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Spells:
Heal
Ignite
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Introduction
I haven't really experimented with different rune builds as i haven't got many runes. I believe that he will benefit from the cooldown runes because he is dependent on his skills. Also because of the lack of armor besides thorn mail i think it is necessary to build him with armor runes. His movement speed quintessences are good for that extra movement speed at the beginning of the game and it help lessen the gap between carries who are stacking phantom dancers.
I hear from everyone that heal is for noobs but with hecarim you need to keep farming until he has his trinity force and that being said he needs to be able to stay alive and heal is perfect for that extra survivabilty. Ignite is necessary because Hecarim doesn't put out as much damage as carry would, so ignite helps him do that extra damage and finish those kills that run under the turret (Because he has no slows or stuns only a fear in his ult).
The boots of swiftness are very good for hecarim because not only do they give him a little extra attack damage than the movement speed 2 boots would, but they also make him very fast and that is needed for getting in ganks. The trinity force is a no brainer because it gives everything hecarim needs (movement speed, health, damage, sheen passive). The frozen mallet is good because it gives him more health and it starts to make him tanky, it also give him a little damage boost which is pretty noticable early game. The reason frozen mallet is so important is because it gives hecarim a slow which is very helpful. After that i usually get warmogs because it make him even more tanky and hecarim's abilities are still strong even without damage items(If you prefer you can get FoN first). Force of nature is a good item because it gives him lots of magic resist and health regen for survivabilty, it also increases his movement speed which will increase damage output. After the Force of Nature your build is pretty much complete but the maw of malmordius is the cherry on the sundae. It give you that extra magic resist and lots of damage. I am also experimenting with atmas impaler instead of maw of malmordius and it seems to give a little more damage but you dont get the magic resist and the passive that is very helpful.
You want to max rampage first as it uses very little mana (25) and is your main source of damage. Devastating charge is something to get second only because it knocks enemies back. Spirit of dread is great for farming because it slowly does damage to everyone around you and heals you for a percentage of damage (works well for very large groups of minions)
Pros
Cons
-
Is a pretty fast champ
Once you get trinity you begin to be really tanky
His ultimate is great for ganks
His ultimate is also a built in flash
Good at farming minions
His Q and E hits turrets
Cons
-
Squishy at the start
Hard champ to master
His E might push enemies away from a fight
Reliable on farm
Not a lot of damage late game
So there you have it this is my build it seemed to work pretty well for me. Please try the build out before discouraging it. If you are wondering why i didnt use any phantom dancers it is because the build is meant to make Hecarim more beefy and phantom dancers just dont help, also the extra damage you get from the Phantom dancers movement speed passive is not very much (only about 20 or 25 damage) I am open to suggestions and if you have any things that you think needs improvement feel free to leave it in the comments. I am sorry if the guide seems empty, it is my first guide and if it gets any publicity i will add photos and videos.
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