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HECARIM BUILD GUIDE: Trail Of Destruction by Shadows

by Shadows (last updated over a year ago)

Featured3,357,247 Views 106 Comments
9
Greater Mark of Armor Penetration(+11.52 armor penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Movement Speed( +4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
0
9
21
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
0 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 1/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 1/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 2/4
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 2 mastery 2 1/1
21 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Warpath
QRampage
WSpirit of Dread
EDevastating Charge
ROnslaught of Shadows
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
0 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 1/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 1/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 2/4
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 2 mastery 2 1/1
21 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Warpath
QRampage
WSpirit of Dread
EDevastating Charge
ROnslaught of Shadows

Champion Matchups

Change Log

25/12/2012:

  • Started basic chapters and putting screenshots in.

26/12/2012:

  • Added images in and extra in-depth chapters on Hecarim.

  • Changed situational item build to include Ravenous Hydra

28/12/2012:

  • Wrote the General Mindset Chapter.

29/12/2012:

  • Guide has been featured.

  • Added Warmogs and Black Cleaver to situational items.

  • Rewrote the introduction

30/12/2012

  • Added an alternate mastery build I've been trying more. 0-9-21 with 9 in defense and 21 in utility.

  • Fixed the credits, general mindset, early and mid game chapters.

  • Added more champions to the matchup section.

  • Added questions and answers section

8/01/2013

  • Changed title of the guide

  • Changed the runes and masteries section

8/03/2013

  • Revamped item builds to fit new jungle


Introduction

Hi, My summoner name is ShadowsOfTheMoon and I am a Hecarim main with over 500 ranked games played with the unstoppable pony of death. I used to be the jungler for Mindfreak Esports a professional Australian League Of Legends team until it disbanded.

So I bet most of you reading this are sitting there thinking why should I play Hecarim?

Here are the Pros and Cons of playing Hecarim in Solo Queue.

Pros


  • Snowballs into an unkillable tank and AOE monster.

  • Has an amazing late game.

  • Tanky and does so much damage.

  • Ganks are extremely strong after 6.

  • Not many people play him so they underestimate his damage before 6.

  • Extremely mobile with and high movement speed through runes and masteries.

  • One of the only champions who can 1v5 for a long time and tank almost everything.

  • Can't be kited easily as you have +

Cons


  • Very vulnerable early game and can be invaded easily by early game junglers ().

  • Core is very expensive so you have to leech off lanes here and there and keep farming.

  • Hard to catch up and snowball if you are behind

As you can see the pros far outweigh the cons of playing Hecarim. So for those of you looking to gain elo play Hecarim ;~;

[http://puu.sh/1Ir7W]

[http://puu.sh/1FWfd]


Masteries

[http://puu.sh/1FQLd]

For masteries I run 0-21-9 as Hecarim needs the tankiness from the defense tree and the extra buff duration from the utility.

[http://puu.sh/1Laiw]

These are the masteries I've been experimenting with Hecarim lately and the extra movement speed at the end of the utility tree is so good on Hecarim. Not to mention Vampirism makes your heal you for more in teamfights and the cooldown reduction and health regen makes his jungle clear easier.

Runes

Marks

9x Armor Pen to do more damage to camps and assist with ganking. Hecarim's skillset doesn't scale well with AD so Armor Pen is more useful here.

Seals

9x Armor for better survivability because of the recent jungle changes making camps hit harder and have more health.

Glyphs

9x Scaling Magic Resist as you won't be needing flat for jungling but rather for the transition to mid game where AP mages shine.

Quintessences

Movement speed to scale with your passive giving you extra damage and making you a very fast pony.

Summoner Spells



Explanation:

You must take ghost all the time but that's just my preference as the movement speed increase will help you when ganking and give you more damage when you go in with devastating charge.

Do I even need to explain? Smite is needed for ALL junglers.

You shouldn't need to go any other summoners other than flash and ghost.

Skills

Passive: Warpath

Hecarim ignores unit collision and gains attack damage equal to 10% / 12.5% / 15% / 17.5% / 20% / 22.5% / 25% of his bonus movement speed.

Explanation:
A useful passive that allows you to chase enemy champions past minions without fear of getting blocked. The extra damage from your movement speed is good and is why we run movement speed quintessences.

