What makes hecarim so strong




















Hecarim still did bruiser levels of damage even without Sheen , while simultaneously being a tank. Even thought Hecarim's base damage has been nerfed, Youmuu's makes up for that damage. Argubly more damage because of the extra lethality and extra AD from movespeed. This doesn't mean you cant go a Sheen item though, as shown with the Essence Reaver possibility.

Also if the Chemtank build isn't down your alley, you can still play with Divine Sunderer. I think if you can acquire both items, Phase Rush is still good. The issue I have with going Phase Rush to rush Turbo Chemtank , is that it's the very thing that got nerfed. You rely on your laners having the damage to make the ganks work.

I think there is a possibility of rushing Youmuu's and going Phase Rush working, but you can't integrate the Phase Rush proc into your E burst unless you have Chilling Smite up.

I personally have not tested Phase Rush yet with the Youmuu's rush. Will likely test in future I prefer Predator as the burst is more reliable with my combo and also the upfront movement speed is really what helps Hecarim snowball.

It also allows me to access the Ingenious Hunter rune to increase the uptime of the many item cooldowns. I would actually argue, impact-wise, it is actually better. Since you have access to more mobility tools like Youmuu's and Predator. You are able to look for plays more often. With this setup, you can start taking over the game the moment you get boots. I would also argue that you are spiking much harder and earlier as you have access to more damage and movement speed in comparison to before.

Youmuu's is an item built to snowball it's buyer. I also believe the meta has shifted to enable this super high tempo, aggressive play, as we transitioned from a farming jungle meta to a more skirmish-heavy meta. Therefore you don't lose out as much from not power farming. There have also been gradual nerfs to mobility from items and runes phase rush , so it only further accentuates Hecarim's niche fearsome mobility.

As you are not as durable, nor do you have the utility from Phase Rush. However, I don't think reaching that level is possible, as Hecarim was broken for a reason. Well, I would generally describe bruiser Hecarim as someone who wants to farm either for level 6 , or farm for his mythic item. Once he hits one of these power spikes, he starts to look for ganks and skirmishes much more frequently.

However, before these power breakthroughs, he prefers to farm over ganking unless the ganks are really free. With this Hecarim strategy, you have much more power spikes, which allows you to look for plays much more frequently and earlier in comparison to standard Hecarim.

Ganked a lane a burned enemy flash with Predator? Regank in 20 seconds with Youmuu's if possible. The opposing team should always feel fear when stepping up for minions, and feel suffocated out of resources. An added bonus is absolutely obliterating enemy morale with the pressure, they will tilt off the face of the Earth from the constant ganks as well as the enemy jungler not being able to match your insane map presence.

Prioritize establishing control of the tempo of the game, farming is somewhat of an afterthought. Smart jungle pathing still matters as you don't want the enemy jungler to feed off of your camps. You melt through camps with your early Youmuu's , and navigate the map just as fast, so this shouldn't be too difficult.

Make sure to check lane states as you are clearing BEFORE you attempt a gank, so you do not waste valuable time setting up for a gank that won't happen.

Be smart and efficient, and do not give the enemy team any breathing room. The Real Fake Summoner Spells Top. Teleport: A great pickup on Hecarim as his ganks are very good. Teleport can allow you to make cross map plays but it can also allow you to return to lane after you roam. It also acts as a safety net for early game, if you do mess up in lane and need to back, teleport makes sure you don't miss crucial xp and gold.

Ignite: A very powerful kill tool for lane, it gives you a true damage burn and reduces healing - which is underrated. The healing reduction can assist in killing certain match that heal a lot in combat like Dr. Mundo , Singed , Darius. It also helps reduce healing from conqueror.

Ghost: If you want, you can replace one of the previously mentioned summoner spells with Ghost. This is because Ghost has very good synergy with Hecarim due to his passive. It also allows him to stick onto targets better. He is not reliant on flash as his ult can function as an escape tool, and his mobility from E and ghost also allows him to dodge easier and escape. Summoner Spells Jungle. This setup is personally my favorite as you still have some dueling power, but you don't lose out on much mobility.

Other times you may want Ignite due to a poor early game matchup, but with Phase Rush you can ultimately avoid early game confrontations if you choose to do so. This setup works well because the mobility lost from not going Chilling Smite is somewhat replaced by Nimbus Cloak.

Smite: Quite obvious, as a jungler it helps with clears and objective control. Ghost: Has very good synergy with Hecarim due to his passive. He is not reliant on flash as his ult can function as an escape tool, and his mobility from E and Ghost also allows him to dodge easier and escape. Ignite: Ignite is a very interesting substitute for Ghost that originated from some high elo Hecarim's take. If you choose to do so, be more wary of you usage of E , as you have less mobility with Ignite.

