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Introduction
This is my first guide. I welcome your comments. I wish I could have put some pics in Unique skills, but I lack the speedy PC needed to do FRAPS. =(
Guide focus
A lot of feedback to my guide has been "Hecarim is not best suited for damage." OK, fine, maybe that's true. But as having multiple viewpoints strengthens the community, I'm content not to have the #1 guide. This guide focuses on Hecarim's AD abilities and using item synergy to lay down massive AoE damage second only to an ADC with Runaan's, in an off-tank role.
Multiple Ability levels
As you read, keep in mind I have advice aimed at different skill levels. Hopefully this is obvious, but if your expectation of this guide is to see how to be an elitezor ranked player, please do me a favor and hit back. I'm tired of getting comments that my advice to lowbie players isn't good for ranked. I am too old for people not taking time to read. And yes, this guide is long and for people who like to read. Sorry.
Commentary:
Oh the controversy.
Many have said Hecarim should focus on disruption and tanky. I can think of no better way to disrupt than to bring a heavy bat along for the ride. You have to do damage, and Hecarim deals AD damage. In the end, my guide is controversial because we're arguing over how to best get tenacity (or not) and whether

Jan 27, 2012 Revision:
With the latest patch, jungle has changed greatly. Furthermore, I got some great high level input in comments.
Jan 5, 2012 Revision:
Remade jungling section. Moves up Zephyr in build order. Refined item recommendations slightly.
December 30, 2012 Revision:
I have a new recommended build, and I seek to make a better jungle section. (See third build at top for this build.) I plan to keep old info up since people have enjoyed it, at least until I get feedback on my new improved jungle build. I am also trying to get this thing more readable.
I think the most negative feedback I have received is that Hecarim is a Tank/Disruptor, not a damage dealer.
I wonder why so many Hecarim tank guilds include
Sunfire Aegis? Is it perhaps because
Hecarim deals low damage without +AD?
Many also comment
Mobility Boots help you get around the jungle faster. But what about getting to ganks? It seems that in the Metagame, I stand apart in my thinking that Hecarim is a damage dealing ganking SoB. So that's what this guide is for. For better or worse.
Hecarim's two best abilities, and his key abilities for ganking and chasing,
Rampage and
Devastating Charge, both get extra damage from increasing AD (0.6 and 0.5, respectively).
Most certainly Hecarim can chase and gank. His ultimate can be used in a 1v1 if things get close. It's damage and 1s fear.
I wonder why so many Hecarim tank guilds include


Many also comment

Why Damage?
Hecarim's two best abilities, and his key abilities for ganking and chasing,


Most certainly Hecarim can chase and gank. His ultimate can be used in a 1v1 if things get close. It's damage and 1s fear.
PROS
- Top tier hero based on speed, without a build focusing on speed. Teemo will still beat you. (This is one of the highet BASE speed, with
Devastating Charge, out runs pretty much anyone.)
- No collision with minions or allies. When chasing, this is huge.
- AoE by AD.
- Speed makes for great lane ganking. They won't see you coming. "Run-away! Valiantly!"
CONS
- Low burst damage.
- No stuns. (Well his ulti kind of...) Makes him weak counter-jungler.
- Vulnerable to slows and stuns. (There are items for that.)
- Hard to initiate.
- Ultimate is a skill shot.
Hecarim play difficulty
- Easy Mobility helps new players get around map and escape close calls.
- Easy Tanky helps survival.
- Medium Damage requires some skill. One skill shot.
- Hard (Special) Mobility makes players without map awareness just as likely to get into trouble.
Verdict: Medium difficulty
Covering the Basics



Attack damage and armor are key for


That which is Quintessential
I use




(I confess, writing this guide I used 2 GQ Attack Damage and 1 GQ Movement Speed, to get 7.5 damage at start. Hey, I didnt want spend my IP on 3 GQ of Movement, OK? I R POO)
Maybe, Maybe not
Many people recommend Greater Mark of Armor Penetration for the marks. These are less helpful for opening jungle attacks. (See below for Mathcraft.)
Now that this is Season 3, Armor Pen runes WOULD stack with


Mathcraft time
9 GM of AD vs 9 GM of ArmorP
8.55 AD vs 11.52 ArmorP
11.52 ArmorP gives about 10% damage increase. With 59 base damage, 8.5 damage is slightly better for busting jungle camps. If I wasn't AoE focused, I'd want the ArmorPen to bust tanks. But, I'm not going to chase tanks.

