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Introduction
is your passive. It was quite nerfed, since base movement speed has been increased. Also essential movement speed + tanky items have been removed (e.g. Force of Nature). You also avoid unit collision. considering the fact you can cast all your abilities while moving, you can use this fact to your advantage, so try to chase you enemies into minions, so the minions will interrupt their movement while you walk freely through them.
is your main source of AOE damage, and it helps you clean jungle really fast, so take it by level one. Try to keep rampage stacks between camps (see: Champion Spotlight). It does not interrupt your auto attacks so try to land as much auto attacks as you can between Rampage casts. Also you can cast it while prancing.
is your sustain in the jungle. Do not use it when you have full health in the jungle, but only after you take some damage from monsters. Wasting it when you have full health will make you less powerful in the jungle, and less ready for ganks. Spirit of Dread functions extremely well in team fights since Hecarim is healed for 20% of the damage dealt by any source to enemies within the area. That also means you want to keep Spirit of Dread off cooldown for team fights, and activate it right before the team fight starts.
is your gap closer and also your escape. Take it in level 3 for early ganks. It is the most important skill to master with Hecarim. You want to knock-back you enemies away from their tower and into your team. Also keep in mind this ability can disrupt channeled abilities e.g. Katarina's Death Lotus. So keep Devastating Charge or Onslaught of Shadows for those type of situations.
an AOE CC and tons of damage, if used correctly. It is also a gap closer, and can be used for escape in tight situations. Don't waste it though, it has a long cooldown. If you want to deal a lot of damage to one champion you have to land next to him.
You can make a nice combo of Onslaught of Shadows with your Devastating Charge. Activate Devastating Charge, and on medium speed use Onslaught of Shadows and try to land behind your target. then knock your target back. You can try to use this combo to separate your target from his team, or drive him away from his own tower and/or to knock him into your team or your tower. Don't try to make crazy dives with Hecarim though, especially if you are not tanky enough.
Usually you should take Q -> W -> E for early ganks. However if everyone is pushing their lanes, and you have nowhere to gank, you can go Q -> W -> Q -> E.
is your main source of AOE damage, and it helps you clean jungle really fast, so take it by level one. Try to keep rampage stacks between camps (see: Champion Spotlight). It does not interrupt your auto attacks so try to land as much auto attacks as you can between Rampage casts. Also you can cast it while prancing.
is your sustain in the jungle. Do not use it when you have full health in the jungle, but only after you take some damage from monsters. Wasting it when you have full health will make you less powerful in the jungle, and less ready for ganks. Spirit of Dread functions extremely well in team fights since Hecarim is healed for 20% of the damage dealt by any source to enemies within the area. That also means you want to keep Spirit of Dread off cooldown for team fights, and activate it right before the team fight starts.
is your gap closer and also your escape. Take it in level 3 for early ganks. It is the most important skill to master with Hecarim. You want to knock-back you enemies away from their tower and into your team. Also keep in mind this ability can disrupt channeled abilities e.g. Katarina's Death Lotus. So keep Devastating Charge or Onslaught of Shadows for those type of situations.
an AOE CC and tons of damage, if used correctly. It is also a gap closer, and can be used for escape in tight situations. Don't waste it though, it has a long cooldown. If you want to deal a lot of damage to one champion you have to land next to him.
You can make a nice combo of Onslaught of Shadows with your Devastating Charge. Activate Devastating Charge, and on medium speed use Onslaught of Shadows and try to land behind your target. then knock your target back. You can try to use this combo to separate your target from his team, or drive him away from his own tower and/or to knock him into your team or your tower. Don't try to make crazy dives with Hecarim though, especially if you are not tanky enough.
Usually you should take Q -> W -> E for early ganks. However if everyone is pushing their lanes, and you have nowhere to gank, you can go Q -> W -> Q -> E.
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