Skill Order Conditional Tweaks. What i have shown on the guide is the general skill order for both Hecarim top and Jungle. However some situations may allow you to tweak the order slightly. At level 3 usually you want E as it unlocks an another ability as well as your only real escape pre However, you can put an additional point in Q in the following situations: Jungle: If you believe you won't be invaded and plan to do a full clear first, you can get a 2nd point in Q to greatly increase your clear speed as once you clear your whole jungle excluding scuttle you will achieve level 4.

Many people don't expect the sudden jump in from your Q damage as it goes up a whopping 40 damage per rank. Also, instead of maxing E immediately 2nd, you may want to choose to put an additional 1 or 2 points into W to raise the healing cap off minions. The time when you may want to do this is if you don't plan on roaming as much, the increased healing cap off minions helps greatly in fights in lane as well as general sustain.

Rune Breakdown Top - Conqueror. These are the most commonly taken runes for Hecarim top. Although some runes may be interchangable based off of preference.

You ramp this up fast, and once you have it fully stacked you dish out absurd amounts of damage. The additional AD per stack help him out, but once Hecarim has conqueror and his Q ramped up he becomes a monster. Triumph: The best rune for Hecarim of the three. Bonus 20 gold is small but helps Hecarim snowball, the restoration of health allows Hecarim to clean fights up fast with a breeze.

Very useful for the hectic environment of solo queue. Legend - Tenacity: Tenacity is a very good stat on Hecarim as he always wants to be able to dish out damage constantly rampaging through enemies. Helps him survive getting locked down, and reduces slow duration, which is Hecarim's biggest weakness. You use your mobility to dance around deadly abilities in combat, escape unfavorable fights, and press on in favorable fights. Another upside about taking Legend: Tenacity is that it allows you to more freely buy Ninja Tabi, where before you may have needed to get Mercury Treads for tenacity.

Right now the most popular and meta top laners are AD bruisers which are quite auto attack defendant, thus being able to go Ninja Tabi without missing out on needed tenacity helps out a lot in trades. Alacrity is quite good as it allows you to stack Conqueror faster and auto more with a stacked Conqueror for more damage. Besides the healing from runes and abilities, you may even opt for a Deaths Dance to heal from both autos and abilities. Therefore it often isn't worth taking bloodline, due to the sheer amount of healing you already have.

Also grievous wound debuffs are quite prevalent now, making healing less valuable than before. Morellonomicon is a common item on mid lane mages, Ignite is taken by Top, Mid, and Support.

You are better off with either tenacity or alacrity as allows you to be more free to dish out damage. Last Stand: This is the only rune really interchangeable. Last stand is good as Hecarim gets stronger as he ramps up his Q and conqueror , and by that time you may have lost a fair amount of health. Once you have lost some health and everything has had time to ramp up, your damage increases significantly.

Last Stand is better into tankier teams. Once you chunk them for a good amount Coup de Grace helps you finish people off. My recommendation is to go Coup de Grace into relatively all squishy teams. Cut down is a terrible in comparison to the other 2 in general, and even worse on Hecarim as he often stacks quite a lot of health. Manaflow Band is also a strong choice as Hecarim has a fair amount of mana issues so this rune does help. Nullifying Orb can also be picked into AP matchups if you want.

However, I feel like the rune is very underwhelming and the other two are far better in comparison. You move faster thus more damage. One of the things that gated Hecarim from being viable top was his mana costs as he spams Q. Some people may swap this rune for Magical Footwear to save gold and get more ms from boots.

Personally I don't prefer it due to it negating your ability to buy boots which is a very strong buy on Hecarim early. Also it gives away a lot of the free sustain, more specifically the mana sustain from biscuits. Time Warp Tonic: When paired with biscuits and your usual corrupting start, you get the ability to have sneaky instant heals.

Also gives you movespeed when consuming these items which also gives Hecarim a small bit of AD due to his passive. For the bonus stat runes, always go 1 attack speed, 1 adaptive force and choose between an armor or magic resist rune depending on matchup. Rune Breakdown Top - Phase Rush. This is the secondary page sometimes taken for Hecarim top. This page is not recommended.

It can and is usually taken against some matchups such as Vladimir or champs that have good disengage.

What makes this an effective rune on Hecarim is that it gives you a sudden burst of movement speed which is then converted into damage. It also reduces the effectiveness of slows for 3 seconds.

This allows you to stick to your target easier. Nimbus Cloak: Nimbus cloak is very strong on Hecarim with his all-ins as not only does he get movement speed, he also gets more damage as his passive turns additional move speed into damage. Scorch: Makes you do a little more damage in lane.

