Hecarim

Tyberius11··2 votes·377 views
League of Legends Hecarim Jungle Guide - Patch 7.19 Global 5v5 - [PROVISIONAL][BRONZE][SILVER][GOLD][PLATINUM][DIAMOND][MASTER][CHALLENGER] - METAsrc

Hecarim’s been pretty weak lately tier-wise especially this patch. As a Hecarim main I see some changes that may fix him. His abilities while they used to get the job done, are lacking lately. Surely his ult got a great buff but his basic abilities are somewhat weak. I know you all will say there are upcoming Runes to help him but for the time being and in general ability buffs are a necessity despite Runes. Allow me to elaborate.

Q is a great concept though rampage stacks only max at 2 plus early damage is on the weak side, but that is balanced with rampage, which needs more stacks and increased damage with each stack.

W is nice for the most part. It’s a heal AoE that helps Hecarim farm in the jg but heals way too little for monsters of any size especially when you plan to max E or Q and W later game.

E is an awesome concept. Charging to an enemy resulting in knocking them back based on charge distance. Maybe have the duration longer by 1-2 seconds for more damage and more knockback. Other than that it’s golden. (Not cross promoting lancer zero hecarim)

R was recently buffed so I can’t argue with it.

Thanks for your time, and hope you can take a page out of my book Riot in making Hecarim the awesome pony tank he is known to be.

4 Comments

Acefire2 votes

Made a similar post in regards to his W not working with turret damage, I think that could be a good fix.

Tyberius112 votes

Oh did you? I’d love to see it. Wait why would it work with turrets? That’s a bit confusing on my end. That’s like saying you should have Gragas’ W work on turrets; which the animation does but no additional damage.

Acefire2 votes

Specifically about the healing portion, not the damaging part. The ability says that enemies damage by any source. Works with neutral monsters like baron, harold, and dragons from my understanding. Makes the clarification that it has to be enemies being damage, not damage done by enemies.

I'm not saying Hecarim should have an ability that damages turrets but his ability that says he heals from enemies taking damage from any source should be any source. (They do clarify that HP costs don't count/self damaging)

"While Spirit of Dread is active, Hecarim is healed for 20% of the damage taken by enemies from any source within the area, capped from minions and monsters."

Spirit of Dread has no cast time and does not interrupt Hecarim's previous orders. The only restriction Spirit of Dread has for healing Hecarim is that the source must not be an enemy (damage from neutral monsters will count) and that enemies spending their own health to use abilities will not count. The healing cap against minions accounts for every single one regardless of how many are present and/or affected by Spirit of Dread at the time of cast.

Tyberius112 votes

Oh I gotcha. Sorry for the confusion. But yeah I totally get you now. When using W on raptors I find it extremely useful and it seems I heal as much as a smite would. Hecarim just needs buffs in general. I hope Riot takes note of my ideas for the ability buffs.

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