IT'S A TRAP!
Utility is not for me
The utility tree is tempting with 9 points yielding


Defense tree picks
The defense tree is a little bit harder to flesh out. Many people see









Variations on a Theme
1 pt from




A commenter suggested







Escape Spells














Utility Spells








Rampage gives
Hecarim a high damage 360° cleave for 25 mana. It's spammable. I'd say it's burst damage, but the cooldown is 4s if you are out of combat, then 3s, then 2s if you continue in combat. So consider this, your DPS depends heavily on your cooldown reduction.
A key item for
Hecarim or for any melee in Season 3 is
Ravenous Hydra. The activated ability mimics
Rampage, so I set it to item slot #1, which uses hotkey 1, right next to Q.
Crescent has the added advantage of procing life steal. It has more range than
Rampage, but does reduced damage at the outskirts. Crescent will do about 50% damage to heroes compared to
Rampage, but about 75% to heroes. Again, decreasing with distance. You want to either use crescent right after you get into a group fight, or because of it's range, possibly save it for the chase. It's 7s cooldown means you probably get to use it once.
Perhaps Hecarim's most utilitous spell. Or perhaps Deliciously OP.
You get
Oh. My. God. OP
Regrettably,
Spirit of Dread is best used for farming, farming health from minions, and a slight edge in hero fights. Therefore, you get the most utility from 1 rank, and not much from subsequent ranks.
For me, the biggest improvement in my
Hecarim play came when I realized at full health, I don't want to drop W right away. Life regen at full is zero life regen. Wait until Q's cooldown is almost up from initial 4 seconds. Then WQ. Since
Rampage cooldown is now 3s, you get life return from two hits using Q. This is especially effective when jungling blue or red. I call with Q (wait 4) WQQ. You can drop F
Smite in there for health, too.
Dropping E, in a 3s run you can basically cross the width of the widescreen (16x9).
Running for 3 seconds, getting more and more speed for first 2 seconds, then collide into enemy with knockback. The further the distance, the more damage.
When leaving the fountain, I hit E. I get the mana back, get there a second or so sooner, and the cooldown rests right when I get there.
More details on using this are in Unique Skills below.
Hecarim flies across the map. Anyone caught in the small recticle receives a 1s fear and some damage (scaling on AP, so not great). This is good for disruption, but also getting Hecarim's AoE abilities right into the thick of things. Also, an escape tool or for the chase.
This is a skill shot. Not for the timid. More details on using this are in Unique Skills below. To play
Hecarim like a pro, read on.
This ability is primarily best saved for escaping when in trouble, when E is on c/d or E isn't enough. You probably guessed by now I take a lot of risks playing Hecarim aggressive. It's a blast.
Ghost can give a slight damage boost or help chase before you get all "itemed up" with speed boosts. I don't think such a long cooldown for 20-40 AD is worth it, but hey, nothing is more exhillirating than winning a close call due to a powerplay involving Ghost, right?
Smite does two things. It helps you jungle and it gives you 10 gold. I find that it also helps me remember to jungle, all throughout the game. It also helps with Dragon or Baron.
You might think that using
Smite whenever it is up on cooldown, even against a minion, is a good idea. Gold is gold. However, mid game, I would save it so I can conserve health in jungle camps. Late game, the jungle is a joke for Hecarim. He uses it to heal. Spam smite for gold.

