Hecarim Passive change

iRetribution·7/31/2014, 7:07:37 PM·2 votes·787 views

Hecarim's passive makes sense with his lore, but there is no solid way to get much use out of it, especially when most people build him tanky- a build path with very few movement speed items. With that said, I think Hecarim could use some love in regards to his passive. Plan A: Reverse his passive, transfer attack damage into movement speed. Not much, to be sure, but then at least he gets more use out of it. Plan B: Give his passive a feral flare/Ragnar type passive where killing minions/Champions gives bonus movement speed which is turned into attack damage. I love Hecarim, in his current and possible future forms, but for him to really be on par with just other tanky junglers would be fantastic.

3 Comments

The Yetii Rider7/31/2014, 7:13:34 PM4 votes

Hecarim's passive already grants him the ability to ignore unit collision which is amazing for him. Whatever small buff they decided to tack on to make it on par with Fizz is their business. A jungler's wildest dream is to not be kited by minion pathing during ganks, and Hecarim gets that for free.

Pharrøw7/31/2014, 8:57:08 PM1 votes

Also, with the proper build and runes you get about 100 bonus AD when you use his E.

With just the proper build you get about 40 without any buffs/effects. His passive was fixed, and it actually makes sense to go the Trinity-Zephyr carry build.