Q: Rampage

Hecarim cleaves nearby enemies, dealing 50/85/120/155/190 (+0.6 per bonus attack damage) physical damage to nearby enemies.

Mana cost 25 at all levels

Cooldown 4 seconds at all levels with reduced cd if the passive is utilized.


Explanation:
The skill you will max out first when playing Hecarim. It deals AOE damage in a small radius around Hecarim and enables you to clear out small camps fast (wolves, wraiths). A little trick I do to maintain the passive of this skill from camp to camp is to drag the last minion from the camp closer to the next camp I'm doing and last hit it so by the time I get to the next camp the passive is still up which enables me to clear it faster. This trick is shown in the video later on in the guide.

W: Spirit of Dread

Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing 20/31.25/42.5/53.75/65 (+0.2 per ability power ) magic damage per second. Additionally, Hecarim is healed for a percentage of the damage enemies within the area take from any source.

Maximum magic damage : 80/125/170/215/260 (+0.8 per ability power)

Damage to heal ratio : 10%/15%/20%/25%/30%

Minions healing cap : 60/90/120/150/180

Cooldown 14 seconds

Cost 50/60/70/80/90 mana


Explanation:
Makes you deceptively tanky in a teamfight. What makes this skill SO good is the fact that you get healed for 30% of the damage your team does in an aoe around you. If you use this skill at the right time in a teamfight you will heal for more than they damage you with which is why works well with AOE compositions.

A little trick you can do is using
while is up to heal yourself for more. Be careful when doing this as if you smite too early the enemy jungler might steal it so time your wisely when clearing red or blue buff.

E: Devastating Charge

Hecarim gains 75% extra movement speed over the course of 3 seconds, ending one second afterward. His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating charges duration.

Cost 60 mana

Cooldown 24/22/20/18/16 seconds


Explanation:
Your main ganking skill. How you use this skill will determine whether your gank is successful or not. It's important to note that you want to run past the enemy and knock them back into your ally. Keep in mind that if you run up to them and they flash your knockback will actually get them further away from you. A neat little trick is activating your then using to get behind the enemy and knock them back towards your team. This is how I initiate teamfights most of the time.

R: Onslaught of Shadows

Hecarim summons spectral riders and charges forward, dealing 100/200/300 (+0.8 per ability power) initial magic damage and 50/125/200 (+0.4 per ability power) shockwave damage.

Cost 100 mana

Cooldown 140/120/100 seconds


Explanation:
Your ultimate and main initiating tool. An incredibly useful spell that deals AOE damage and fears enemies in the end of the spell. The difference in damage between the 2nd point put into this and the 3rd is massive. Hence why it is imperative to hit level 16 with Hecarim ASAP. Combos with your in a gank explained in the previous paragraph.

You want to hit as many people as possible in teamfights with this spell and to fear them for your team to clean up. It's useful for escaping, chasing and initiating. An all round spell. Because this ultimate has so many uses I will be including a chapter on it later on.





Skill Order

[http://puu.sh/1DY69]

  • Take first to help with sustain and clearing your first buff without taking too much damage.

  • Take second and max it at level 9. Does the most damage to camps and champions.

  • You can either take at level 3 if there is a good opportunity to gank. If not, just get a second level of and take it at level 4.

General Mindset

What your mindset should be when playing the pony

It is important to note that is a unique jungler. What I mean by this is he is not a support jungler etc. He is not a gank heavy jungler either like

So then where does fit in the jungle meta for season 3? He is a carry jungler. If you play him right, come mid game you will be able to deal heavy AOE damage to the entire enemy team and be able to destroy their carries. is the best late game jungler there is and he is super tanky and deals tons of damage.

In order to play to his full potential you need to take blue buffs and red buffs all early and mid game. The more farm you have the faster you can get your core items which is very expensive and start creating chaos in teamfights.

I generally do not give my buffs out until late game unless my carries are doing well. The worst feeling is when you give your blue buff to your AP Mid only to have him die 2 seconds later. I generally do not give buffs out as solo queue players are very unreliable. If they complain just explain that needs blue buff in the new jungle. Also do not underestimate the damage red buff gives you alongside the slow as that essentially means that no one can escape you.

