[Tutorial] Hecarim Aram, Recommended Items | Masteries | Runes | Summoner Spells | Ability - (Mode Aram)

Champion Info (Hecarim lane aram )

Hecarim Hecarim Stats

Attack: 66

Defense: 6

Magic: 4

Difficulty: 6

Health: 625

Move Speed: 345

Armor: 32

Range: 175

Health Regen: 7

Critical Strike: 0

Attack Speed: 0.67

Hecarim

the Shadow of War

Fighter Fighter Tank Tank


Hecarim aram lane

LANE

  • Tier: D
  • Win: 45.85%
  • Pick: 2.17%
  • Games: 11977
  • KDA: 2.70
  • Score: 20.56

Hecarim is a spectral fusion of man and beast, cursed to ride down the souls of the living for all eternity. When the Blessed Isles fell into shadow, this proud knight was obliterated by the destructive energies of the Ruination, along with all his cavalry and their mounts. Now, whenever the Black Mist reaches out across Runeterra, he leads their devastating charge, reveling in the slaughter and crushing the foe beneath his armored hooves.

Hecarim Tips (Ally)

  • Spirit of Dread restores Health when nearby enemies take damage, including damage dealt by allies. Cast this during a large fight to maximize Hecarim's survivability.
  • Devastating Charge deals more damage based on the distance traveled. Try using Onslaught of Shadows or Summoner Spells such as Ghost or Flash to maximize this damage.

Hecarim Tips (Enemy)

  • Hecarim gains life from nearby enemies with Spirit of Dread but lacks durability, use burst damage.
  • Hecarim's ultimate causes opponents to flee in terror. Spread out to reduce his power in fights.

Summoner Spells

Flash Flash

Consumable: 0

Cooldown: 300

Range: 425


Teleports your champion a short distance toward your cursor's location.

Ghost Ghost

Consumable: 0

Cooldown: 210

Range: 200


Your champion can move through units and gains 24 - 48% Move Speed (depending on champion level) for 15 seconds.


Hecarim Masteries

Precision
Conqueror
Basic attacks or spells that deal damage to an enemy champion grant 2 stacks of Conqueror for 5s, gaining 1.8-4 Adaptive Force per stack. Stacks up to 12 times. Ranged champions gain only 1 stack per basic attack.

When fully stacked, heal for 8% of the damage you deal to champions (5% for ranged champions).
Triumph
Takedowns restore 5% of your missing health, 2.5% of your max health, and grant an additional 20 gold.



'The most dangerous game brings the greatest glory.'
—Noxian Reckoner
Legend: Tenacity
Gain 5% tenacity plus an additional 1.5% for every Legend stack (max 10 stacks).

Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.
Last Stand
Deal 5% - 11% increased damage to champions while you are below 60% health. Max damage gained at 30% health.
Sorcery
Nimbus Cloak
After casting a Summoner Spell, gain a Move Speed increase that lasts for 2s and allows you to pass through units.

Increase: 5% - 25% Move Speed based on the Summoner Spell's cooldown. (Higher cooldown Summoner Spells grant more Move Speed).
Celerity
All movement bonuses are 7% more effective on you and gain 1% Move Speed.
Attack Speed
+10% Attack Speed
Adaptive Force
+9 Adaptive Force
Health Scaling
+10-180 Health (based on level)

Hecarim Starting Items (PROBUILD)

Tear of the Goddess Tear of the Goddess

BUY: 400

SELL: 280

240 Mana


  • Focus: Attacks deal additional physical damage to Minions.
  • Manaflow: Strike a target with an Ability to consume a charge and gain 3 bonus Mana, doubled if the target is a champion. Grants a maximum of 360 Mana.

