

Hecarim visited Kalista's cell to ask what she had learned, and she told him about the sacred Waters of Life on the Blessed Isles, an archipelago hidden from invaders by a pale mist. Refusing to believe this, the king imprisoned Kalista as a traitor. However, the queen was already dead, Kalista stated that the cure would no longer work. But before Viego could come to a decision, Kalista returned with information of a cure. When the queen died, Hecarim manipulated the king's grief to pin the blame on the foreign lands, in hopes that he would sanction invasions outside the empire's borders. Hecarim relished his role as the king's enforcer, and the Iron Order earned a reputation as some of the harshest and most ruthless knights across Runeterra, burning entire towns and killing hundreds of civilians. However, in Kalista's absence, Viego quickly went mad with paranoia and sent the Iron Order to crush all dissidents across the kingdom. When Queen Isolde was poisoned by an assassin, Kalista trusted Hecarim to protect the king as she sought out a cure. Hecarim led the Iron Order to the capital to formalize his new position as commander and met with Kalista, the king's niece and most trusted general. Hecarim's plan for revenge had worked, and now he was the new knight commander of the Iron Order. No one ever found out about Hecarim's betrayal, as the commander was later found dead with no witnesses. But the next time the commander was surrounded in the field of battle, Hecarim ignored his cries for help and left him to die. When the commander informed Hecarim of his concerns, it infuriated the lieutenant, but Hecarim was unable to speak out against his superior. Hecarim was arrogant, dishonorable, and obsessed with his own personal glory, all signs that Hecarim should never lead the Iron Order. Over time, the commander began to groom Hecarim as a potential successor, but the more time he spent with the young lieutenant, the more he realized that he had made a mistake. As a knight, he was among the most successful of the order, leading his riders to victory for the empire time and time again, and eventually caught the eye of the knight commander.

The first recall is often enough to finish boots, ramping up the jungle clear speed and allowing Hecarim to snowball. With this jg clear you'll go for the standard seven camp route in this particular order: Blue Buff, Gromp, Wolves, Raptors, Red Buff, Krugs and Scuttler. Challenger Hecarim players prefer to start Blue buff as it allows for a full clear which also includes a gank.Onslaught of Shadows grants displacement immunity- use it for Baron, Dragon and Herald stealing because nothing can stop you from dashing into the pit and using Smite.The high movement speed from Devastating Charge allows for easy ganks because you can run behind the opponent and push them towards your teammate.

This skill provides an insane amount of survivability during teamfights and is a great way to get initial stacks of Conqueror during duels to get an advantage over an opponent.

Spirit of Dread heals Hecarim for a percentage of the damage dealt by him and his allies so save it for when there's high amounts of damage being dealt.Always cast Rampage before auto attacking or right after an attack deals damage because this will provide you with most optimal DPS. Rampage can cancel auto attacks, this means that a Hecarim player should never spam Rampage.Using Rampage during the Devastating Charge animation gives Hecarim a big initial burst advantage because his damage scales with movement speed.
