Hecarim The Shadow of War

- Top/Jungler
- 6300
- 975
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Warpath
- Hecarim ignores unit collision and gains attack damage equal to 10 / 12.5 / 15 / 17.5 / 20 / 22.5 / 25 % of his bonus movement speed.
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Rampage
- Active: Hecarim cleaves nearby enemies, dealing physical damage. (66% damage to minions and monsters)If Hecarim damages at least one enemy unit with this attack, he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second for a short duration. This effect can stack up to 2 times. Cost: 24/28/32/36/40 mana Cooldown: 4 seconds Physical Damage: 60 / 95 / 130 / 165 / 200 (+0.6 per bonus attack damage) Minion / monster damage: 40 / 63.3 / 86.7 / 110 / 133.3 (+0.4 per bonus attack damage)
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Spirit of Dread
- Active:Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing magic damage per second to all enemies within its reach. Additionally, Hecarim is healed for 20% of the damage dealt by any source to enemies within the area. Healing from damage dealt to minions is capped per cast. Cooldown:22 / 21 / 20 / 19 / 18 seconds Cost: 50/60/70/80/90 mana Magic Damage Per Second: 20/31.25/42.5/53.75/65 (+0.2 per ability power) Maximum Magic Damage: 80/125/170/215/260 (+0.8 per ability power) Minions Healing Cap: 60/90/120/150/180
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Devastating Charge
- Active: Hecarim gains 75% movement speed over the course of 3 seconds, starting with initial 25% upon cast, and ending one second afterward. While Hecarim is charging, he gains 150 extra attack range (325 total). His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration. If Hecarim's target is beyond narrow terrain, Hecarim will leap over the terrain to his target. Cost: 60 mana Cooldown: 24/22/20/18/16 seconds Minimum Damage: 40/75/110/145/180 (+0.5 per bonus attack damage) Maximum Damage: 80/150/220/290/360 (+1.0 per bonus attack damage)
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Onslaught of Shadows
- Active: Hecarim summons spectral riders and charges forward, dealing magic damage to anyone they strike.Hecarim releases a shockwave when he finishes his charge, dealing additional magic damage and causing nearby enemies to flee in terror away from Hecarim for 1 second. Cost: 100 mana Range: 1000 Cooldown: 140/120/100 seconds Magic Damage: 150/250/350 (+1.0 per ability power)
Health Points | 440 |
---|---|
Mana | 210 |
Damage | 56 |
Attack Range | 175 |
Armor | 16 |
IP Cost | 6300 |
Health Regen | 8 |
Mana Regen | 6.5 |
Attack Speed | 0.67 |
Movement Speed | 345 |
Magic Resistance | 30 |
1 lvl |
Item builds
Start items "
standart jungle start. if planning to invade you can go sweeper.
standart jungle start. if planning to invade you can go sweeper.
Warding Totem (Trinket)
Limited to 1 Trinket. Active: Consume a charge to place an invisible Stealth Ward which reveals the surrounding area for 60 - 120 seconds. Stores one charge every 180 - 120 seconds, up to 2 maximum charges. Ward duration and recharge time gradually improve with level. (Limit 3 Stealth Wards on the map per player. Switching to a Lens type trinket will disable Trinket use for 120 seconds.)
Health Potion
x2Limited to 5 at one time. Click to Consume: Restores 150 Health over 15 seconds.
Hunter's Machete
+8% Life Steal vs. Monsters UNIQUE Passive - Nail: Basic attacks deal 20 bonus damage on hit vs. Monsters. Killing a Large Monster grants +15 bonus experience.
first back "
stalkers blade is OP on hecarim because movement speed steal, boots for ganking and attack damage, and ruby crystal will go into bami's cinder into cinderhulk
stalkers blade is OP on hecarim because movement speed steal, boots for ganking and attack damage, and ruby crystal will go into bami's cinder into cinderhulk
Ruby Crystal
+150 Health
Boots of Speed
Limited to 1. UNIQUE Passive - Enhanced Movement: +25 Movement Speed (Unique Passives with the same name don't stack.)
Stalker's Blade
Limited to 1 Jungle item +10% Life Steal vs. Monsters +150% Base Mana Regen while in Jungle UNIQUE Passive - Chilling Smite: Smite can be cast on enemy champions, dealing reduced true damage and stealing 20% movement speed for 2 seconds. UNIQUE Passive - Tooth / Nail: Basic attacks deal 20 bonus damage vs. monsters. Damaging a monster steals 30 Health over 5 seconds. Killing a Large Monster grants +30 bonus experience.
complete some stuff "
choose merc treads or tabi.
choose merc treads or tabi.
Mercury's Treads
+25 Magic Resist UNIQUE Passive - Enhanced Movement: +45 Movement Speed UNIQUE Passive - Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, polymorphs, and immobilizes by 20%. (Unique Passives with the same name don't stack.)
