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Hecarim Build Guide by jpaul2077

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League of Legends Build Guide Author jpaul2077

A Diamond's Guide to Hecarim.

jpaul2077 Last updated on September 18, 2016
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Ability Sequence

1
3
5
7
9
Ability Key Q
2
14
15
16
17
Ability Key W
4
8
10
12
13
Ability Key E
6
11
18
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
5/
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
1/
Oppressor
 
 
 
 
 
5/
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 18

Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 0

5/
Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
1/
Tough Skin
 
 
 
 
 
5/
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
1/
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 12



Threats to Hecarim with this build

Threat
Low
High
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Threat Champion Notes
1
Cho'Gath
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About me

Hi! My name is Paul Chung (yes that is my actual ign). I hit Plat 2 on Season 5 playing exclusively Hecarim, and I am currently Diamond 5. I played a little bit a hecarim when he was still good beginning of the season, and then stopped playing him in ranked. However, I still avidly play him in normals and he is still my favorite champion in this game. I got sad that there weren't any high elo guides on Hecarim Top so I took the responsibility in trying to create one!


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Introduction to Hecarim

Hecarim is an Offtank Lane Bully. He looks to win lane through out-trading his opponents with his Q ( Rampage), and then push that advantage in lane with his insane mobility. His usual job in team-fights is to hard engage the enemy team and pressure killing their Carries. His Ultimate lets him instantly get on to their back-line and get some good Damage off while they are feared.


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Pros / Cons of Hecarim

Pros

  • Great at Snowballing
  • Able to one shot carries with combo
  • Out-trades most melee top laners
  • Team-fight Changing Ultimate
Cons
  • Hard to play as when behind
  • Needs triforce to do damage
  • Has a hard time against lots of kite/range
  • Doesn't scale well into late-game


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Runes

So the Runes are pretty much straight forward.

  • Armor Pen for Damage
  • Magic Resist for Surviving
  • Armor for Surviving
  • Movement Speed for Engaging and Surviving
These are the standard runes for hecarim. The reason behind armor pen is because your AD scaling is very low and therefore taking armor pen instead of AD allows you to do more dmg. Keep in mind this will make last hitting harder so if you have trouble last hitting feel free to take the AD marks. Also Movement speed is very important for hecarim as it procs with his passive, allows to bully in lane, and most importantly being the only escape mechanism you have. Your only defense from ganks is E and that bonus movespeed will save you a lot.
I understand these are rather expensive runes. If you don't want to commit a Rune Page just for Hecarim, I recommend this:
Flat AD Marks
Flat Armor Seals
Flat Magic Resist Glyphs
Attack Speed Quints
The reason for taking Attack Speed over AD is that having more AD doesn't really mean all that much to Hecarim. 6 more attack damage is about 2 more damage for your q not counting armor. But Attack speed means more autos while trading, and auto-attacks are generally gonna do 40-60 damage counting armor. So either 2 more damage every q, squeezing in more auto attacks. I'd say Attack Speed is much more gold efficient.


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Masteries

Alright guys, the masteries has changed because the meta is shifting. With champions like Maokai and Ryze in the top lane, it is important to win the short trades in lane. Therefore, to maximize damage we are now going 18/0/12.
Specific reasoning for certain masteries:
natural talent over vampirism: More damage. You already have sustain through your w, if you utilize that correctly you really don't need any more sustain other than corrupting pot.
Double edge vs Feast: More damage.
Then why not go 12 in cunning? 2% increase in damage when opponent is isolated vs reduced cd on ignite and tp? Its more damage in the long run to go 12 in Resolve vs Cunning. TLDR: More Damage.


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Skill Sequence

You start your q Rampage. Its the most efficient ability start lv 1 for hecarim. Then at lv 2, you can either go for your w Spirit of Dread or e Devastating Charge. Spirit of Dread gives you sustain for trading which is really nice. Remember that your w, while activated, will give you infinite sustain when damaging champions. This is a good way to bait an enemy's all in, and then turn your w on for a surprise health boost. However, if your opponent is below 1/3 hp, it's not a bad idea to try and execute him with your e Devastating Charge. Also Keep in mind that your e is your only escape from ganks so if you know the jungler is trying to gank top side, take E. Your Ultimate Onslaught of Shadows is a massive AOE Fear/Gapcloser which allows for you to engage on the enemy carry and leave it defenseless while running around terrified. Use it to instantly get on the carry and pressure summoners and positioning.
Always Max Q first, then E, then W. Always Level up your Ultimate whenever you can.


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The Lv3 Cheese

Alright guys, this is a Lv 3 cheese strat. Basically you take a second point in your q at level 3. This gives a pretty significant boost to your damage output, and may lead to a surprise first blood for your opponent in lane. The downside to this is that, while you maximize on damage you either sacrifice safety/gap closer ( Devastating Charge) or sustain ( Spirit of Dread). It always comes down to: Can I kill this champion with the additional damage and without sustain/or a gap closing ability + is the jungler a heavy ganking jungler (ie. Elise, Lee Sin, Kindred, and Nidalee). If the answer is yes, you can kill, and no, the jungler is farm heavy, then by all means go for it and PRANCE on em'.