As Hecarim you want to snowball so every bit of damage helps. Waterwalking is unnecessary as you are not the jungler, also there is no guarantees you will have good opportunities to roam. Gathering Storm is viable and a good safety for late game, however as Hecarim you are playing for early to mid so chances are if the game does drag out too long you will get outscaled anyways.

Sudden Impact: Gives you some nice extra lethality when going in with E or Ult. Helps bursting enemies which is nice when looking for picks and trying to snowball early. Eyeball Collection: Takedowns become more damage.

Damage means harder snowball. Good rune. By cutting down the cooldown of your speed tools, you gain more opportunities to make plays.

Predator Hecarim revolves around pressuring and putting the enemy team out of the game. It also reduces your trinket cooldown, so you can ward more often and sweep more often to establish better vision control in the jungle.

This rune also reduces the cooldown of passive items, so even items like Sterak's , Sheen , and Divine Sunderer benefit with getting their cooldowns reduced. You also tend not to want to opt into Ravenous Hunter as you don't stay in drawn out fights as long as bruiser Hecarim to drain tank. Also the constant nerfs to the rune is making it weaker and weaker, when it was already relatively weak on Hecarim due to his AOE damage and AOE damage not being as effective with the rune. Rune Breakdown Jungle - Phase Rush.

So it is basically instantly triggered upon a gank. This rune is also fantastic in the jungle as if you run into someone you cannot beat early, like Olaf, you can proc your Phase Rush and run away.

It will be hard for them to chase you down even if they have Chilling Smite or slows like Olaf axes. Waterwalking: As a jungler this rune is very useful as it gives you more movement speed in the river, where you often will be when looking for ganks.

It also grants adaptive force in the river which helps you fight for scuttle crabs better. As Hecarim myou gain even more damage as the movement speed gained is also converted into damage by your passive. Another upside about taking Legend: Tenacity is that it allows you to more freely buy Plated Steelcaps , where before you may have needed to get Mercury's Treads for tenacity. Alacrity is quite good as it allows you to clear faster and auto attack more in fights. Personally if I do not need tenacity I tend to opt into Domination as my 2nd tree.

Helps bursting squishies which is nice when looking for picks and trying to snowball early. Ravenous Hunter: Since the meta on Hecarim is now taking Phase Rush over Conqueror , you miss out on a lot of healing in fights. Ravenous Hunter makes up for the lack of healing. It is also very useful for sustain in the jungle and just overall feels very nice on Hecarim.

Rune Breakdown Jungle - Conqueror. Alacrity is quite decent as it allows you to clear faster and auto attack more in fights. This is equivalent to like 1. Tenacity is also a very difficult stat to buy as it really only comes from items. Going Tenacity also allows you to more freely purchase Plated Steelcaps and Ionian Boots of Lucidity , which are both strong items in their own right.

My recommendation is to go Coup de Grace if you think you will be ganking a lot and snowballing lanes. Ultimately saves you gold, also boots gained from this rune have slightly increased movement speed. Useful if you plan to power farm or gank a lot.

Ghost can kind of make up for the mobility you lose early on. Personally this is the very reason I do not like running Inpiration as my 2nd tree as I enjoy my early boots. However, in the end it is always personal preference that matters most. Always feels nice, as your lower CD on summoner spells are very important on Hecarim.

For the bonus stat runes, always go attack speed, adaptive force and choose between an armor or magic resist rune depending on matchup. Ever since the major item rework of season 11, many Hecarim players began to debate over the superiority of Trinity Force, or Divine Sunderer. Well I am here to tell you both are good on Hecarim, and at the end of the day it comes down to your playstyle and how you like each item. Let us start by analyzing the stats of each item and what it means. If the target is a champion, Heal for Melee 7.

While attack speed is always a nice stat to have to stack conqueror etc. The stats Trinity Force offers are nice, but they feel more like a "quality of life" bonus. You already get a good mix of these stats usually in your build. Meanwhile, the hybrid penetration offered by Divine Sunderer is very welcome as you rarely build pen in your builds as Hecarim. Champions List of champions Free champion rotation.

Skins Chromas Summoner icons Emotes Wards. Items Runes Controls Minions Monsters. Public Beta. Other Titles. Explore Wikis Community Central. Register Don't have an account? History Talk 0. Item Build.

Hecarim Build Counters Tier List. Hecarim Item Build Patch Patch Sudden Impact. Eyeball Collection. Relentless Hunter. Adaptive Force. Scaling Health. Maxing Skill Order. Skill Order - What to level. What Lane Is Hecarim? Similar Picks. Lee Sin Jungle A Tier.



0コメント

  • 1000 / 1000