Ninja Tabi
+30 Armor UNIQUE Passive: Blocks 10% of the damage from basic attacks. UNIQUE Passive - Enhanced Movement: +45 Movement Speed
Enchantment: Juggernaut
+400 Health +15% Bonus Health UNIQUE Passive - Immolate: Deals 15 (+0.6 per champion level) magic damage a second to nearby enemies. Deals 100% bonus damage to monsters.
get at level 9
Oracle Alteration
* Level 9+ required to upgrade. Alters the Sweeping Lens Trinket: + Increased detection radius + Sweeping effect follows you for 10 seconds - Cast range reduced to zero
Greater Stealth Totem (Trinket)
Limited to 1 Trinket. *Level 9+ required to upgrade. UNIQUE Active: Places an invisible ward that reveals the surrounding area for 180 seconds (90 second cooldown). Limit 3 Stealth Wards on the map per player. (Trinkets cannot be used in the first 30 seconds of a game. Selling a Trinket will disable Trinket use for 120 seconds).
Core items "
triforce first, the order of zephyr FH and SV is depending on what you need the most
triforce first, the order of zephyr FH and SV is depending on what you need the most
Spirit Visage
+500 Health +70 Magic Resist +150% Base Health Regen +10% Cooldown Reduction UNIQUE Passive: Increases all healing received by 20%.
Frozen Heart
+90 Armor +20% Cooldown Reduction +400 Mana UNIQUE Aura: Reduces the Attack Speed of nearby enemies by 15%.
Trinity Force
+250 Health +25 Attack Damage +20% Critical Strike Chance +15% Attack Speed +10% Cooldown Reduction +5% Movement Speed +250 Mana UNIQUE Passive - Rage: Basic attacks grant 20 Movement Speed for 2 seconds. Kills grant 60 Movement Speed instead. This Movement Speed bonus is halved for ranged champions. UNIQUE Passive - Spellblade: After using an ability, the next basic attack deals bonus physical damage equal to 200% of base Attack Damage on hit (1.5 second cooldown).
deffense situational
Righteous Glory
+500 Health +300 Mana +100% Base Health Regen UNIQUE Active: Grants +60% Movement Speed to nearby allies when moving towards enemies or enemy turrets for 3 seconds. After 3 seconds, a shockwave is emitted, slowing nearby enemy champion Movement Speed by 80% for 1 second(s) (90 second cooldown). This effect may be reactivated early to instantly release the shockwave.
Locket of the Iron Solari
+400 Health +100% Base Health Regen +20 Magic Resist +10% Cooldown Reduction UNIQUE Active: Grants a shield to nearby allies for 2 seconds that absorbs up to 75 (+15 per level) damage (60 second cooldown). UNIQUE Aura - Legion: Grants nearby allies +15 Magic Resist.
Maw of Malmortius
+60 Attack Damage +40 Magic Resist UNIQUE Passive: Grants +1 Attack Damage for every 2% of missing Health, up to a maximum of 35 Attack Damage. UNIQUE Passive - Lifeline: Upon taking magic damage that would reduce Health below 30%, grants a shield that absorbs 400 magic damage for 5 seconds (90 second cooldown). (Unique Passives with the same name don't stack.)
Banshee's Veil
+500 Health +70 Magic Resist +100% Base Health Regeneration UNIQUE Passive: Grants a spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 40 seconds.
Iceborn Gauntlet
+65 Armor +20% Cooldown Reduction +500 Mana UNIQUE Passive - Spellblade: After using an ability, the next basic attack deals bonus physical damage equal to 125% of base Attack Damage in an area and creates an icy zone for 2 seconds that slows Movement Speed by 30% (1.5 second cooldown). Size of zone increases with bonus armor.
Thornmail
+100 Armor UNIQUE Passive: Upon being hit by a basic attack, reflects magic damage back to the attacker equal to 25% of your bonus Armor plus 15% of the incoming damage. (Bonus Armor is Armor from Items, Buffs, Runes and Masteries.) (Reflect damage is calculated based on damage taken before being reduced by Armor.)
Randuin's Omen
+450 Health +60 Armor -10% Damage taken from Critical Strikes UNIQUE Passive - Cold Steel: When hit by basic attacks, reduces the attacker's Attack Speed by 15%. UNIQUE Active: Slows the Movement Speed of nearby enemy units by 35% for 4 seconds (60 second cooldown).
Warmog's Armor
+850 Health +200% Base Health Regen UNIQUE Passive: Grants Warmog's Heart if you have at least 3000 maximum Health. Warmog's Heart: Restores 15% of maximum Health every 5 seconds if damage hasn't been taken within 8 seconds.
offense situationals
Hextech Gunblade
+40 Attack Damage +80 Ability Power UNIQUE Passive: Heal for 15% of damage dealt. This is 33% as effective for Area of Effect damage. UNIQUE Active: Deals 150 (+40% of Ability Power) magic damage and slows the target champion's Movement Speed by 40% for 2 seconds (30 second cooldown).
