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Runes: Smack.
Precision
Sorcery
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Speed.
Flash
Ghost
Items
Ability Order Bonk.
Warpath (PASSIVE)
Hecarim Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal
Strong
Ok
Low
None
Champion Build Guide
Welcome!
Okay, first things first, this is a for fun build. I wouldn't recommend playing this in ranked at all.
With that out of the way, I'm Zzyzyx (or BlackMoonsHowl), and welcome to Crit Hecarim!
With that out of the way, I'm Zzyzyx (or BlackMoonsHowl), and welcome to Crit Hecarim!
Basic Overview of Items
This build is very straightforward; you find the squishiest members of the enemy team (the ADC usually) and make their lives absolute hell.
We build Galeforce for two reasons: the dash and the mythic passive. The dash allows you to reposition, engage, and disengage, while the mythic passive gives bonus movespeed for each completed legendary item, synergizing with Hec's passive.
Essence Reaver gives a Sheen passive, which Hecarim can abuse due to his low cd on his Q AND restores mana every time you land an empowered auto, solving any mana issues that may arise.
Boots are easy, Berserker's if you're having no trouble sticking to your enemies, Boots of Swiftness for more AD and added stickiness, or Mercury Treads/Plated Steelcaps if you need resistances.
After that, what you build is largely up to you, Collector for burst, Bloodthirster for sustain, IE for those big 1k damage crits. . .
We build Galeforce for two reasons: the dash and the mythic passive. The dash allows you to reposition, engage, and disengage, while the mythic passive gives bonus movespeed for each completed legendary item, synergizing with Hec's passive.
Essence Reaver gives a Sheen passive, which Hecarim can abuse due to his low cd on his Q AND restores mana every time you land an empowered auto, solving any mana issues that may arise.
Boots are easy, Berserker's if you're having no trouble sticking to your enemies, Boots of Swiftness for more AD and added stickiness, or Mercury Treads/Plated Steelcaps if you need resistances.
After that, what you build is largely up to you, Collector for burst, Bloodthirster for sustain, IE for those big 1k damage crits. . .
Fighting
For a basic engage use: E > R > Auto + Q > Auto. This will get you onto your target, and if you time your R, allow you to avoid that pesky Lux or Morgana root.
In longer fights, W is a godsend, allowing you to heal for a percentage of damage you or your allies do to enemies inside of it. This includes minions, monsters, and enemy champions. Spam your Q off CD to continually proc Essence Reaver.
If an enemy gets out of your range, or if you need an extra bit of damage, that's where Galeforce comes in. The dash active fires three bolts at the nearest enemy that do more damage the lower an enemy's hp is. Don't be too with the dash though, you CANNOT go through walls with it, and it's got a pretty long CD.
Experiment with your engage, maybe using R isn't called for and you can save it for later. Or perhaps you only need to R, and not E. Trying to use only one combo to engage is like trying to shove a square peg into every hole; sure it might fit some of the time, but eventually you're going to get frustrated.
If the fight is going south and you need to get out of there and fast, E, Galeforce or your R are all good options. E will let you out run almost anybody, your R is an unstoppable dash, and Galeforce is pretty useful for that little extra distance to a blast cone or to dodge a CC effect.
In longer fights, W is a godsend, allowing you to heal for a percentage of damage you or your allies do to enemies inside of it. This includes minions, monsters, and enemy champions. Spam your Q off CD to continually proc Essence Reaver.
If an enemy gets out of your range, or if you need an extra bit of damage, that's where Galeforce comes in. The dash active fires three bolts at the nearest enemy that do more damage the lower an enemy's hp is. Don't be too with the dash though, you CANNOT go through walls with it, and it's got a pretty long CD.
Experiment with your engage, maybe using R isn't called for and you can save it for later. Or perhaps you only need to R, and not E. Trying to use only one combo to engage is like trying to shove a square peg into every hole; sure it might fit some of the time, but eventually you're going to get frustrated.
If the fight is going south and you need to get out of there and fast, E, Galeforce or your R are all good options. E will let you out run almost anybody, your R is an unstoppable dash, and Galeforce is pretty useful for that little extra distance to a blast cone or to dodge a CC effect.
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