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Ahri Statistics for Ahri

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

Author
Cyganek
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  • Author Champion Statistics
  • Guide Details

Summoner Spells

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6.pngR5.png
Ghost is simply made for Hecarim. It boosts your damage, your ability to initiate, chase, escape.
Movement Speed is a great synergy stat for Hecarim. My favorite Summoner Spell for him.


14.pngR5.png
If you want to lane with Hecarim you should probably take Ignite.  It is pretty much self-explanatory.
The true damage is great, helps you to finish off the enemy and provides Hecarim a great damage boost, as he is more of a sustained tanky fighter.

11.pngR5.png
If you want to jungle a must-have. Do NEVER EVER jungle WITHOUT smite. It is like sending the enemy jungler an invitation to visit you. He will be happy to meet you. You won't.

3.pngR4.png
Exhaust is also a great spell. Good versus AD Champions and the extra CC. One of Hecarims weaknesses is the lack of reliable CC which you can compensate with Exhaust. It can provide many early kills if you jungle with him and gank.

4.pngR4.png
Flash is Flash. It is okay on Hecarim. It depends on your personal style. But due to its very long cooldown and lack of synergy with Hecarim, I take Ghost over Flash. It simply gives you more bonus stats and utility than Flash.

12.pngR4.png
Great for coordinated attacks and sneaky ganks. Be careful in Solo-Queue though. Coordination is not that easy with 4 strangers on your team.

7.pngR3.png
It is ok if you really rely on massive amounts of heal. I do not take it because of the future Item Build and his great sustain Spell Skill-W32.png. It will give you more than enough health.

21.pngR3.png
Exchangable as with Heal. Using Barrier means that you expect to use huge chunks of health in a short time. So technically it acts like a heal but only for you and with a shorter cooldown.

1.pngR2.png
Hecarims job is to soak, absorb and tank all the CCs they throw at you. You do not need it as you will recover from any form of CC without any problems later on.

10.pngR1.png
Can work in some exotic tactics. But it is just "meh".

13.pngR0.png
Hecarims item build will give him enough mana to stay alive and/or deal enough damage. It wastes a Summoner Spell slot and it is simply not worth it.

2.pngR0.png
Wards are the better alternative to this spell. Waste of a slot.
Read Author Notes

Runes

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Greater Quintessence of Swiftness
They synergize extremly well with Hecarim. It boosts your damage and makes faster overall.

Greater Seal of Resilience
Mandatory for laning and jungling. You do not want to recall every minute in lane or die in the jungle.

Greater Glyph of Warding
Defensive stats are always nice on Hecarim to upgrade his survivability. It is the counterpart to the armor runes and mandatory against all Ap Casters. You can also take the scaling MRes runes for more late game durability.

Greater Mark of Desolation
Hecarims base damage is great and it even received a buff in the V1.0.0.152 Preseason Patch.
You get enough Attack Damage with your Passive Warpath, Items and Quintessences.
Armor Penetration provides some additional power for Hecarim to deal more damage with his already high base Attack Damage.
Read Author Notes

Masteries

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1/1
0/4
3/4
0/2
4/4
0/4
0/1
0/3
1/1
0/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
Offense: 9
1/1
0/3
4/4
2/2
3/3
0/3
1/1
2/2
2/2
1/1
0/1
1/1
2/3
0/3
1/1
0/3
0/1
0/1
1/1
Defense: 21
0/1
0/3
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: 0

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.

Read Author Notes

Abilities

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Slot 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
 
Passive
Q
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
W
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
E
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
R
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18

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.



old-skillpath.png


Skill-P-Title.png
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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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.


Skill-Q-Title.png
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: 3057_32.png, 3078_32.png, 3025_32.png . 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.



Skill-W-Title.png
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: 11.png 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.


Skill-E-Title.png
Active: Hecarim gains 75% movement speed, starting with initial 25% upon cast, over the course of 3 s