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Spells

Teleport and Ignite.
Teleport is basically a requirement for all top laners now.
Ignite allows you to have more bite in lane and allows kill security to get that snowballing hecarim needs to stay relevant mid/late game. Its also a great tool in teamfights in making sure your target dies. Usually your E is enough of escape tool but if you do want another defensive summoner


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Items

Items for hecarim are pretty simple. To start off buy Corrupting Potion. More trading power, while sustaining. It's pretty much the best starting item for hecarim. There are two items you need to get as hecarim every game Trinity Force and boots. Boots might be self explanatory because every game, but I know there are some of you weirdos who like going 30 minutes into game without any boots so this is just a friendly reminder that you need boots. Hecarim relies on movement speed for effective roaming, initiation, and escape so they're basically 100% mandatory. I recommend either Mercury's Treads for the tenacity effect (very useful against cc heavy teams) or Ninja Tabi for reduced physical damage from basic attacks (Quinn and Graves top), or Boots of Swiftness for more mobility. After boots and Triforce, or if you are behind in lane, you want to go for a defensive item, usually Frozen Heart or Spirit Visage. Eventually you do want both for that 40% Cooldown Reduction (that is the maximum by the way so don't get anymore cooldown reduction items afterwards). For your offensive items you should really only need these two: Sterak's Gage and Maw of Malmortius. Youmu's Ghostblade is an interesting item that allows you to snowball super hard and one **** their adc and other squshies. I recommend going this item if you have a tank front line i.e. alistar supp and volibear jg, and if you are winning lane by a large margin. If you're behind however, this item will not help you at all. Your job is an offtank initiator, you really don't need more than 2 offensive items in your inventory to do your job and 3 is really pushing it. In any case, to finish your build off there are many options you can choose from as it will differ from situation.
Need more initiation? Dead Man's Plate.
Need more peel? Locket of the Iron Solari.
Getting crushed by a triple ADC Comp? Thornmail.
Keep getting caught by mages? Banshee's Veil.
Need a second life? Guardian Angel.
Need a single lane permanentlu pushed? Zzrot's portal
Adc's and Yasuo's are being annoying? Randuin's Omen
Malzahar, Warwick, and Skarner wants to keep ulting? Mercurial Scimitar.


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General direction in lane

Neutral/even lane against non-scaling opponent:
T-force into what ever you see fit for the situation from my recommendation of items listed above.

Even lane HELP I'M VS NASUS/GANGPLANK:
Alright, dealing with a hyper carry (laners with extreme scaling into late game)is difficult as hecarim. Obviously, the only thing you can really do in lane is deny farm and ask for ganks, right? Wrong. See being a hyper carry means you need a certain amount of resources to get to that level. To get those resources you need time to farm for gold/exp/stacks/you name it. But that means you can extend their time in lane and look to roam mid and tp bot. Your goal should not only be to chip away at that timer against your opponent, but also help other lanes win to help you. TL;DR help your teammates help you.

When winning super hard vs a tank/bruiser:
Triforce into boots, get sterak/maw depending on opponent's kit and build defensively after.

When winning super hard vs a realtively squishy team (1 tank or none at all):
Triforce into Ghostblade or Maw depending on the opposing carry, build a defensive item into GA to remain a threat after the initial engage in a team fight.

Losing lane super hard:
sheen into defensive items (frozen heart/spirit visage/etc) and farm it out. Focus on taking all the gold you can take and playing correctly during team fights. While hecarim does lack damage without items, fearing a carry out of position could be the difference between winning or losing that crucial teamfight. Also, when behind, don't try to force flanks. You don't have enough stats for you to flank effectively since you don't do as much damage/ aren't as tanky and most likely teams will just kite you and kill you off before you can even attempt to do so. Playing correctly into the game's tempo is key when gold deficient as a bruiser.


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Laning Phase

Trade effectively with w and q. Your W gives infinite sustain from champions when it is active so take use of it. Don't Q too much on the wave and you risk pushing it too far and overextending, which leaves you vulnerable to jungle ganks. Also, DO NOT WASTE YOUR E IN LANE FOR NO REASON. Your E is your only escape tool, don't waste it trying to trade and being left defenseless. Don't be afraid to use your ultimate to escape either.


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Team Fighting

Your sole goal in teamfights should be 2 things.
1. Looking for a good engage opportunity
2. Making sure enemy champs don't kill your carry
This is the standard role of an offtank in teamfights. You look to kill the enemy carry as you to significant dmg while having tanky stats, but at the same time you have to be wary of enemy champions thing about the exact same thing.


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Ranked Play

When blind picking hecarim in ranked keep in mind: you will probably get counterpicked, enemy laners might go for defensive champs, and generally jglers will want to gank you since bad hecarim players will waste e in lane. However, Hecarim is a great counterpick to champions who need time to scale aka Nasus and Vlad, as he is one of the best lane bullies in the game and he can slow down the enemy from scaling very effectively while pushing advantages for his team on the map in other lanes and objectives. When thinking about picking hecarim into a champion think about 2 things. Whether you can trade favorably with the enemy laner, and whether you can snowball into the enemy laner. Hecarim can easily 1v1 their counterpicks with jg help, but make sure your jgler knows that you need a gank!


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Summary

Hecarim is a fabulous pony with a low skill requirement and great for people who want a top champion they can pick every game (he isn't banned 99% of the time), is easy to learn (Not very mechanically difficult, just know the game), and FUN. There is nothing more satisfying than seeing the enemy carry become 1 shotted from a homeguard tp gank. He also does well against Garen and Fiora, 2 "op" top lane picks, and Irelia, who is also very common in the top lane.


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Conclusion

Thank you very much taking the time to read my first guide! Your comments are very appreciated and please let me know what I can do to make this guide better! I'm sure there are many things I can improve on as this is my first guide. Keep the Pony Prancing! :D