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Patch 16.2.1
Power farm to gain a level lead, then use your superior mobility to force numbers-advantage fights. Use to isolate high-priority carries and end the game before enemies buy enough armor to survive your initial burst.
Hyper-mobile power farmer who uses high movement speed to overwhelm enemies and disrupt teamfights with massive AOE fear.
Your movement speed is your AD. Anything that makes you faster (Ghost, ) makes you hit harder. Conversely, being slowed doesn't just make you slowβit literally lowers your attack damage.
Your primary damage tool. You must hit an enemy to get stacks. Each stack (up to 2) reduces the cooldown and increases damage. Always try to enter a fight with 2 stacks by hitting minions or jungle monsters first.
Gains resistances and heals you based on damage enemies take within the circle. This includes damage from your teammates. Pop this when you're about to take a burst of damage or when your team is unloading their abilities.
A charging speed boost that culminates in a knockback. The distance you travel increases the damage and the knockback distance. Always try to maneuver behind the enemy to knock them toward your team.
A long-range charge that fears enemies. The fear duration increases based on how far you traveled with the charge. Use this to bypass frontliners and fear the enemy backline into your team.
Your job is to reach the enemy backline using and . Use the fear from to scatter the enemy team, then focus the squishiest target while using to soak up the focus fire.
If your own carry is extremely fed, you can use and to peel divers off them instead of diving.
The most important Hecarim combo. Use to land directly behind the enemy, then use the active to knock them back into your teammates or tower.
Pop Ghost and for max movement speed (AD). Use to lock them down, then immediately and before landing the empowered hit.
In a long 1v1, don't waste early. Wait until you have 2 stacks of so your damage and healing are maximized during the window.
Use Flash while is active to instantly reposition behind an enemy for a surprise knockback if is on cooldown.
| Spike | Why |
|---|---|
| Level 3 | You have access to all basic abilities, allowing you to full clear and look for a high-speed gank with . |
| Level 6 | gives you unstoppable engage and a massive displacement tool that guarantees kills in side lanes. |
| Level 9 | is at its maximum rank, giving you the lowest possible cooldown and highest DPS for mid-game skirmishes. |
| Level 11 | Rank 2 increases the fear duration and reduces the cooldown for more frequent objective fights. |
| Level 16 | Max rank makes you a late-game initiation monster, allowing you to catch out carries from extreme distances. |