Hecarim
(Jungler)
4 matches (
Laatste 2 dagen )
49.3%
Winrate
25.0%
Winrate
(Vs Katarina)
(Vs Katarina)
-2,807
Gold diff @15
Skill orders
Q
W
E
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Q | Q | Q | Q | Q | |||||||||||||
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W | W | W | W | W | |||||||||||||
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E | E | E | E | E | |||||||||||||
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R | R | R |
Populariteit: 66.7% -
Winrate: 0.0%
Begin items
Populariteit: 33.3%
Winrate: 0.0%
Winrate: 0.0%
Kern Items
Populariteit: 50.0%
Winrate: 0.0%
Winrate: 0.0%
Boots
Populariteit: 75.0%
Winrate: 33.3%
Winrate: 33.3%
Eind items
Recente veranderingen
Patch 16.3
Hecarim isn't doing very well in the new season so he's got a buff coming up. We're doing this by giving him a strong mid game power spike that he can use to try to run the map and get his team a lead. And even if he fails to do so, at least he's got slightly better base damage to fall back on. For those who don't want to do the math, the net result of both Q changes is a strict buff until around 225 bonus AD.
Patch 14.14
Health growth increased. W duration decreased, healing increased, cooldown decreased. E cooldown adjusted.
In this patch we'll be reverting several changes that had contributed to Hecarim's Elite skew: 13.21's W duration increase and 13.17's W healing nerf. One common issue in lower skill brackets is maxing E 2nd, despite W being much better, so we'll also be making E vs W rank-ups closer in power.
Patch 13.21
AD growth increased. W duration increased.
Hecarim lost a lot of power from the Gustwalker nerfs last patch so we need to get some more pep into his gallop. We're aware that a new Youmuu's Ghostblade build is taking off, which will increase his overall power level as players adopt it, but we want to focus on strengthening his identity as a fighter. With substantially more base attack damage introduced in this patch, he'll be significantly stronger with a variety of fighter items like Ironspike Whip and Sheen. Additionally, we’re giving him more time to play around Spirit of Dread, meaning he won't be as reliant on up-front burst damage.
Patch 13.17
Base mana, base mana regeneration, and mana regeneration growth increased, mana growth decreased. Q mana cost decreased. W mana cost decreased, omnivamp decreased.
Hecarim's current builds are very squishy. He's starting to adopt Spear of Shojin, which is great, but is still building Duskblade and Manamune. First up, we’re trying to lower his reliance on Manamune. If he continues to build it, it’ll provide less damage. If he doesn’t build it, his mana issues won’t be nearly as severe. By not having to build Manamune, he should be open to buy other fighter items instead. Additionally, Hecarim’s current best item is Spear of Shojin, which is getting buffed this patch. We expect him to gain quite a bit of power just from systemic changes, so we’re tagging him with a pre-emptive nerf to his self-healing. He’ll more than make up for it with the bonus health he’ll receive from other items, but we’ll make sure he lands in a good spot and follow up as necessary.
Patch 13.14
W bonus armor and MR decreased.
Hecarim has been doing great in solo queue, a little too great. He's currently able to build a high amount of damage while relying on the built-in durability of his kit. Combine that with the fact that Duskblade is his most commonly purchased mythic item, and you have a spooky tank assassin ghost horse. Since Hecarim is generally strong and one of his core items (Spear of Shojin) is getting buffed this patch, we'll be toning down his W resistances to reduce how durable he can be without investing into more direct durability stats.
Patch 12.18
Q AD ratio decreased, damage per stack decreased. W post-mitigation damage heal reduced.
Hecarim came charging out of the gates after his update last patch. We're bringing down his overall power with these nerfs, but aiming to reduce the strength of his AD builds in particular without bringing tank Hec back from the dead.
Patch 12.17
All abilities adjusted.
Hecarim hasn’t been the most stable champion for the past few seasons, either being a dominant Pro jungler or underwhelming in solo queue. He's also been horsing around with a variety of builds ranging from tank, to assassin, to fighter. We believe a Hecarim that's more bruiser/fighter focused is both more rewarding to play and will be less Pro skewed. To that end, we’re saddling Hecarim with some Q and W adjustments that should help his synergies with fighter items. We’re also lowering his base utility power and damage to reduce his strengths as a pure tank. These changes should lead to more damage-oriented Hecarim builds.
Patch 12.9
Q AD scaling increased. W cooldown decreased.
Hecarim is hecc'in weak after the last set of nerfs targeted at his tank build. We're helping him get his hooves back in the game (while being careful to avoid reintroducing his one-shot E build) by buffing his item scaling and increasing the horsepower behind his key survivability skill to more evenly distribute his power across his kit. These should help Hecarim find a more stable place in today’s meta without turning him into a pseudo-assassin race horse.
Patch 12.6
Q and E base damage decreased late.
Tankarim is taking over Pro again, so we're nerfing the base damage on some of his abilities to ensure fairer horseplay.
Patch 11.20
W cooldown reduced and no longer scales; healing against minions and monsters increased.
Hecarim used to stampede over Pro play with his full tank builds but has since become more of a fighter. We're helping him continue in this new direction with a chance to get a second W cast in fights, plus a buff to his sustain and clear.
Patch 11.12
Base armor increased. Q damage ratio increased.
We weren’t kidding—Hecarim needed help last patch, and he still does now. We’re doubling down on the buff to his Q and reverting part of his 11.9 nerf. Time to run free, horsey.
Patch 11.11
Q bonus AD damage ratio increased. E damage ratio increased.
We’re not trying to beat a dead horse, but with our last round of nerfs in 11.9 and the jungle changes, we kind of did. Before, Hecarim was overwhelmingly beefy and speedy, allowing him to charge down enemies unscathed. Now that his beef and speed are in a more reasonable place, we’re upping Hecarim’s damage to keep him feeling happy and hefty when he chooses a fighter items.
Patch 11.9
Base armor decreased; armor growth increased. Q damage amp per stack decreased and now scales with bonus AD. W now heals from damage dealt and scales with AD. E damage decreased.
Hecarim is still at a wild gallop in the meta, more often meeting the ban hammer than his foes. Then once he’s able to make it into a game, he’s typically confined to a full-tank build. In order to fix this two-part problem, we’re trotting down some of his upfront burst and early durability. We’re also giving more incentive for damage-oriented builds for a powerful pony rather than the same old beefy bronco.
Patch 11.7
E bonus movement speed decreased later.
Despite our adjustments in 11.6, Hecarim's still one hecking huge horse and it's clear we undershot the bar. This time, we're targeting a standout frustration: his ability to hoof it across the map, gallop into a gank, and steamroll his targets. To rein him in, we're lowering the cap on his upfront burst and gap-closing potential.
Patch 11.6
Q base damage decreased later.
Hecarim has been at peak pony in the jungle for a while, especially with tankier builds. By lowering his base damage, he’ll have to sacrifice some heft to deal more harm.
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Populariteit: 50.0% -
Winrate: 0.0%
Beste Hecarim summoners
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haydut#am1
TR (#1) |
85.3% | ||||
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Razboeni#6969
EUW (#2) |
87.0% | ||||
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I WILL NOT ADAPT#TORU1
RU (#3) |
79.8% | ||||
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TacoDelBienestar#RGL
LAN (#4) |
85.1% | ||||
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tOJJj9ElcVoCdIyB#EUW
EUW (#5) |
82.1% | ||||
Mastery points rangschikking
| 1. | 10,115,864 | |
| 2. | 8,185,315 | |
| 3. | 7,532,509 | |
| 4. | 7,506,223 | |
| 5. | 7,039,567 | |