Hecarim Build Guide by Kieloch

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


NEW
Rate Up LoL Guide Rate Down LoL Guide
League of Legends Build Guide Author Kieloch

A horse, a horse, my kingdom for a horse!

Kieloch Last updated on April 19, 2012
2,957 0
Build 1 (Cheat Sheet)

Champion Build: Hecarim

Health 2600
Health Regen 21.5
Mana 2584
Mana Regen 37.3
Armor 222
Magic Resist 172.5
Dodge 0
Tenacity 35
Movement Speed 395
Gold Bonus 3
Attack Damage 138.15
Attack Speed 7.955
Crit Chance 0%S
Crit Damage 0%
Ability Power 0
Life Steal 0%
Spell Vamp 0
Armor Penetration 0
Magic Penetration 0
Cooldown Reduction 20%


Recommended Runes



Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 11

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
3/
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 19

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0

Guide Top

Introduction

I'm a big fan on solo top, and Hecarim fits this role perfectly. He has good AOE and can cause mayhem if built right. Devastating Charge and Onslaught of Shadows gives him just enough CC to be a pain as well.

Building him dps/tank is the most reliable build, you do not have to rely on Champion kills for gold, and being a close range fighter you can innitiate without being taken out of the fight.


Guide Top

Pros / Cons

Pros:
[*] Tanky (if built by this guid)
[*] Good Aoe
[*] Decent CC
[*] Great initiater

Cons:
[*] Have to be in close range
[*] ...there has to be something else...


Guide Top

Summoner Spells

Teleport and Ghost. Period. Teleport to get back to your top lane quickly, also to get to the other lanes when they need help. Ghost to keep up with champions, or escape, and it helps with Devastating Charge damage.


Guide Top

Masteries/Runes

Using a mix of offense and defense makes it so Hecarim can farm while staying in lane for long periods. I have not played around with masteries a lot with Hecrim yet, but these are my default tanky/dps masteries and runes. I use gold per level quints in all my rune pages. They are just awesome.


Guide Top

Items

Start off with a pendant and 2 health pots. When you get somewhere around 1000 gold, head back to base, buy tier 1 boots and a Tear of the Goddess. Hecarim's Rampage makes hiom a prime cadidate for Manamune. Depending on what the other team has, more AD or more AP, build either a banshee's veil or frozen heart. Both items have lots of mana, and will help out your manamune later. Once that item is done, buld merc treads and finish off your manamune. Normally from here, I just keep on building tanky with a guardian angel, and either frozen heart or banshee's veil. (whichever I didn't build earlier) But, if you like to damage, then build a phantom dancer and/or trinity force. Usually games don't go on for this long.