A key item for



Crescent has the added advantage of procing life steal. It has more range than


Perhaps Hecarim's most utilitous spell. Or perhaps Deliciously OP.
You get
- Damage life leech: that's LifeSteal and SpellVamp.
- AoE
- AP based (+20%) scaling magic damage
- The life leech is off all allied damage dealt (not just yours).
- Only last 4s, like that makes it balanced!
Oh. My. God. OP
Regrettably,

For me, the biggest improvement in my



Dropping E, in a 3s run you can basically cross the width of the widescreen (16x9).
Running for 3 seconds, getting more and more speed for first 2 seconds, then collide into enemy with knockback. The further the distance, the more damage.
When leaving the fountain, I hit E. I get the mana back, get there a second or so sooner, and the cooldown rests right when I get there.
More details on using this are in Unique Skills below.

This is a skill shot. Not for the timid. More details on using this are in Unique Skills below. To play

This ability is primarily best saved for escaping when in trouble, when E is on c/d or E isn't enough. You probably guessed by now I take a lot of risks playing Hecarim aggressive. It's a blast.
Ghost can give a slight damage boost or help chase before you get all "itemed up" with speed boosts. I don't think such a long cooldown for 20-40 AD is worth it, but hey, nothing is more exhillirating than winning a close call due to a powerplay involving Ghost, right?
Smite does two things. It helps you jungle and it gives you 10 gold. I find that it also helps me remember to jungle, all throughout the game. It also helps with Dragon or Baron.
You might think that using

Spirit of Dread versus
Devastating Charge
Many people may be surprised to level W last, since E gives "full utility" at level 1. And after all, didn't I just say W is OP?
But leveling up E

The major drawback to W

Levelling up W


Alternatively, you could throw an extra point towards


The Big 3
I am a firm believer in getting the right 2 or 3 starting items for a hero to have solid potential throughout the game. There's nothing worse than having a build you are fighting against while you fight the enemy. I pick 2 or 3 items (in addition to boots), because in many cases, you are not going to reach late game.
For





Aegis of the Legion




Zephyr Magic






Tenacity is hard to get on an item. It's included!

Ravenous Hydra
Life steal is a staple for melee heroes with obvious benefits. Hydra is the new life steal item for melee only. It offers splash damage, life steal, and lots of damage. Splash damage has high synergy with R


I have received the question in comments "Why do you insist on this item?" and the statement "I'm disappointed you are building this as dps." Well, the point is well made: If you want Hecarim to do some serious DPS, then you want

Before you dis it, I recommend you try it for yourself. You don't have to get it early, either. I recommend it as your 6th item or teching for it in appropriate situation. I don't know why you would have a hero build that didn't include damage. Maybe I'm being dense, but I think a jungle and gank hero should deal some pain.
Consider that as you play LoL, you want your build to flexible, maybe more tanky, maybe less. This is an item many people won't consider for Hecarim. You should. High synergy and burst damage.
Crescent is probably best for Hecarim because of burst AoE damage. By itself, it's nice. But in combo with Q, your high damage skill just doubled for enemy champs, which I like to think of as burst.
When you are low on health, W with Ravenous Hydra and Q can clear the wave and slap you with some health.
Off Tank? What What
Make sure your team knows you plan to build Runic Bulwark. Often the Support (especially



Tenacity and the Benefits it bestows









Boots





"I think swiftness mobility and merc treads all have their place. Low cc teams with slows I choose swiftness. High stun teams i choose mercs and teams with no amazing cc i think mobility work best. I end up using swiftness most often." -CorruptSoul, commenter


Regen Item
This is an item in build you can possibly skip. A

Hecarim benefits from passive regens of both items.






By itself, for just basic attacks, this effect is weak for a high attack speed character. (Maybe only 10 extra damage per attack.) It is also weak without AP. For these reasons, I would drop it first from the build if another item is needed based on your situation. And frankly, I think the

- This item roughly doubles
Spirit of Dread pokes, which also refreshes the incinerate.
- Hecarim has 3 abilities and 1 ultimate with AoE, this extra slap gets applied and refreshed a lot.
- This item's ability is limited to situations for maximum effect.
- Get this item for the sustainability and 50 damage. Incinerate is just a bonus.


substitutions:



Armor Item











With this item alone, your Q






End Game Item
These items are all great for Hecarim late game.






