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Spells:
Ignite
Flash
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Introduction
Hecarim a fun, fast moving ganker and I play him not too dissimilarly from how I play
Thanks for taking the time to read my guide and big thanks to jhoijhoi for her excellent guide-building guide. If you like this guide, please vote for it!
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Pros
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SPACE |
Cons
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The runes I have chosen for Hecarim are a pretty standard set up for melee fighters.
Precision
Fleet Footwork
Phase Rush
Greater Mark of Attack Speed
The emphasis of this build is fast moving attacks so a high attack speed is essential and this rune feeds into the item build well.
Greater Seal of Armor
Hecarim can be a bit squishy early on so flat armour seals help in the earlier stages of the game.
Greater Glyph of Scaling Magic Resist
This glyph helps a lot in the later game when team fights are a confusing mess of spell effects.
Greater Quintessence of Movement Speed
Hecarim is all about movement speed and these double as a handy boost to AD as well.
Alternative runes
Marks
Greater Mark of Desolation
Greater Mark of Attack Damage
Both of these help with any melee fighter type character.
Greater Mark of Critical Damage
Greater Mark of Critical Chance
Because this build leads towards dealing more damage through crits, these runes would feed into more powerful crits.
Seals
Greater Seal of Health - flat
Greater Seal of Vitality - scaling
If you're looking for more health, these will give you a boost
Glyphs
Greater Glyph of Mana
If you really want more mana early game, this would be your glyph of choice.
Greater Glyph of Cooldown Reduction - flat
Greater Glyph of Scaling Cooldown Reduction - scaling
If the cooldown for
Rampage is still too slow for you (and when running down a squishy, it can seem like that), these glyphs will help out some more.
Runes
The emphasis of this build is fast moving attacks so a high attack speed is essential and this rune feeds into the item build well.
Hecarim can be a bit squishy early on so flat armour seals help in the earlier stages of the game.
This glyph helps a lot in the later game when team fights are a confusing mess of spell effects.
Hecarim is all about movement speed and these double as a handy boost to AD as well.
Alternative runes
Marks
Greater Mark of Desolation
Both of these help with any melee fighter type character.
Because this build leads towards dealing more damage through crits, these runes would feed into more powerful crits.
Seals
Greater Seal of Vitality - scaling
If you're looking for more health, these will give you a boost
Glyphs
If you really want more mana early game, this would be your glyph of choice.
If the cooldown for
In my mastery selection, I have emphasised a Offensive heavy selection, with a view to hitting hard and fast.
Key masteries
Sorcery
You really want your cooldowns as low as possible so you can smack others around with
Rampage as much as possible.
Lethality
By the end of the item build, you will have a very high crit chance so this mastery, alongside
Infinity Edge will mean you will be doing some serious damage in a crit.
Alacrity
What is better than doing heaps of damage in a crit? Hitting them 2 times a second with said crits.
Swiftness
As I have previously said, Hecarim is all about movement speed so Swiftness is a must.
Key masteries
You really want your cooldowns as low as possible so you can smack others around with
By the end of the item build, you will have a very high crit chance so this mastery, alongside
What is better than doing heaps of damage in a crit? Hitting them 2 times a second with said crits.
As I have previously said, Hecarim is all about movement speed so Swiftness is a must.
Best choices
In my mind, these two are generally the no brainers for melee fighter types.
You may ask though: if Hecarim gets a boost to AD from movement because of
Simple: Ghost adds nothing to Hecarim that Flash does better. What does Ghost give you? Faster movement speed and no unit collision. What does Hecarim have already? Fast movement and no unit collision.
What does
- You can use it to escape though walls (the most important use of it in my mind)
- It can get you out of reach of a turret after ganking someone, where as you will still get tracked with Ghost.
- You can use it to position yourself much more quickly and unexpectedly than Ghost, where your movement can be preempted.
In every case, you'd be better off taking
Other viable spells
- Great for slowing down your intended kill or a quick moving pursuer.
- Hecarim is fast but sometimes not fast enough to defend a turret or assist for that perfect gank.
- Ok early game, especially if you're still new to the game but not great overall.
