Lol why is hecarim disabled
Pros: 1. Hecarim is easy to learn, doesn't have skillshots and has simple mechanics 2. Champion is strong in current meta and overall, especially in elo below D2. If you learn how to play him, some macro and game knowledge - it is for sure a really good way to climb 3. Fun to play 4. Good ganks and teamfights 5. Can snowball hard snowball in early and midgame 6. Which requires good macro and game knowledge, yes Cons: 1. Vulnerable to pre-6 invades 2. Kind of falls off in the late game 3.
Struggles vs current meta-junglers. You can see it in my mathups section - favorable ones mostly are out of meta. Right now I prefer banning Kindred or Kayn. I was testing different builds a lot, and this one is my main and favorite - high damage bruiser. We can duel, win any skirmishes and live in teamfight really long while providing insane amount of damage.
You can decide what to do in game. Peel your teammates, deal with enemy bruisers and assassins, dive and destroy backline, reduce enemy healings, splitpush - this build is the most flexible as it possible can be and allows you to successfully do actually everything If you want more MS builds - Predator is better than Phase Rush at this moment, but they are both viable.
Items remain the same for all runes Aftershock is never an option to be more tanky. Hecarim is an AD melee caster with bruiser-initiator gameplay. So, in general, we need to engage, deal damage, survive the burst, keep living and being useful. MS is also good, but we simply get more than enough of it from Ghost , so it's not really worth to take items with that stat on purpose especially after Warpath nerf Resolve synergy build with Black Cleaver and then resists - we lost some base damage on Rampage , that's why I want to build 2 AD items and support Resolve runes with a lot of HP, resists and Ability Haste.
The idea here is simple - maximum value and synergy with runes and items. For me it is way better to sacrifice shield for extra Ability Haste and MS. This item is a more aggressive replacement of Sterak's Gage.
Building this item just for Spirit of Dread is definitely not worth. Also there is a lot of anti-heal in current meta, so I threw away healing oriented builds and started playing HP-resists-damage bruiser ones. I think this item is just a second option for Hecarim to deal with armor and it possibly can shine in some situations. But right now Black Cleaver is just superior as early legendary, when Serylda's Grudge is more like for mid-late game option - HP is the only and biggest matter here.
Also you can just mix items from the guide beginning however you want - it will work good anyway. But it makes you really squishy. With this item you need to deal damage to survive and pray that enemy team won't build anti-heal. But for Hecarim who benefits hard from tank items I would just go for items which give permanent strength - my point here is to survive as long as you can to use stacked Conqueror instead of waiting 4 seconds for revival.
If you need more mana sometimes you get out of mana if you fight a lot outside of jungle and river - just buy buffed Frozen Heart. But, to be honest, if you run out of mana on Hecarim - there is a mistake in your pathing or decisions making. Normally you farm camps and go out of jungle with full mana. Then after fight you either base or back to camps in both scenarious your will regen your mana really fast You can copy my items set which I use and paste it in League client "Items" section.
It's just an ascetic and comfortable for me to use version of items from this guide: items. Legend: Tenacity is always good. It just makes you more vulnerable to mistakes. I go Alacrity when enemy team doesn't have a lot of CC. For beginners I would recommend to go Tenacity and then try Alacrity when you are more confident with Hecarim.
I have Alacrity in my rune page by default and then I change it to Tenacity when needed. Also Alacrity helps to get some attack speed when we build Divine Sunderer 2.
Hecarim has 2 best boots options - Plated Steelcaps and Mercury's Treads. CC problem is for Legend: Tenacity rune. You will just suffer. Even vs Zilean going Mercs is more worth - he can easily stun you with Time Bomb , and Swifties would be useless here. Although I wouldn't do it - my way is just buying resist boots Ionian Boots of Lucidity is another questionable option.
They give you 20 Ability Haste which is huge, but we can get enough of it with other items. I guess in theory it can be a viable option when you take first legendary item without Ability Haste for example Thornmail or Sterak's Gage if you can afford yourself to sacrifice defensive stats for early Ability Haste aggression since mythic alone doesn't provide enough of it. Is it worth to do that or no - that's another good question. Not for me at least 3. I prefer Coup de Grace , in my games Last Stand will always deal less damage because of my playstyle.
But I still would recommend you to test both and check in match history which one dealt more damage overall, this may vary from player to player 4. Triumph is the only option. Triumph just makes you live longer and provides insane outplay potential.
That rune won so many skirmishes and whole games for me 5. What to take? Ghost vs Ignite and Red vs Blue smite? At first, please always go Ghost , it has received 2 big buffs. Right now Ignite is just dead for Conqueror Hecarim because you will never go Nimbus Cloak in its current state. Even with Phase Rush it is better to take Ghost now Before nerfs Ignite also could help you really much in hard early game matchups especially against healing champions like Xin Zhao , Rengar , Olaf and Trundle And one more thing - Flash is never an option Blue and Red smite are both viable and good in specific matchups.
