldown: Time needed use something again
CDR: Cooldown Reduction: Reduces the time of cooldowns
Armor Penetration: Penetrates the opponent's armor
Magic Penetration: Penetrates the opponent's magic resist
Armor: The higher the armor, the lower damage you get from physical damage
Magic Resist: The higher the armor, the lower damage you get from magical damage
Minions: Small little dudes who spawns at 1:30, kill them and get gold
Jungle: Includes Wolves, Wraiths, Golems, Lizard Elder, Ancient Golem which provides gold upon death
Lizard Elder: Gives Red buff which slows enemy on basic attack and deals true damage upon death
Ancient Golem: Gives Blue buff which increases mana regeneration and reduces cooldown upon death
True Damage: Deals damage that ignores armor and magic resist
AOE: Area Of Effect
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