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Hecarim Pre-Season 4 (pre s4)

/!\ Due to the latest patch this article is now outdated and needs a rework /!\

This is a guide for a character in League of Legends.


Hecarim the shadow of war.

The Pony is my favorite for a long time in ranked games. Hecarim is not yet considered as a tier 1 jungler but he is rising alongside a key concept in League of Legends nowadays: Mobility. Hecarim masters this aspect of the game so this is a guide to play him well in the jungle.

Pros/Cons

Pros

  • High mobility.
  • Very effective ganks.
  • Decent to good tank in team fights.
  • Underrated.

Cons

  • Average cleaning speed.
  • Average sustainability.
  • Not a good duelist.

Summoner spells

  • Flash: I prefer this one over ghost because the AD boost from it isn't that good and flash is always either a life saver or a finishing move, unlike ghost. Flash helps you way more to escape from any kind of situations especially in the jungle where you can blink away safely here and there.
  • Smite: Mandatory for a jungler. Smite cooldown is now 40 seconds (with an improvement option up to 36 seconds from the masteries) opening some new possibilities for the jungle routes.
  • Ghost: Overrated to me. When you do the math the AD boost given by your passive is minimal.

Skills

  • Warpath (Passive): Hecarim's passive makes him ignoring collision and boost his ad from bonus movement speed as follows: (+10/12.5/15/17.5/20/22.5/25%) the percentage is increased every 3 levels.

It's a good passive it synergizes well with the rest of its kit and the overall purpose of the hero.

  • Rampage (Q): Hecarim swings its weapon dealing AOE physical damages as follows: (60/95/130/165/200 +.6 per bonus AD). Rampage deals two third of its damage to monsters and minions. If rampage hits at least one enemy it will reduce its own cooldown by 1 second up to 2 stacks for a short duration. Range: 350. Cooldown: 4. Cost: (24/28/32/36/40 Mana).

This skill is hecarim's main source of dps. It's an AOE skill which is perfect to clean the jungle but less good in duels. You have to consider the “auto-cooldown reduction” especially to maximize the effect of your W.

  • Spirit of Dread (W): Hecarim deals AP AOE damages for 4 seconds every second as follows: (20/31/42.5/53.75/65 +20% total ap). To a maximum of (80/125/170/215/260 +80% total AP). Hecarim heals itself for 20% of any damage the enemies receive. It's capped for the minions as follows: (60/90/120/125/180 HP). Range: 525. Cooldown: (22/21/20/19/18). Cost: (50/60/70/80/90 Mana).

This skill is Hecarim's sustainability in the jungle and tankyness in team fights. With its nerf for the jungle part you need a proper timing to use it. The thing to understand is that the healing comes from any sources of damages! So in the jungle you can smite to heal yourself and in the team fights your mates will in fact heal you as long as they damage the enemies into its area of effect.

  • Devastating Charge (E): Hecarim rushes a target for 3 seconds gaining up to 75% MS starting with +25%. He knocks back the target when he reaches it, gaining an extra +150 attack range (325) to do so. The damage of this skill is calculated on the total distance that Hecarim has traveled to reach the target. From (40/75/110/148/180 +50% of its bonus AD) to (80/150/220/290/360 +100% of its bonus AD). Hecarim can bump over minor map's obstacles such as trees and cliffs from the river. Cooldown: (24/22/20/18/16). Cost: 60 Mana.

This skill is the key of success to Hecarim's ganks. You need to practice it a bit to memorize its duration. Then you will launch it with an optimal timing, traveling the highest distance to your target, making the most damage. It is really good for gank-dive purpose, starting from the enemy's jungle, extracting the enemy off his tower. It can also be used as an escaping skill.

  • Onslaught of shadows (R) (Ultimate): Hecarim charges forward dealing magical damages on its path as follows (150/250/350 +100% AP). At the end of its range Hecarim fears the enemies for 1 second in an area of effect. Range: 1000. Cooldown: (140/120/100). Cost: 100 Mana.

Hecarim's ultimate is great to engage, to dive towers and also to escape. But you only do this one in a desperate situation because it's meh. As you get used to play Hecarim you will see that you can do advanced plays combining E+R. In front of a tower you can activate your E leading to the tower then you activate your R landing right behind the enemy and finally knocking him back off the tower to your mates with the effect of the E.