Boot Enchantments are quite exciting.
Gankarim approved
Enchantment: Furor helps in the chase, especially if you take it mid game. It only procs for Hecarim on
Devastating Charge and auto-attacks. But 10 bonus damage and 12% more move speed can't hurt when trampling enemy scum into dust. A clever strategy is to tag a minion with a hit for a speed boost on the way to the enemy champ.
Gankarim approved
Enchantment: Homeguard is a great choice if you are playing defensive. After a nice hit and run attack, why not an instant recharge? An undead centaur deserves to be pampered. I love this item for Jungling as well. Fountain trips are common especially with tanking a gank. Drop E and get to the first tower ring at 1100 speed in 1 second! (Well, I exaggerate.) One the defensive, dropping Q in team fight is nothing to sneeze at, considering your
Warpath bonus damage. I think this is probably my favorite enchantment, because it gets you out of the base fast.
Gankarim approved
Enchantment: Captain may make your allies happy. You are so fast... when you initiate, they can't help. Captain team chase FTW. Again, a great mid game choice.
FAIL
Enchantment: Alacrity seems an obvious choice for Hecarim. 12% from Furor, however, is a lot more speed when it counts.
FAIL
Enchantment: Distortion could help Hecarim, but I don't like to use
Ghost except in an emergency. So I don't really see the benefit to be significant, especially compared to other options.
Gankarim approved


Gankarim approved


Gankarim approved

FAIL

FAIL


Note that the Movement Speed calculator in the cheat sheet doesn't work as of this writing Dec 15, 2012. Therefore, the damage stats in the cheat sheet are wrong as well.
Sadly, you start to get diminishing returns on movement speed above 415. What this means is that
Greater Quintessence of Movement Speed are helpful early game, but give diminishing returns as you get speed items.
Hecarim's base speed is 345, with
Boots of Swiftness, you get 410 speed.
Improved
Ghost gives 35% speed!
Devastating Charge peaks at 75%. (Because of diminishing returns, actually 35%-45%, but still, dayum.)
This table shows move speed with abilities versus Runes and Items.
Q = 3
Greater Quintessence of Movement Speed
Z =
Zephyr
L =
Zeal, almost same bonus as
Trinity Force
This table highlights that the Quintessences give much more help early game than late game.
Sadly, you start to get diminishing returns on movement speed above 415. What this means is that

Hecarim's base speed is 345, with

Improved


This table shows move speed with abilities versus Runes and Items.
Q = 3

Z =

L =


SPACE | SPACE | _None | SPACE | __Z__ | SPACE | __ZL_ | SPACE | __Q._ | SPACE | _.QZ_ | SPACE | _QZL_ |
_BASE | SPACE | _410_ | SPACE | _444_ | SPACE | _460_ | SPACE | _426_ | SPACE | _459_ | SPACE | _475_ |
FUROR | SPACE | _450_ | SPACE | _480_ | SPACE | _490_ | SPACE | _465_ | SPACE | _489_ | SPACE | _500_ |
GHOST | SPACE | _507_ | SPACE | _527_ | SPACE | _538_ | SPACE | _516_ | SPACE | _536_ | SPACE | _547_ |
E(D.C.) | SPACE | _589_ | SPACE | _609_ | SPACE | _620_ | SPACE | _598_ | SPACE | _618_ | SPACE | _629_ |
This table highlights that the Quintessences give much more help early game than late game.