Youmuu's Ghostblade
+65 Attack Damage +10% Cooldown Reduction UNIQUE Passive: +20 Armor Penetration UNIQUE Active: Grants +20% Movement Speed and +40% Attack Speed for 6 seconds (45 second cooldown).
The Black Cleaver
+300 Health +55 Attack Damage +20% Cooldown Reduction UNIQUE Passive: Dealing physical damage to an enemy champion Cleaves them, reducing their Armor by 5% for 6 seconds (stacks up to 6 times, up to 30%). UNIQUE Passive - Rage: Dealing physical damage grants 20 movement speed for 2 seconds. Assists on Cleaved enemy champions or kills on any unit grant 60 movement speed for 2 seconds instead. This Movement Speed is halved for ranged champions.
Statikk Shiv
+35% Attack Speed +30% Critical Strike Chance +5% Movement Speed Passive: Moving and attacking will make an attack Energized. UNIQUE Passive - Shiv Lightning: Your Energized attacks deal 30~100 bonus magic damage (based on level) to up to 5 targets on hit (deals +75% bonus damage to minions and can critically strike).
Endgame items
Elixir of Iron
Level 9 required to purchase. Click to Consume: Grants 25% increased Size, Slow Resistance, Tenacity and Path of Iron for 3 minutes. Path of Iron Moving leaves a path behind that boosts allied champion's Movement Speed by 15%. (Only one Flask effect may be active at a time.)
Enchantment: Distortion
Limited to 1 of each enchantment type. Enchants boots to have Distortion bonus. UNIQUE Passive - Distortion: Teleport, Flash, and Ghost summoner spell cooldowns are reduced by 20% and are granted additional mobility: Ghost: Grants 40% Movement Speed from 27%. Flash: 20% Movement Speed bonus for 1 second after cast. Teleport: 30% Movement Speed bonus for 3 seconds after use. (Unique Passives with the same name don't stack.)
Enchantment: Alacrity
Limited to 1 of each enchantment type. Enchants boots to have Alacrity bonus. UNIQUE Passive - Alacrity: +20 Movement Speed (Unique Passives with the same name don't stack.)
WHY NO MOBILLTY BOOTS?!?!
because it won't benefit your passive, your passive is helpfull in combat and you lose speed boost in combat. and mobillity boots with no boost=tier 1 boots. also the tankiness is helpfull.
Skillorder
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
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Q ![]() |
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W ![]() |
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E ![]() |
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R ![]() |
WHY Q AT LEVEL 3?!?!
yuo should be able to clear whole jungle before back so you can farm faster with q, and at level 4 you take e and you are healthy enough for a gank
Summoner spells
Spells
Smite
Ghost
WHY SMITE?! WHY GHOST OVER FLASH?!
IT IS HECARIM!. but if you srsly like flash and hate ghost go for it. it is not that flash is bad on hecarim, it is just that ghost is better. about the smite i hope it is a joke.
Runes
Glymph
x9
Greater Glyph of Fortitude
+2.67 health
Mark
x9
Greater Mark of Desolation
+1.66 armor penetration
Seal
x9
Greater Seal of Resilience
+1.41 armor
Quintessence
x3
Greater Quintessence of Swiftness
+1.5% movement speed
- +24.03 health
- +14.94 armor penetration
- +12.69 armor
- +4.5% movement speed
WHY DO YOU TA......
SHUT UP!, I TAKE IT BECAUSE YOU NEED IT AND IT MAKES SENSE, STOP CAPS LOCK ON ME!
Masteries
1/1
0/4
4/4
1/2
0/4
0/4
0/1
0/3
0/1
0/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
OFFENSE:
6
0/1
0/3
4/4
2/2
3/3
3/3
2/2
0/2
2/2
1/1
1/1
0/1
0/3
0/3
1/1
0/3
1/1
1/1
0/1
DEFENSE:
21
0/1
3/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1
UTILITY:
3
sry for caps, why 6/21/3 and not 21/6/3?
need tankiness.
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Jungle Hecarim
(Hejt)
May 09, 2013 (u) 37 3 votes 2 comments -
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(soberinho1)
June 05, 2013 (u) 2 0 votes 0 comments -
Hecarim Jungler OP
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October 10, 2013 (u) 1 0 votes 0 comments -
High Mobility Hecarim jungle
(DirtyJungler97)
August 29, 2013 (u) 1 0 votes 0 comments -
Heca Blue Jungle
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August 26, 2013 (u) 1 0 votes 0 comments -
Welcome To The Jungle
(sebastiano-zaccaria)
July 07, 2013 (u) 1 1 votes 0 comments -
obliterashen's jungle ponny guide.
(pie smith)
April 07, 2015 (u) 1 0 votes 0 comments -
Hecarim Top (AD)
(RadekZbik)
September 01, 2013 (u) 0 0 votes 0 comments -
Hecarim Top (AD)
(RadekZbik)
September 01, 2013 (u) 0 0 votes 0 comments
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