Why Hecarim is not fine even though he performed well at LCS (long!)
I'll splitt this topic in 3 parts:
- 1.) Why he did perform well at LCS
- 2.) [Background] The meta within which he was released and what changed
- 3.) His issues today
1.) Why did Hecarim perform well at LCS?
Hecarim has 2 strength when being played as a laner:
- 1.1) The mechnics of his Q allow him to attack champion without drawing creep aggro
- 1.2) While he isn't a good tower pusher and also mana hungry in terms of wave clearing (spamming Q), a >single< Q per minion wave allows his creeps to apply good pressure for low mana
Hecarim was chosen as a Zed counterpick. Why is that? I'll not start the wether (/how) op Zed is topic here. Let's just accept that he can 100-0 A LOT of champion even with defensive items. Hecarims unique combination of spot-on short duration sustain, CC and common bulky build path allow him to survive Zed much better than most champions. As mentioned in 1.) he can trade relatively well with champions who are meele, yet no commited DPSers at early levels (since creeps do a lot here). At the same time 2.) allows him to withstand Zed's pushing. As a conclusion: Hecarim is NOT a good all-round laner (he'll get destroyed by any ranged champ), but a wisely chosen champion for the Zed matchup.
So, why did Hecarim perform so well at his LCS game?. It's easy, he managed to get a tripplekill early on by cleaning up the leftovers of a drakefight. Getting a tripple so early in the game boosts any midlaner, especially if played by one of the best players there is.
Ironically enough he was not able to carry when he alread was sitting at 11 kills. Even though their team won they still lost fights while severely ahead in kills. They even lost a base turret until objective control won them the game shortly after.
Conclusion: Hecarim's success was a mix of being a very specific counterpick and a strong early lead due to drake-fight-clean-up-kills.
2.)[Background] The meta within which he was released and what changed
Hecarim was released as a dedicated jungler, at a point of time where
- The jungle was easy
- 2x gold per ten (5 gold per 10) items were meta on junglers
- Of which one build into Shurelia's, a removed item relatively similiar to Rightious glory but with longer active duration and great mana sustain
- The other one build into the old Randuins which also used to give cooldown reduction
As a result of the unique environment the meta created new junglers were released with:
- 2.1 Either bad base stats
- 2.2 Or poor damage on abilities
- 2.3 Or long cooldowns.
Hecarim actually got hit by 2.2 & 2.3 BIG TIME.
Another important aspect is the removal of Force of Nature, a tank item which granted a ton of magic resist, HUGE health regeneration and a lot of movementspeed (not difficult to tell why it was removed, though loved by the community).
Upon his release Hecarim was the most mobile champion ingame, his kit was well rounded and even though his base values were even at point of time undertuned, the jungle itemization was simply spot on. Item wise he couldn't have wished for more.
His passive was designed with the synergy of Force of Nature and Shurelia's in mind.
**3.) His issues today **
Hecarim's issues today are a direct result of how the meta and the itemization changed.
- Shurelia's got removed
- Force of Nature got removed
- Gold per 10 items are not viable in the jungle anymore
- Randuins does not give CDR anymore
- Randuins does not build out of his jungle items anymore
- Mana sustain in the jungle has been worsened
- The jungle difficulty has been significantly increased
- Still low base stats / ability values
Hecarim however has not been updated appropriately. He got a small buff to his mana sustain on Q to be decent in the S4 jungle, however his W got gutted since it was considered to strong in organzied teamfights.
So what is the result of the above factors? Hecarims (jungle) items lost their keyfeatures,
- mobility
- gold efficiency
- CDR
Hecarim now needs even more items to gain his primary stats while the costs for these stats have risen and - taking aside that he was created in a double 5/GP10 meta - junglers in this S5-preseason have horribly reduced gold income. If that wasn't bad enough - the mana and health sustain yet again have significantly worsened.
Furthermore his whole kit has become outclassed and outdated. He lost his spot as the #1 mobile champion long ago, second duration on 24s cooldown with speed that has to ramp up (average 40-something) is just horrible these days. Just take Udyr for comparison: 35% with close to permanent uptime +15 flat from his passive and as many stuns as he wants. Don't get me started about Rek sai. Her dash+AoE knockup are even better than Hecarim ult these days since knockups are not effected by Tenacity. Did I mentioned that she is (basically) ressourceless and has much better self sustain?
One has to be fair so, in REALLY, REALLY, coordinated teamfights Hecarim's W is really good (for 4 seconds...).
However - with all the mobility introduced he especially lacks one thing: Stickiness, the ability to stay with his target. Ironically the champion who used to be the most mobile of them all gets kited into oblivion and beyond these days. This is without considering that he is one of the worst bruisers/tanks in terms of DPS trades.
The end
I do have idea for improving him, but I won't list them here. Simply because people have different ideas and people who would otherwise agree with my analyzation will disgree with my ideas for him.
I would suggest that we use this post as a base to discuss possible improvement for him.
Cheers, Kowe
EDIT: Another important issue (raised by "Knight Devout" within this topic) is how the amount and powerlevel of slows changed over the seasons. Slows are not special anymore, they are given to new - and reworked - champions on regular basis and often come at higher power those of older champions had (e.g. Sion's new 60% slow). Both, amount and power of slows have a direct influence on the viability and effectiveness of Hecarim's passive ability.
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