You should buy Red smite vs hard dueling, healing and invading enemy junglers to just match them. If you want to catch Kindred , Graves or Nidalee you go Blue smite and if enemy team has a lot of ranged champions , for dueling Xin Zhao you go Red smite. Red smite is also good into champs like Irelia , Yasuo , Jax and other melee bruiser. Also it helps with assassins by lowering their damage - Kha'Zix , Talon , Zed etc. Think about what will be better into current enemy setup 6.
Elixir of Wrath I believe is the best option for Hecarim after Extra AD and healing is so good for you to get in the late game. But Elixir of Iron is still a good alternative if you want more HP 7. In small runes we have to go AD, AD and scaling health. When you play easy matchup, for example Amumu - you can just go for scaling health.
This is why I don't take AS 8. Executioner's Calling vs Bramble Vest. But it is also hard to use against not autoattack based champions - for example Fiddlesticks or Vladimir just will not autoattack you. Bramble Vest is good when you need to lower enemy autoattackers healing and into AD heavy enemy setups. And again - enemy marksmans can just focus your teammates instead of you, the armor HP bruiser.
Executioner's Calling provides you with way easier and ultimate Grievous Wounds application - you decide who will not heal. And of course you need to upgrade these items into Chempunk Chainsword or Thornmail , they provide useful stats for Hecarim and mythic passive 9. Doesn't matter if it's an easy or hard matchup - doing that is your key to victory You can start both Blue or Red Buffs.
The choice here depends on game setups - you want to gank specific lane, countergank, avoid enemy jungler, loop your camps for further pathings etc. Clear speed is the same, so you just choose where to start every game and where you want to be after clear.
From my experience starting Blue Buff is a safer option especially with QWQ clear , because enemy do lvl 1 cheese mostly on your Red Buff , and then enemy junglers more often invade you lvl 3 at your Blue Buff - in both cases when you start from Red Buff You need to think in every game which pathing will be better in current situation. You can't fight a strong early game jungler with 2 Buffs when you have only 1 Buff You should determine your route by keeping in mind lot of things - who you want to gank, jungle and lane matchups, prios, your game plan etc.
Now I want to share with you some my analytics and thoughts about smart moving in jungle in different scenarios: Fullclear in easy matchups Red Buff full clear - used to be the best option, now it's even with Blue Buff full clear. Best time to do this route is when you are against farming or tank junglers - in other words champions who normally don't invade.
The best option is fullclear 6 camps before Rift Scuttler spawns at 3. But be careful of enemy jungler invade and keep in mind the matchups. Then you should be on Krugs around 4. In this situation you can't just do regular Krugs clear and especially you can't take Q again at lvl 3. You should do this: You clear 2 Buffs and camps to get lvl 3 and then play situationally another camp, gank, countergank, invade or something else. This option is the safest one.
Keep in mind that Gromp is the hardest camp for you. Mundo's legacy skins will be available for purchase in the store during patches Aphelios Base magic resist and AD growth increased. Draven Q bonus damage increased. Sharpening up his blades so he can keep up with his adoring fans.
Gnar Base attack damage decreased. Baby beast is still throwing temper tantrums, and his threat and harass potential can be too much to handle. Hecarim Base armor increased. Q damage ratio increased. Time to run free, horsey. Illaoi Base mana growth increased. With a smaller mana pool than other fighters, Illaoi often runs low on mana in later phases of the game. Armor growth increased to 4. Spirit of Dread New Effect: Healing now scales with 2.
New Effect: Healing from ally damage now scales with 1. Elderwood Hecarim Bug Fix: Recall no longer uses the base skin's recall audio. Base armor increased to 36 from Onslaught of Shadows Flee duration changed to 0. Still spooky, though. New Effect: Knock back distance increases with the distance traveled by Hecarim over the duration. Knockback distance changed to - from New Effect: Buff bar displays knockback level and speed. Health growth reduced to 90 from Warpath Removed Passive: ghosting.
Devastating Charge New Effect: Hecarim is ghosted while active. Mana growth increased to 40 from Mana growth reduced to 37 from Devastating Charge Bonus movement speed stacking changed to additive from multiplicative. Base mana regen reduced to 6. Bug Fix: Fixed a tooltip error that displayed more damage was actually dealt. Base attack damage increased to 59 from Attack damage per level increased to 3.
Maximum bonus movement speed and distance required unchanged. Devastating Charge Travel distance for full charge reduced. The extent of the buffs and nerfs in this League Patch These changes listed are tentative and subject to change prior to Patch Make sure to follow us on YouTube for more esports news and analysis.
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