Hecarim Build Guide by JPlayah16
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Threats & Synergies
Teemo will ruin your day and force you out of lane quite easily if he knows what he's doing. Just not fun to deal with.
Obnoxious like Teemo, but with insane mobility like you. Her range and ability to cross the map makes her an absolute nightmare to beat. Ban her if you're playing top.
Lux will lock you down in the mid lane and make farming very difficult. Definitely a good option to ban if you see Lux mid frequently.
He isn't a huge threat to your existence, but you'll never get a kill on him unless you get seriously fed elsewhere first. Don't engage him during the laning phase and play defensively. Watch out for his stun grenade when you run up to last hit minions.
Unless he plays very aggressively, Nasus won't do much to hinder you early on, but his ability to grow in power will force you to be very selective about when you leave lane to gank. It's the threat to your tower and team that hinders you more than anything. Once he gets a lead on you, you won't be able to engage him solo for the rest of the game. Focus on other targets and only fight him with your team.
Neeko fills a similar role to Lux with her ability to snare people and lock them down. This is exactly what you don't want to have happen to you. Most Neeko players are very aggressive with their spells and will try to punish you every time you go to farm. A good option to ban in mid lane.
Champion Build Guide
Okay, enough serious talk. Time to explain silly builds.
This is not a tank build. This build is meant to hit enemies so hard and fast that they have no time to react before you kill them. This build is about hunting down that lone squishy or hitting the enemy back line from the jungle when the teams are grouping or picking off the jungler in the river because he thought he was safe to solo dragon. And because your whole build is about going fast, you can roam more frequently than other champions without losing your tower to your opponent.
So build lethality and movement speed. Lots of it. Then put on your Predator, your Ghost, your Youmuu's Ghostblade, and your Devastating Charge, and run at someone with a billion speed and watch them die. Then spam your mastery and laugh as you run away.
And watch those whiny opponents cry.
:: I mean REALLY fast
:: You can literally go so fast that people can't reach over to press their flash before you hit them, unless they're expecting you
:: Absolutely disgusting amounts of damage
:: Fun joke and laugh
:: Synergizes well with a lot of music, ranging from Eurobeat remixes to power metal
:: Will actually satisfy your need to go fast, unlike 99% of champions
:: You're painfully slow at the beginning of the game
:: It's worse if you played this build last game because you can feel the difference
:: Vulnerable as hell in the early game
:: Requires solid farming before roaming can happen
:: Hard to come back if you feed early on
:: Look, I know you want to dunk scrubs but you need to farm
:: Teemo and Quinn exist
Try to freeze the wave just in front of your tower, but practice farming under your tower as well. Keep your Q handy if you mess up a basic attack when trying to last hit or you need to last hit two minions in quick succession. Your Q actually does less damage than your basic attacks. Keep this in mind and just focus on farm.
Don't spam your Q. I know it's tempting with the way it stacks up, but you need to save that thing to ensure you last hit as many minions as possible.
Avoid fighting your opponent. There's really no point, since you don't have the damage to win trades. Unless you get a godly gank from your jungler or your opponent is way out of position and at stupidly low health, the only thing you should care about is farming. Let your opponent waste their mana and cooldowns trying to poke you. Stay clear as best you can and get that gold. Your opponents will get what's coming to them soon enough.
If you're going to teleport for a gank, try to land out of sight of the enemy, such as on a ward in the river. Your Devastating Charge takes a couple seconds of running to warm up, as does Predator, and if your opponents see you teleporting in, they'll just back up to their tower and you'll feel dumb.
Hit lanes from the river or jungle whenever possible, especially if you can hit the enemy from behind and knock them into your team. You want to strike from the most unexpected angle possible so that your opponents are unprepared to react. Do this right and you'll tilt them off the face of the Earth.
Your power depends on your active items and abilities, those being Predator, Ghost, Youmuu's Ghostblade, and Devastating Charge. You can gain additional strength from Righteous Glory and Dead Man's Plate. The more of these speed-boosting effects you have access to, the more dangerous you are.
Another trick you can use is abusing the speed from the spawn pad after 20 minutes by activating your Predator at spawn and teleporting to a location near your target. You'll come out flying and your E can let you blow up a target out of nowhere.
Once you've hit your target, you have a couple of seconds in which to finish them. Stay on them, using your basic attacks and Q to land more hits. Once you've done this, get the hell out of there. You do not want to get caught.
A very fun tactic during team fights is to come out of the jungle and strike the enemy back line, then run across the lane to the other side before the enemy team can respond. Start circling around when you see the teams grouping. It doesn't matter whether you hit your target before or after the rest of your team engages. Both will come as a total surprise to the enemy team and will leave them confused, making it easy for your allies to mop up. Just don't stay in one place for too long and you'll be fine.
If you want to mix things up after your dive, you can run through the enemy team with your ultimate to rejoin your allies and scatter your opponents. After this, turn back and engage what's left of their team, using your W for sustain.