Rampage during the chase

Quick Tip: To land Q, do not click on the enemy opponent to chase. Click past them. This lets you spam Q without stopping to basic attack. Also, you want to outmaneuver your opponent in team fights. Only using Q lets you run past to hit E and push them back to your team. Basic attacks guarantee you won't be able to do this.
Q (wait 4) WQQ
As mentioned above, using Q


Ganking
Always gank with red from the river so you hit your enemy with E

For the real power shot, come from behind. E works well to push enemy out of their tower's protection into your allies' grasp. You can even drop a Q

You can also "come from behind" from the river. Run past them, then turn around and push toward your tower. PAWNAGE. This is hard to pull off, because you need to be pretty darn fast, or facing a Noob. And then what joy or gold is in the kill?
Devastating Charge: kill that tower

Alternatively, the minimum damage from

When pushing towers, Hec can run past the tower (with minions present) and intercept the whole next wave of 6 or 7 between the towers. You get minion gold and your minions (and ally) get to attack the tower unabated. To do this, run to the magicians in the back first, so all the minions surround you for a nice WQ-fest.
Then, you are a good distance away to return with an E charge for the tower takedown.
Devastating Charge: the chase
Your first instinct in a chase will be to hit E and right click your opponent. But that won't help much in a chase. You will push your enemy away from your allies. You will not get maximum damage from E. Your speed and damage builds with E over the 4 seconds time, and stops as soon as you hit the enemy. Furthermore, the extra speed increases the damage from Q, but only before you charge the opponent. A better idea is to chase and run past your enemy, hit them with a WQ combo, and either knock them sideways (into a wall) or backwards.
Skill Shot:
Onslaught of Shadows (R)
Based on the description of the spell, you might think anyone caught in the path of the onslaught will get a one second fear. This simply is not so. Your enemies have to be inside the circle target reticle. So for the skill shot, you want to time and anticipate your opponent's movements for the one second or so travel time of the onslaught.
Penultimate skill shot
When chasing a particularly speedy opponent, hit E for the speed boost. Aim your R to land in front of the runner. He will run in fear away from you, backwards from where he was headed. Right click and your E will push him back even farther, dealing loads of damage (you travelled pretty far when you dropped R). Then you can QW and auto attack if your allies haven't beat you to it.
The Ultimate Skill Shot
The same as before, except do it in a team fight, screwing up 3-5 players.
Inititating with

I find the best play in a late game team fight is to not initiate. Then, land a well planned R, spreading damage, fear, and pandemonium -- also, setting you up for AOE goodness of WQ1. Once you are there, auto-attacking with


The tactical advantage of disrupting a team fight should be carefully weighed against a strong initiator. This ability can also screw up


I don't personally like to initiate team fights with

Weaksauce Skill shot
So you noobed it up. Your escape isn't working out and your

You might plan on the weaksauce. If you go deep into enemy territory to get a second tower, escaping may be necessary. Now the point is you can push early for gold. Normally this is a moronic move. But with D, E, and R and possibly

Several jungle changes have been made.
The two most critical are
(1) monsters aggro based on who is closest and
(2) the main monster is tougher while the small ones are weaker.
(For you elitezor readers, check it out, this is an introductory section.)
Pummels
The proximity aggro means the term "leash" is obsolete. I now use the term "pummel". You, as the jungler, have to tank the main monster while your pummels auto-attack the main monster. TANK N SPANK. Wait until the Monster is at 495 health to

Pummels can go wrong. If your allies kill the small monsters with AoE, you won't make level 2. That will screw you up on reaching level 4 badly. Don't let it happen.
You can kill blue by yourself. But you need to drink a

1 Pummel is typically all you need in terms of help.
Kill Order





With the assistance of 1 pummel, you can move on to wolves easily. At level 2, you can regain some health with W. (If your pummel leeches XP, suddenly you are in trouble. Wolves could have healed you a bit.)
Can I take wolves first?
With 2 good pummels, you can kill wolves first, taking hardly any damage. In PuGs and lower level play, you can't count on this.
Yes Hecarim can solo the wolves, but you don't want to. First, all 3 wolves and the 2 mini golems dont get you to level 2 for using W to regen health. Second, cooldown on smite is a limiting factor and you want to start the cooldown timer as soon as possible. Third, bad pummels are less likely to kill the mini golems than the baby wolves.
You will need your second


WIth 4 or 5

- Blue. Use
Health Potion.
- Wolves. Q (wait 4) WQQ
- Wraiths. Q (wait 4) WQQ.
Health Potion
- (skip red, smite is not up)
- Golems. Q (wait 4) WQQ.
Health Potion
- Red. Q (wait 4) WQQ.
Health Potion
- Wraiths. Q (wait 4) WQQ.
- You are now level four. B
Recall. Shop, gank, win!