- the essential jungling spell. If you love getting them buffs, this spell will help you clear those camps quicker.
- keep getting pinged by nasty slows/stuns? Clease can help you ride away, though again, other spells are more helpful.
Everything else
Just don't bother. You can but why would you?
Skill Explanation
Secondly, it allows you to focus on building up those speed items without worrying about picking up plenty of Attack Damage items, as a proportion of your bonus movement speed is converted to Attack Damage. Combined with the crit chance and Attack Speed boosts that come with most of the movement enhancing items, you can deal out some serious damage without having to pick up
Not only that but there is no casting time associated with the use of
This can also be useful when charging past a turret to guarantee a kill, as you don't need to hesitate to keep hitting your target, meaning the turret has less of a chance to kill you.
It should also be said that I'm pretty sure you can use this against turrets (a bit like
It is also quite useful later in the game when you have taken a bit of damage and there are some creeps building up and need to be cleared away. Trigger
Firstly, it is a great escape mechanism and even when slowed, you're still quite fast with it activated. Later in the game, you can move out to a lane by yourself to support a minion attack on a turret before racing away when the team comes to gank you.
Secondly, if you can position yourself between an enemy champ and their exit route and then charge out, you will probably catch them off guard and you substantially increase their run back to safety.
Finally the other great trick with
Hecarim's ultimate is the mighty
Onslaught deals quite a bit of damage, firstly from the riders and secondarily to anyone caught in the AoE effect. After you've dealth damage, anyone in the AoE is feared for a second. This mneans that a team in a cluster is scattered like a bowling bowl hitting the pins.
There are three great uses I have encountered so far for this ability:
A) Use it to initiate a team fight
If the other team are in a cluster, you can hit them with this to firstly cover your allies approach towards the team through the fear effect (giving you an early advantage in the team fight); secondly to break up the cluster; and thridly, do a decent amount of damage to everyone.
B) To secure a kill/rescue an ally
Despite your speed, there will be times when a champ might look like getting away or you need to polish them off before the rest of their team reaches you. The reasonable damage is enough to kill a badly damaged champ but the fear also allows you to halt their retreat, allowing you to hit them again with
Alternatively, you can use the fear to stop the enemy from taking out one of your allies, giving them a chance to get away.
C) To make a hasty escape
I'm yet to really test this out but I'm pretty sure you can move though a wall with this ability, allowing to to make a hasty escape not unlike
You are also immune to disables while this is active so if you think you are about to get ganked or you can't avoid some sort of trap laid for you (like
Item Sequence
Health Potion
50
Health Potion
50
Health Potion
50
Mercury's Treads
1250
Dagger
250
Zeal
1200
Sapphire Crystal
300
Ruby Crystal
400
The Brutalizer
1337
Phage
1100
Trinity Force
3333
Zeal
1200
Force of Nature
2800
Phantom Dancer
2650
Youmuu's Ghostblade
2800
Infinity Edge
3500
STARTING ITEMS
Why so early? First, increased movement (and therefore increased Attack Damage). Second, anything that reduces your mobility is going reduce your effectiveness. Hecarim isn't as tough as other melee fighters so staying mobile is a good way of staying out of trouble.
An alternative to
Next will be
These two items will help counter two of Hecarim's early game weaknesses - low mana and reasonably low health.
I would consider
Here is where Hecarim starts getting scary -
After another
I love this fantastic item and it gives a real bump to your Attack Speed.
This item in and of itself is good but it's the active you're after - a moderate bump to movement speed and a big boost to Attack Speed. I always forget to use the active though :(
The stats on
I hope that gives you an idea of some of the many ways that Hecarim is fun to play. As I continue to play him I hope to update this guide. Please also leave your feedback. If you liked my guide, please vote for it!
And remember, good luck and most importantly:
Have fun!!!!!
It's just a game so relax, prepared to have good games and bad and just give it a shot.
Happy hunting!
And remember, good luck and most importantly:
Have fun!!!!!
It's just a game so relax, prepared to have good games and bad and just give it a shot.
Happy hunting!





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