Why do you I take my buffs and not give it to the AP/AD Carry? Well in solo queue if you want to gain elo you need to be able to carry from the jungle. If your laners aren't doing so hot then there's not much point giving them a buff as they will most likely not do anything with it while you can utilize the mana regen/cooldown reduction from blue buff and the DoT from red buff.

Do NOT play as a support jungler with more than one of the following items: It is ok to get 1 of these items preferably

You are a carry and treat yourself like one. Don't be afraid to take a couple of experience and minion farm from lanes when your laners are in base. You need the extra experience and gold to become the unkillable pony that deals massive AOE damage.

Your basic mindset with is to farm as much as you can and gank only when there is a good opportunity. Do NOT go out of your way to make a gank work. An example is sitting in a bush for over 40 seconds waiting for a gank to work (Let the gank come to you). With it is imperative that you farm and get levels fast. The faster you reach 6 the faster you can begin your mid game and the faster you get your core items.

So in conclusion you need to stomp kids and here is a quote by SgtVagStomp on how to do it! :D

Item Builds

Starting Items



Standard start to Hecarim because it gives him extra damage for clearing camps and sustaining better.

First Back



Movement speed which is important for Hecarim. Spirit stone for extra damage on camps and regen.

Second Back



Doubles your damage output early game with the sheen proc and your


To counter enemy team composition. Build against heavy physical damage teams or build against heavy magic damage teams and heavy CC.


If snowballing hard the extra movement speed will increase your damage.


Offensive Items



The true damage DoT works really well alongside red buff. Increased damage to jungle camps is useful.


This item was made for Hecarim. Gives him everything he needs. Mana, cooldown reduction, armor and a slow to catch up to your enemies. Get this every game.


Get this item if you are snowballing hard and later upgrade to or depending on preference and the flow of the game.


Defensive Items



Build this if the enemy team has a lot of physical damage. The attack speed debuff helps to decrease their damage output. Typically the enemy team has at least 2 sources of physical damage so building this most of the time is not a bad idea.


I almost always get this every game as it synergizes with skillset and playstyle perfectly, especially since they changed the build to require . The cooldown reduction and increased heal on your helps you become tankier and be able to initiate and kill their carries easily.

runic-bulwark
Get this from if your team doesn't have one but only if you have finished your core build. Do not rush this.


Situational Items



Get this item if you are snowballing hard as it gives more movement speed which converts to damage due to passive.


The shield works well if the enemy team has a double AP comp and heavy burst but it's situational. I find the upgrade to be useless as the extra damage requires you to be low health which is NOT what we want.


Get this if you plan on split pushing a lot. Other than that it's only useful in split pushing situations and not really anything else.


ONLY get this item after your core build has been completed. I would get this item last and only if it's really really late game where everyone has finished their build.


Good item if you need extra health and only get it if the enemy team doesn't have percentage based damage such as




Jungling Route



Standard route for Hecarim would be:

Wolves -> Blue with -> Wraiths -> Wolves -> Red with -> Wraiths

Gets you a quick level 4 by 3:40 approximately then you can gank or keep farming if nothing presents itself.

If you get a non smite leash:

Wolves -> Blue -> Wraiths -> Red with

Gets you a quick level 3 and you can either choose to keep farming or gank if there is a good opportunity.

If your blue gets stolen:

Wolves -> Red with -> Wraiths -> Golems then base

Not the optimal jungle route as Hecarim is extremely reliant on blue but it's the best you can do.

What to do if you get counter-jungled

So as mentioned in the first chapter, greatest weakness is his early game which is really weak against champions like and who are early game junglers.

Basically if the enemy team decides to invade your blue and succeeds in taking it you are basically screwed for early game. That's why you need to run to mid as soon as the game starts to prevent an invade and tell your teammates to protect your blue. With blue buff is a necessity and without it you will fall behind really hard.

Protect your blue at all costs, but do NOT die for it. Now if you have blue but a strong early game jungler like intercepts you while you are doing red back off. Unless your laners react to it it's better to let it go and try smite steal it from a distance.

If you end up dying in the jungle trying to protect your red you will be even more behind and it will be hard to carry. So if your laners don't react to your red buff getting taken continue farming until 6 and look for good gank opportunities.

