story about Hecarim
Hecarim is an abominable combination of human and animal, cursed to capture the soul of the living forever. When the Blessed Archipelago sank into the darkness, this proud knight was wiped out by the great destruction of the Great Depression, along with all the horses. Now, whenever Black Dashes rushed to Runeterra, he led the deadly assault, enjoying the massacre and crushing the enemy under his ironclad.
Guide the hero and how to play
Road to the Battle:
Hecarim gains additional Physical Damage equal to the percentage of his Movement Speed.
Sweeper:
Consumption: 32/34/36/38/40
Distance: 350
Hecarim attacks nearby targets and deals physical damage.
Hecarim attacks nearby targets, dealing 55/90/125/160/195 (+) physical damage (66% damage to the party).
If Hecarim hits at least one target with this skill, he gains a cumulative boost on the Racket, reducing the base's basic recovery time by 1 second. This effect can be accumulated up to 2 times.
Battle of Souls:
Cost: 50/60/70/80/90
Distance: 575
Hecarim deals magical damage to nearby enemies for a short period of time, he is also healed based on the amount of damage the enemy has to deal.
Hecarim deals 80/120/160/200/240 (+) Magic Damage for 4 seconds to all nearby enemies. Hecarim is healed by 20% of the damage the enemies suffer from any source.
Hecarim can not return more than 90/120/150/180/210 Blood from soldiers and monsters.
Horses forfeit:
Consumption: 60
Distance: 300
Hecarim receives additional Movement Speed and can travel through the object for a short period of time. His next attack repels the target and deals additional physical damage based on the distance traveled from activation.
Hecarim gains Movement Speed and can travel through units for 4 seconds. His next hit repels the target, dealing 45/80/115/150/185 (+) to 90/160/230/300/370 (+) physical damage based on the distance Hecarim has traveled. Whenever the Horses of the Horses are removed (the repel distance also increases).
The duration of the horse's revolt is not reduced while the horseman is launched.
Ghost Rider:
Consumption: 100
Distance: 50000
Hecarim summons the knight's ghosts and runs forward, dealing magic damage in a straight line. Hecarim will create a wave of energy when he finishes the launch, causing nearby enemies to flee in terror.
Hecarim summoned the Magical Balloons and then launched forward, dealing 150/250/350 (+) Magic Damage to hit targets.
Hecarim will create a wave of energy when he finishes the launch, causing nearby enemies to flee in panic for 0.75 to 1.5 seconds.
Only Hecarim moves to the selected location. The ghosts will always move all the way.
Overview of Hecarim
Advantages
Attack with good resistance
Ability to recover and control effects
Open fighting very well
Defect
Basic indicators are not buffaloes
No strong control skills other than R
style play:
First phase of the battle
This is a general that consumes a lot of energy when using the main skills so you should start the forest with Crocodile => Wolf Pool => Green Charm => Depending on the amount of blood you can go gank or go home
Always activate a Soul Warrior (W) to use a Bloody Monster to heal, using the Horses to remove them in order to save time.
His gank combo will be: Horsetail Destroy (E) Range -> Access to the enemy -> Quattro (Q) -> Damage (W) -> Normal damage.
Use Horseshoes to move faster to gain the advantage of maneuverability. You can swing the ganks quickly.
Eat Crab Cuttlefish for a view as well as covering the view of the Dragon or the Apostle
Gank the Lane and then eat with the Dragon team as soon as possible
Stick your eyes to important sites to ensure good forest framing
Stage mid-game
Complete the necessary equipment to increase your ability to gank successfully
It is also a good idea to put your eyes on the vision of yourself and your teammates
Still use the same gank combo to support your teammates
It is possible to take the opposing team quickly each time you gank
At the end of the attack, his combo will be: Eru (E) + Horse Shield (R) Horsetail (E) appropriate range -> enemy approach -> Quattro (Q) -> Soul Warrior (W) -> Normal damage dealt
Final stage of the match
Not much different than the mid-game, the important thing you do now is to pick the angle, find the right time to dive into the Rings, then force the corner and try to do damage. the enemy's main enemy.
Always activate the Warrior's Soul (W) when surrounding with multiple enemy units in order to obtain the best recovery.
The right way up
Complete equipment for hecarim:
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