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Runes: If you're feeling boss af
1
2
Domination
Resolve
Spells:
1
2
Ignite
Smite
Items
Ability Order Ability leveling
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
Introduction
First off, Hecarim is a blast. All of his animations are phenomenal and his character model is just simply amazing. His play style is very up in your face, which is my favorite type so that might be why I had such a good time playing him. I played him as a jungle, exactly where he belongs.
Skills:
Passive: Warpath
Hecarim will ignore unit collision and gains 17.5% of his bonus movement speed. To put that into perspective, you would need about 500 movement speed to make your passive give you a BF Sword worth of AD (+45) Oh and his base movement speed is 320 if you feel like doing math. I wouldnt recommend focusing on massive amounts of movement speed to get a bunch of extra AD because then you will be quite squishy and that isnt going to work out well for you.
W - Spirit of Dread
This spell is interesting. Pretty much it sends out and AOE damage that deals a small amount of damage over time. The cool thing about it though is that it regens your health based on ANY damage done to enemies inside the circle. There is a cap on it however for health restored from minions, so dont think you can max this and never leave lane. They thought of that . I take W at lvl 4 and max it last
E - Devastating Charge
This is favorite of all of Hecarims abilities just because it is so versatile. First off, it gives you bonus movement speed (and attack bc of passive) when activated so that can be used offensively or defensively. Secondly, the charge activates off of your next auto attack so you can really catch your opponents off guard and avoid silences if you use it early and just use Q to harass. And thirdly, the charge and knockup itself. It is such a great spell to see. Simply beautiful and very fun. Also, it scales off of AD so extra damage on a CC? Yes please. I take E at lvl 2 and max it second
R- Onslaught of Shadows
Hecarims ultimate is interesting because that thing you have to remember is that hecarim will stop funning forward wherever you target, but the spectres will keep riding for the full length of the spell. Make sure you use this spell ON TOP of the champion you want to hit the hardest, because like Malphites ultimate, it wont do the main source of damage unless you hit something. The fear on it is very good as well, but it is not a standard fear. Whomever is hit by it runs away from YOU. not in random directions. So use that to your advantage to herd the little sheep where you want to go. This is Hecarims ultimate so I take it at lvl 6 and level it whenever possible.
Teamfights:
Hecarim can definitely engage fights with his ultimate and his tankiness, Use your R on a middle champion and watch as they all scurry away from you. This will give your team some time to follow in after you and help clean up some kills. Dont be afraid to stay in the middle of the fight, You are tanky and with some lifesteal as well as your W running, you will regen some health. Granted, if they focus you, then there might be a problem.
Skills:
Passive: Warpath
Hecarim will ignore unit collision and gains 17.5% of his bonus movement speed. To put that into perspective, you would need about 500 movement speed to make your passive give you a BF Sword worth of AD (+45) Oh and his base movement speed is 320 if you feel like doing math. I wouldnt recommend focusing on massive amounts of movement speed to get a bunch of extra AD because then you will be quite squishy and that isnt going to work out well for you.
W - Spirit of Dread
This spell is interesting. Pretty much it sends out and AOE damage that deals a small amount of damage over time. The cool thing about it though is that it regens your health based on ANY damage done to enemies inside the circle. There is a cap on it however for health restored from minions, so dont think you can max this and never leave lane. They thought of that . I take W at lvl 4 and max it last
E - Devastating Charge
This is favorite of all of Hecarims abilities just because it is so versatile. First off, it gives you bonus movement speed (and attack bc of passive) when activated so that can be used offensively or defensively. Secondly, the charge activates off of your next auto attack so you can really catch your opponents off guard and avoid silences if you use it early and just use Q to harass. And thirdly, the charge and knockup itself. It is such a great spell to see. Simply beautiful and very fun. Also, it scales off of AD so extra damage on a CC? Yes please. I take E at lvl 2 and max it second
R- Onslaught of Shadows
Hecarims ultimate is interesting because that thing you have to remember is that hecarim will stop funning forward wherever you target, but the spectres will keep riding for the full length of the spell. Make sure you use this spell ON TOP of the champion you want to hit the hardest, because like Malphites ultimate, it wont do the main source of damage unless you hit something. The fear on it is very good as well, but it is not a standard fear. Whomever is hit by it runs away from YOU. not in random directions. So use that to your advantage to herd the little sheep where you want to go. This is Hecarims ultimate so I take it at lvl 6 and level it whenever possible.
Teamfights:
Hecarim can definitely engage fights with his ultimate and his tankiness, Use your R on a middle champion and watch as they all scurry away from you. This will give your team some time to follow in after you and help clean up some kills. Dont be afraid to stay in the middle of the fight, You are tanky and with some lifesteal as well as your W running, you will regen some health. Granted, if they focus you, then there might be a problem.
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