Play safe before 6 and you will become a late game monster provided you keep up with farm and experience.

Early Game

Securing Buffs and Farming

Always start blue as needs the mana regen to do a fast jungle clear. Farm until level 4 as shown in the Jungle Route Chapter and then find good opportunities to gank. If there are none keep calm and keep farming. Look at the minimap and try to deduce where the enemy jungler is depending on their start and try to countergank them.

Play very safe and conservative if you are against a . These champions love to invade you at your red so make sure you are close to full hp when doing your red buff or things won't turn out so good.

You want to focus on farming and getting a fast level 4. Keep in mind that early game is kind of average and he gets wrecked by early game junglers and invades so you want to farm and play passive and only go out to gank if there is a good opportunity to get a kill. Most of the time if gets first blood it's almost always GG as he snowballs out of control when getting his core items earlier.

The early game is extremely important for because if you fall behind you will find it really hard to maintain your normal build/farm rate. Secure both your buffs as fast as possible and keep farming in order to get ready to become a monster for late game.

If you can make it past early game with both buffs and a fast level 6 you will find that snowballing is easier and you will carry. I've had games where all my laners fed and lost but I still managed to carry by getting fed and snowballing out of control.

Mid Game

Teamfights and Objectives

Mid game is where shines. This is the period where you are at your strongest. I classify mid game as when outer towers start going down and laners start roaming where small skirmishes start to happen.

At this time you want to have finished your at the very least.

My item build around mid game would be if you are ahead and snowballing.

If not then this is what you should have at the very minimum

If you don't have these items by the time mid game comes around you either got counter jungled too hard or fell behind too much.

It is around this time that you have to establish your dominance. Hopefully you got a few kills here and there from early game ganks and can use your advantage to turn teamfights in your favor. You need to force fights around this time because Hecarim is at his strongest point mid game BEFORE the ad carries start getting items.

Don't be afraid to get Oracles and force the enemy team to fight you at baron. Pick your fights wisely and your team will be ahead come late game

Late Game

Destroying enemy nexus

Late game is where is still strong but the enemy AD carries will start getting items and start outdamaging him and it will be your job to dive them in teamfights and cause as much havoc as possible.

It is around this time that you need to start taking baron control and do some split pushing as is very mobile. By this time you should have finished most of your build and can start going ham on the enemy team.

Just make sure to pick the right times to initiate with (this comes with experience and knowing your limits).

Hopefully by this stage of the game you are fed and instill fear in the enemy team. Hecarim can tank 5 people for an extremely long time provided you use your at the right time.

Depending on the enemy lineup and your own you have to decide whether to go dive on the enemy carries or protect your own. A lot of this comes from experience. For example if they have a fed AD carry then you need to assassinate him in a teamfight but if your AD is fed then try peel for him.

It's important to note that when you do win a teamfight and get an ace to TAKE TOWERS. Don't recall even if you are 400hp.

Jungle Matchups



Difficulty:

Annoying to deal with early game. He will most likely invade you at your red and you have to react accordingly. You don't want to fight a at level 2 with red buff. He will gank and win enemy lanes and attempt to take all your buffs so you need to time your buffs correctly and be there to defend it. You start outscaling him mid/late game so play passive until then.

COUNTER: Tell your support to ward red buff and your laners to defend should he come.



Difficulty:

This guy is just OP early game. He loves to invade and gank early. Both of which does not like. Avoid him at all costs and if he contests you at your red only fight him if your team comes to help. You start outscaling him mid/late game so play safe until then. A good lee sin will screw you up early game hard.

COUNTER: Tell your support to ward red buff and try smiting it if he tries to take it.



Difficulty:

This guy is just annoying. He can take your buffs easily with consume and he has high movement speed thanks to his blood boil. If the nunu is good he will counter jungle you all day and build defensive stats for his team and late game his ad carry will be stronger than yours. Only way to win is if you snowball and get so fed that you can dive for his carries because his damage is pathetic. Outside of his snowball and ultimate (which is easily canceled) he does next to no damage but the slow on the snowball is brutal for melees.



Difficulty:

Scales somewhat well late game into an unkillable tank. His early game is stronger than yours too. The upside is you have aoe damage and many gap closers to kill the enemy carries late. Don't let him take your red buff at level 1.