Skill sequence

01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
Q x x x x x
W x x x x x
E x x x x x
R x x x

Masteries

  • On the offense tree you want the flat +4 AD (martial mastery) and the jungler's masteries (butcher + feast). You can tweak between CDR and AS.
  • On the defense tree you are looking for armor (hardiness) and jungler's masteries (though skin and bladed armor) enchanted armor is good too with your itemization.
  • On the utility tree you reach the duration's boost from buffs (Runic affinity). The bonus ms is welcome too (Fleet of foot).

Back to S3 I was successful with 0/21/9 masteries but for the pre s4 a more balanced 9/12/9 is more efficient. Few reasons for this: The jungle was remade with slight changes. There is notably a new solo camp. Hecarim is good at dealing AOE but is bad on mono target. So you need to raise his ad from start. Also the W has now a maximal regen cap from neutrals so Hecarim is less sustainable in his jungle and then you need to clean faster to stay even in your hp.

Runes

The standard is:

  • 9X flat armor pen
  • 9X flat armor
  • 9X magic resistance per level

On this page I replace 2 MRPL by 2 flat AD. It's only to do a better finishing blow on creeps at the beginning. The quintessences are tweakable too. +flat MS/HP HP per level will work

Build

You start the game by buying 5 HP pots, the machete and you take the free trinket. You can make your first trip back once you hit 725 gold (you can also farm the camps a little more). You upgrade your machete to the stone and then you buy the boots and maybe another HP pot. You repeat your jungle's route without the major camps. The first respawn for the blue is around 7min15 (5 minutes after your first clean). Always time the respawn it's a basic for a jungler. On your next trip back you may buy depending on what happened with your early ganks. If you secured a kill or two you can “snowball” a bit by buying two swords or even completing the Spirit of the Ancient Lizard. Otherwise I usually buy a chain vest; the premise to the Iceborn Gauntlet. CV is great for your sustain both in the jungle and during the ganks. Your final build is usually: mercury treads , Spirit of the Elder Lizard , Iceborn Gauntlet , Spirit visage . The Luxury items are Randuin's Omen and Sunfire cape . An alternative build consist of the locket of the iron Solari and the twin shadows, if you want to be more on the support side.


Example of final build with stats.

Jungle route

There is a new standard path in the pre S4 mainly due to smite's cooldown reduction. You start on the blue with the help of your lanners. A very nice teamwork achieves your lvl 2 with full hp and 1 pot max used. You can start doing the blue by pressing your W immediately since you have the teammate’s help. But the standard cleaning method will differ for the rest of the game. So now you go to the wolves camp and then there is the new thing; you can do the red right away being only lvl2 with your smite refreshed before you finish it. Smite has only 36 secs cd with summoner's insight mastery. For the major camps aka red, blue, golems you'll better do this: You use your W right before your third blow with your Q. Q reduces its own cooldown while hitting with a maximum stacks of 2. So you will do the maximum damage per second on your third blow and so on. You will heal yourself to the maximum with W meanwhile. In a ideal situation you activate you W right before your third Q and then you finish the camp's boss with a smite before the end of the W's duration. W heals you from any damages made in his AOE even from smite! You will be lvl 3 at the end of red camp then you pick your E and you can start ganking right away depending on the situation (are the lanes pushed or not mainly). Otherwise you go to the wraiths and then the golems. On your first trip back you buy the stone and boots then you go back to the minor camps and you add the new solo ghost. On level 6 you add your ultimate only if the enemies can escape from you.

General guidelines

As hecarim you have to be annoying for the lanners. Your mobility allow you to gank left and right and then going back to the jungle with a minimal impact on your leveling. I usually start ganking once i got the red and E if my lanners are not pushing enemies under their tower. In my opinion a good hecarim ganks a lot even if he is a bit underfarmed. You unward the obvious spots with the free item. Ward's spots are often the same. A good habit to have as a jungler is to watch the minimap as much as your screen's location. The cleaning of the jungle must become a routine. So you can watch out for enemy's ganks saving lives with the warning ping. It's really important if you are below top tier gold as no one watch anything but their actual location. You have to watch the overall map as the support watch his lane for him and his carry. And don't forget to gank like crazy.


Games | Strategy Game | Multiplayer Online Battle Arena | League of Legends


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