By level 7, cruising through the jungle becomes very straightforward and soon the health loss is negligible. Especially if you get a kill on a gank and you get more damage or lifesteal quickly.
You want to be jungling and hitting blue and red on every respawn. Keep in mind they respawn every 5 minutes. Make note of the time and when they will respawn.
GANKING:
Of course, you want to gank as much as possible. Griefers love to blame anyone and everyone but themselves for their deaths. As a jungle, it's your fault that you didn't gank early or not enough, or you went to top first instead of bot. Try to be graceful. Your teammates need to understand that placing a ward in the river and not pushing hard are key to getting a gank.



The biggest problem with Hecarim is that 2 jungle passes give you enough gold and level 4 so you can gank with confidence. That's pretty slow by most jungling timelines. Having said that, you may want to look on to advanced jungling.
Minimizing your weaknesses and maximizing your desirables is always the key to playing games.
There are several possible goals to pursue when maximizing Hecarim.
For an early Jungle, I want attack damage.
For ganking, I want movement speed.
For late game, I want Armor Penetration.
Maximizing Attack Damage
1x
Weapon Expertise
9x
Greater Mark of Attack Damage
3x
Greater Quintessence of Attack Damage
15 damage from 3 Quint really outshines
Hunter's Machete in early levels.
This is good for jungling or early ganking.
Movement Speed
3x
Wanderer
3x Greater Glyph of Movement Speed
Mobility Boots
Note that if you go
Wanderer
, you cannot get
Weapon Expertise
. In my view, that is a mistake. To help your team, dealing damage is important. Tanks have to deal damage, too.
Armor Penetration
1x
Weapon Expertise
9x Greater Mark of Armor Penetration
3x Greater Quintessence of Armor Penetration
Armor Penetration is now the undisputed end game item ability. In Season 2, I found Armor and Magic Pen weak because it did not stack correctly. Now it does, and armor is cheaper.
How about maximizing for sustain?[
Hecarim has a lot of built in sustain. His biggest weakness in sustainability is mana. If health sustain is an issue,
Vampiric Scepter early is an easy way to get the effect without jumbling up masteries or runes.
There are several possible goals to pursue when maximizing Hecarim.
For an early Jungle, I want attack damage.
For ganking, I want movement speed.
For late game, I want Armor Penetration.
Maximizing Attack Damage
1x

9x

3x

15 damage from 3 Quint really outshines

This is good for jungling or early ganking.
Movement Speed
3x

3x Greater Glyph of Movement Speed

Note that if you go


Armor Penetration
1x

9x Greater Mark of Armor Penetration
3x Greater Quintessence of Armor Penetration
Armor Penetration is now the undisputed end game item ability. In Season 2, I found Armor and Magic Pen weak because it did not stack correctly. Now it does, and armor is cheaper.
How about maximizing for sustain?[
Hecarim has a lot of built in sustain. His biggest weakness in sustainability is mana. If health sustain is an issue,

Advanced Jungle Starts


If maximized for damage, Hecarim can skip




I like how it helps with mana sustain early. Now that it costs more, the purchase is a strategic choice. After



Maximizing for Armor Penetration, you need the 5th potion and the Machete. But you are investing in your end-game future.
Experience is the best teacher
The key lesson I learned playing lots of

