A proposed Hecarim Change.

Harrowed·12/11/2014, 7:14:22 PM·3 votes·685 views

So, as we know, the new jungle requires sustain, which shunts a lot of old junglers out of the meta. I propose a change for Hecarim. Perhaps, a passive could be added to his Q, which causes him to gain 3/4/5/6/7 each time it hits a neutral monster. This wouldn't cange his core gameplay, but it would allow him to jungle again. As a Hecarim main, it pains me to see him so useless.

8 Comments

AbsoluteSadman12/11/2014, 7:15:01 PM1 votes

i feel like they just need to raise the heal cap from minions/monsters on his w, your idea i think would kind of kill hecarim top since that passive wouldnt work.

Manwad12/11/2014, 7:23:23 PM1 votes

Run 0/15/15 masteries getting biscuits and spellvamp + lifesteal from the utility tree. He can go buff to buff while taking wolves and raptors with only a machete on his first clear.

Hecarim can do enough damage with the warrior enchantment and a triforce, then just go full tank. Or grab the item 3725, grab either item 3078 or item 3142 then go tank from there.

Hecarim benefits from offensive masteries, but not as hard as other champs, he just needs to live long enough to spin all over people.

Knight Devout12/11/2014, 8:18:44 PM1 votes

Hecarim already has sustain on his W, Spirit of Dread. I'd rather buff his w rather than his Q. IMHO the healing cap was a little too much, as many other junglers can already sustain that much without paying mana for activating an ability. Plus, he also has a damage reduction on Q.

I'm ok with the damage reduction, because Hecarim isn't really slow in clear time, but the sustain cap on W is silly. It's not like he's Renekton that he can abuse that in lane.

Poorly Dressed12/11/2014, 8:36:44 PM1 votes

Remove his 66% Damge thing to neutral monsters :) that'd be sweet

Kuroi8612/11/2014, 8:45:25 PM1 votes

Would be nice if they just raised the cap vs monsters on his W.