Bonus Dmg From Ghost With Hecarim

Bonus dmg from ghost with hecarim 3

Der Schatten des Krieges. To help personalise content to your interests, remember you, tailor and measure ads, provide a secure experience and improve Riot services, we use cookies. Sorry if this isn't the right forum to post it. So, I've been playing as Hecarim in the new jungle. While he was balanced in S2 Jungle, in the S3 Jungle he have almost-to-nothing sustain (do Wolves-Blue survived with 10% HP without leash, with a leash, 30%) and no damage, while we could start with W in S2, we're forced to get Q in S3 to do a little bit more damage. Aoe dmg weapons wow classic horde.

With

Bonus Dmg From Ghost With Hecarim 1

Well, maybe don't reach a point where he's got 15 kills and 29 assists would be a neat start
Hecarim early levels are fairly weak (you can duel him with Amumu at equal level) and his midgame will often lack either damage or tankyness depending of what he builds first. In the meantime his initiation grows stronger and stronger. After 11 or so his initiation will by far outweight nocturne's, you should have built an advantage on him before reaching 2 items. Note that he did not only went stronger because of fights, but also because he farmed more : you had 127 cs, he had 206.
To be able to compete with him you could begin with improving your build drastically. Your boots are really bad considering they were full AD and you had an easy choice. Clairvoyance is bad as well.
In the next step, try to get ahead from very early levels and farm his jungle. Leech a bit of cs from laners when appropriate (you killed their opponents ; you need to push tower ; nobody is at lane). And do all this without dying, there is little reasons you would die as a jungler against a late game champion like Heca. This is how you are supposed to play a strong duelist kind of jungler. If you prefer a purely ganking gameplay with no invade and little farm, then you should play some tank support like Maokai, Nautilus or Malphite.

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