My Jungle Path
- Wolves. With 2 Pummels.
- Blue. (Use flask or potion) Level up W.
- Wraiths. (Use flask or potion.)
- Golems. (Use flask or potion.)
- Red. Q (wait 4) WQQ. Use (Use flask or potion.) Level Up. (Optionally go heal or go gank.)
- Wraiths. (Use flask or potion.)
- Wolves.
- Recall/shop.
You now have red, about 180 mana, and nearly full health. Top is closest to gank.
Hecarim Weak Early
Because Hecarim is weak before level 6, I like to maximize for Attack Damage and go Wolves/Blue/Red. With good teammates, the jungling goes well. (Ask for "hard leash.") The enemy is caught off guard, and snowballing starts. Also, getting to level 6 primarily through the jungle is really a pain in the keester. I find this is the best way to overcome Hecarim's weak early game.
Be warned: a crafty high level opponent might ward red. Be on your toes.
There are three really evil strategies that really goad
Hecarim's pet monkey. Why do we put them here? It's not wise to advertise your weaknesses, after all. But we'll hedge our bets that
Hecarim players will read this guide and your opponents won't.
Blink Strikes,
Abilities that make a character temporarily disappear or move, such as energy assasins,
Flash,
Fiora,
Riven, or even
Vayne can "blink out" right before
Devastating Charge connects. This makes you lose your attack lock on and sends you sailing in the wrong direction. Also without 15% move bonus, you can't make up for such an epic power play, and the gank fails. When you consider the time you invest to set up a gank, you just got schooled and lost the battle.
That's enough to make a homicidal undead centaur cry.
While some say
Hecarim is a harder hero to learn to play, chasing could not be any easier. Without collision, you literally click and watch. BUT, bushes mess all that up. You don't know if they are gonna turn around and come back out or keep running. This cheap strategy used by the desperate uses lag to their advantage. How uncool. (Or crafty?)
When playing peek-a-bush with a staunt face check, dropping WQ can help keep the damage up. W is good near pushes because it stops
recall.
Remember you optionally can use W to full effect by not connecting until the full 4s are up, to help you land one or two Q.
Bait and Gank
I play aggressive. So when I see a lone hero partying in a lane, I'm dropping E R W Q and asking questions later. Good teams will intentionally use a hero for bait (usually tank or off tank.) Then, bam, you're swarmed. Without any cooldowns up. Not even D
Ghost can help you now. Best thing to do is to be suspicious of low hanging fruit. And don't run ahead of your weaker, slow allies. Yes, they can't run like a horse, but they have other helpful attributes.
Perhaps map awareness and the spidey sense needed to gank or not to gank is the most advanced LoL skill. But when you are so fast, and mobile, you need 110% focus. That's all I'm saying.
I'm too cool to have lost a game by trying for a greedy gank, falling into a trap, and getting my team killed as they run in one by one. That's never happened to me. *Cough* :(


Blink Strikes,
Flash
Abilities that make a character temporarily disappear or move, such as energy assasins,





That's enough to make a homicidal undead centaur cry.
Peek-a-bush
While some say

When playing peek-a-bush with a staunt face check, dropping WQ can help keep the damage up. W is good near pushes because it stops

Remember you optionally can use W to full effect by not connecting until the full 4s are up, to help you land one or two Q.
Bait and Gank
I play aggressive. So when I see a lone hero partying in a lane, I'm dropping E R W Q and asking questions later. Good teams will intentionally use a hero for bait (usually tank or off tank.) Then, bam, you're swarmed. Without any cooldowns up. Not even D

Perhaps map awareness and the spidey sense needed to gank or not to gank is the most advanced LoL skill. But when you are so fast, and mobile, you need 110% focus. That's all I'm saying.
I'm too cool to have lost a game by trying for a greedy gank, falling into a trap, and getting my team killed as they run in one by one. That's never happened to me. *Cough* :(
Farming
By level 7, spamming Q makes farming with Hec stupid simple. He can charge in with E, drop WQ1, and beat his allies to the farm. Late game I have leveled waves of 30 minions in a second flat with

Hecarim can push a lane faster than
Cho'Gath.
That's impressive.
Chog has to stop for like 0.5 seconds to ground pound and launch his Q. What an inconvenience! Your high speed helps you clear the next wave before your own minions catch up.
If you gank at level 4, you probably don't have time on red for a second gank. Help the lane push and easily get half a tower (if not the whole thing) really early. Hopefully your E can help.
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