Author's performance with Ahri compared to the ranked average.







. It will give you more than enough health.




Depending on your playstyle you can go 21/9/0 or 9/21/0. I love the defensive tree more as it is too slot efficent and a must-have. It makes our Hecarim tankier and more sustained. Your job is to initiate teamfights and jump straight into the enemy. You MUST survive. Even 30 points in the offensive tree will not help you when you die before even reaching the enemy lines.
Some points in the defensive tree are exchangable with each other. Just take what suits you best.
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Standard Skill Path
This is the common skill path. You go for the damage maximization to clear jungle camps faster and deal more damage in ganks.
If you win hard in lane or if you are able to bully out your lane opponent easily, take more damage to snowball from this point on and build dominance in your lane.
You should skill E at level 3 or 4, depending on the situation. If you fear you might get ganked, skill it earlier to escape. Otherwise skill at level 4.


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Wow. I love this passive. You gain FREE stats for getting movement speed and you ignore all units. It makes you a great hunter, ganker and initiator. Very useful in PvP situations.
Funny advice: Annoy the hell out of your lane opponents by denying the minion farm from them. Walk on minions and press S when oyu are on top of them. This way the enemy can not select the minion as a target and he is forced to attack you, pulling minion aggro - And those minions hurt early game.

Active: Hecarim cleaves nearby enemies, dealing damage. This skill deals only 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 8 seconds. This effect can stack up to 2 times.
Range: 187.5
Cooldown: 4 / 4 / 4 / 4 / 4
Cost: 25 / 25 / 25 / 25 / 25
Physical damage: 60 / 95 / 130 / 165 / 200(+ 60% bonus AD)
Minion, monster damage: 33.33 / 56.66 / 80 / 103.33 / 126.66 (+ 40% bonus AD)
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Very short cooldown, low mana costs, high AoE Damage. This skill is great. Just spam it every time you can. Q will also act as a trigger for our Damage procs on the following items:
,
,
. It deals lower damage to minions but it is still decent. Use it so secure minion farm under tower and in between your auto attacks in the jungle to maximize your damage output.

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 a percentage of the damage enemies within the area take from any source. Healing from damage dealt to minions is capped per cast.
Range: 262.5
Cooldown: 20/18.5/17/15.5/14
Cost: 50 / 60 / 70 / 80 / 90
Magic damage per second: 20 / 31.25 / 42.5 / 53.75 / 65 (+ 20% AP)
Maximum damage: 80 / 125 / 170 / 215 / 260 (+ 80% AP)
Heal: 20% / 20% / 20% / 20% / 20%
Minion healing cap: 60 / 90 / 120 / 150 / 180
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I LOVE this skill. And you should too. It deals AoE damage and it heals you with a very low cooldown on the correct item build.
Let's explain it a bit:
While jungling this skill deals great damage and heals you based on the damage dealt. It has a healing cap on minions and neutral monsters, but it is still great.
In lane it makes you so hard to kill. If you max this first your enemy will most likely lose most trades with you. When you start a fight with an enemy wait until you lose some HP first. THEN you activate it to get the full heal out of it. Never use it in fights when on full health. The key to win trades with your opponent is to stand in between the enemy minions to heal from him + his 6-7 minions while fighting. Most people are surprised by the health healed and react too late and keep fighting you until they drop below your % HP.
In teamfights you should use this whenever you or oyur team does damage to get a truckload of heals. It does NOT cap on champions. So in huge 5vs5 fights you will receive more heals than you need as long as Spirit of Dread is active and you're in the middle of the teamfight.
You will most likely reach your Cooldown Reduction Cap of 40% with my recomended build. This means that you can use this skill every 8 seconds while 4 of them are active. This means every 4 SECONDS you are in GOD-Mode. You are unkillable. This skill makes Hecarim extremly durable and tanky.
Small advice:
Smites damage also counts towards common damage to minions. If you need a quick heal, activate W and smite a minion nearby to get your maximum heal immediately.

Active: Hecarim gains 75% movement speed, starting with initial 25% upon cast, over the course of 3 s