    Gain a new Mana Charge every 8 seconds (max 4).
  • Long Sword Long Sword

    BUY: 350

    SELL: 245

    10 Attack Damage

    Boots Boots

    BUY: 300

    SELL: 210

    25 Move Speed

    Hecarim Recommended Items (PROBUILD)

    Mercury's Treads Mercury's Treads

    BUY: 1100

    SELL: 770

    25 Magic Resist
    45 Move Speed
    30% Tenacity


    Tenacity reduces the duration of Stun, Slow, Taunt, Fear, Silence, Blind, Polymorph and Immobilizing effects. It has no effect on Airborne or Suppression.
    Trinity Force Trinity Force

    BUY: 3333

    SELL: 2333

    45 Attack Damage
    33% Attack Speed
    300 Health
    20 Ability Haste


    Spellblade
    After using an Ability, your next Attack is enhanced with additional physical damage.

    Quicken
    Basic attacks grant Move Speed.

    Sundered Sky Sundered Sky

    BUY: 3100

    SELL: 2170

    45 Attack Damage
    450 Health
    15 Ability Haste


    Lightshield Strike
    The first Attack against a champion Crits and heals.

    Excess healing is granted as temporary bonus Health.
    Spear of Shojin Spear of Shojin

    BUY: 3100

    SELL: 2170

    55 Attack Damage
    300 Health
    20 Ability Haste


    Dragonforce
    Your Non-Ultimate spells gain Ability Haste.

    Focused Will
    Spell hits grant stacks. Your spells deal increased damage for each stack.
    Manamune Manamune

    BUY: 2900

    SELL: 2030

    35 Attack Damage
    500 Mana
    15 Ability Haste


    Awe
    Gain bonus Attack Damage based on Mana.

    Manaflow
    Strike a target with an Ability or Attack to gain bonus Mana. Grants a maximum of Mana at which point this item transforms into Muramana.
    Death's Dance Death's Dance

    BUY: 3200

    SELL: 2240

    55 Attack Damage
    15 Ability Haste
    40 Armor


    Ignore Pain
    A % of damage taken is dealt to you over time.

    Defy
    When a champion that you have damaged dies, cleanse Ignore Pain's remaining damage pool and heal over a few seconds.
    Elixir of Wrath Elixir of Wrath

    BUY: 500

    SELL: 200



    Active - Consume: Drink to gain 30 Attack Damage and 12% Physical Vamp (against champions) for 3 minutes.

    Drinking a different Elixir will replace the existing one's effects.

    Hecarim Active Abilities

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    Warpath Warpath

    Hecarim gains Attack Damage equal to a percentage of his bonus Move Speed.

    Rampage Rampage

    Cooldown: 4

    Consumable: 28/26/24/22/20

    Range: 350

    Hecarim cleaves nearby enemies dealing physical damage. If Hecarim damages at least one enemy, he increases the damage and lowers the cooldown of subsequent Rampages.

    Spirit of Dread Spirit of Dread

    Cooldown: 16/15.5/15/14.5/14

    Consumable: 50/55/60/65/70

    Range: 525

    Hecarim gains Armor and Magic Resist. Hecarim deals magic damage to nearby enemies, and gains Health equal to a percentage of any damage those enemies suffer.

    Devastating Charge Devastating Charge

    Cooldown: 18

    Consumable: 60

    Range: 300

    Hecarim gains increasing Move Speed and can move through units for a short duration. His next attack knocks the target back and deals additional physical damage based on the distance he has traveled since activating the ability.

    Onslaught of Shadows Onslaught of Shadows

    Cooldown: 140/120/100

    Consumable: 100

    Range: 50000

    Hecarim summons spectral riders and charges forward, dealing magic damage in a line. Hecarim creates a shockwave when he finishes his charge, causing nearby enemies to flee in terror.

    Hecarim SKINS

    Hecarim default
    Blood Knight Hecarim
    Reaper Hecarim
    Headless Hecarim
    Arcade Hecarim
    Elderwood Hecarim
    Worldbreaker Hecarim
    Lancer Zero Hecarim
    High Noon Hecarim
    Cosmic Charger Hecarim
    Arcana Hecarim
    Winterblessed Hecarim

    Hecarim Counters (Over 50% win rate)

    Hecarim Countered By (Under 50% win rate)