Counter: Tell your support to ward red buff early if he tries to take it at level 1. If you countergank him he is weaker then you.



Difficulty:

Really strong ganks and invade power early game. Play cautiously and defend your red buff. Doesn't have the mobility of and so it is easier to defend your buffs provided your team helps you out early game.



Difficulty:

Even after his ultimate got nerfed his Q is brutal to melee champions because of the slow along with red buff. He is extremely mana reliant like so if you take his blue his jungle will be hurt early. Dangerous when his ultimate is up but late game you carry harder. Try not to face him in the jungle because he is stronger early game.



Difficulty:

He is another carry jungler and this matchup relies entirely on skill. If he gets fed he will do more than you late game but if you snowball he will be useless. Make sure he doesn't take your buffs and be careful when he hits 6. Dodge his Q and you can fight him 1v1.



Difficulty:

You outscale her late game but early game she can duel you 1v1 easily and she takes buffs extremely quick. Make sure you ask your support to ward your red buff as Shyvana has a fast clear time and avoid facing her in the jungle. Her ganks are weak and she needs exhaust most of the time for her ganks to be successful so tread carefully if she invades. Good shyvana's will invade and make your early game hell but you outscale her late provided she didn't snowball from early game.



Difficulty:

Not too big of a problem. Maokai relies too much on blue to invade your red and he can't really duel you 1 on 1 unless a laner is with him. Try and predict where maokai will gank because his snare is a really strong ganking tool. Other than his strong ganking potential he doesn't really give you much problems. Try stop him from snowballing his lanes against yours.

You can even start at his red because of how weak maokai is when it comes to counter jungling.



Difficulty:

His ganks at level 2 are scary. Other than that his jungle clear time is horrible and he falls off mid and late game super hard. Survive the early game ganks from him and you've won the game.



Difficulty:

Very similar to you. He needs blue buff in order to jungle effectively and he scales well into late game. However he isn't a very good 1v1 dueler so take his red buff and try and deny his level 6 for as long as possible. Before 6 he is significantly weaker than u and even after 6 you own him unless his ultimate hits your entire team and you get aced.



Difficulty:

His level 1 jungle clear is weak because of the single target damage on his drain. When he gets dark wind at level 2 it becomes decent. Take his red and make sure when dueling him 1v1 use your to cancel his drain because he does no damage when he has no drain.

Don't let him get easy kills against your team or late game he will become a strong initiator with his crowstorm and zhonya's combo with high aoe damage.



Difficulty:

Pretty simple. Deny his level 6 for as long as possible and his ganks are extremely weak. Feel free to take his red buff as he almost always starts at blue and you outgank him early game. Easy matchup.







Questions and Answers

Some people might not read some of the questions people ask me in the comments so I will include them in this section. Also some common questions will be included.

Q: Why don't you buy a sightstone, aegis or bulwark?

The reason I don't get sight stone is because Hecarim is a carry jungler and his core is too expensive to waste an item slot on a sight stone. Normal wards should suffice. As for Aegis and Bulwark Hecarim is not a support jungler so he should only get one if you have finished your main core items and even after he's finished his core I still wouldn't get it.

Q: Why do you start over ?

Personal preference really. I like the extra sustain provides when doing your first clear of wolves and blue however some people prefer .

Q: Why do you take kills off the lanes that you gank?

Hecarim is a carry jungler and you need as much kills as possible in order to start snowballing. When he does snowball he becomes an unstoppable AOE monster that destroys teamfights. Late game when my build is finished kills don't really matter much but early game kills matter a lot for Hecarim.

Q: Why do you take blue and red buff?

In solo queue players are really random and more often than not they can't be trusted. Hecarim does so well if he gets all the buffs for early/mid game and helps him to snowball faster provided you play it right. How many times have you given your blue buff to the mid laner at an elo below 2000 only to have him feed it mere seconds later?

Will add more questions later.

Credits

[http://puu.sh/1Gho3]

ClapInMyShoe for giving me extra tips on Hecarim. He also mains the pony at the 2100 elo bracket.

Aennia for proof reading the guide.

Mcrooster for providing me the youtube video to the jungle clear.

Aurra21 Smart blonde OP

[http://puu.sh/2pYxY]

^
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