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Hecarim Build Guide by DaBOssa

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.


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League of Legends Build Guide Author DaBOssa

All Fear the Centaur of Doom!

DaBOssa Last updated on April 22, 2012
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 8


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Introduction


I'd like to start off by saying that this is my first guide, go easy on me.

I assume all of you know who Hecarim is (otherwise you wouldn't be here)and have a basic idea of his play. Unlike many junglers that Riot has been releasing, Hecarim isn't easy to jungle with. Timing is EVERYTHING! From the use of a health pot to a gank, you need to be monitoring yourself. Once you get that down, your enemies will fear you (literally).


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Other Notes

Before I go into any more specifics, I would like to point out that the numbers in the quick summary are not accurate. When you do this build in game, you will be higher in stats.


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Lore

Since his first sighting on the northwestern shores of Valoran, the towering, armored specter known as Hecarim struck a chilling fear into the hearts of all who laid eyes upon him. No one had ever seen anything like his titanic, ethereal form before, and the mystery of his sudden arrival was deeply unnerving. When Hecarim began to march eastwards, leaving a trail of desolate, lifeless ground behind him, the villagers of the plains fled their homes for the safety of nearby Demacia. In the city's now-overcrowded taverns, rumors about this inhuman phantom spread in hushed whispers. Some claimed that he was the vengeful shade of an ancient warrior, intent on destroying all living beings; one man insisted that they had seen him leading an entire legion of spectral cavalrymen; others still believed him to be the creation of some hateful necromancer. One Demacian commander, seeking to dispel the terror that had gripped the city, assembled a few of his finest soldiers and rode out to turn back or destroy Hecarim.

The commander led his soldiers to stand in Hecarim's path and braced for his assault. As the apparition bore down on them, an overwhelming sensation of dread gripped the warriors. The men, frozen in fear, could only scream as the ghostly titan ran them down, tearing them apart and trampling them beneath his iron hooves. Hecarim turned to the crippled, cowering commander and uttered a chilling statement: ''This is merely the beginning. No mortal army can withstand the might of the Shadow Isles.'' With that, Hecarim departed, resuming his grim march. Driven to insanity by his nightmarish experience, the commander stumbled back to Demacia, where his dire warnings were dismissed as the ravings of a madman. While Hecarim's origin and intent were still a mystery, his destination became clear when he reached the Institute of War and, in a voice both ominous and commanding, demanded entry into the League of Legends.

''You don't understand...the shadows will consume us all...'' - Former Demacian Commander

Lore created by Riot Games, I do not take any credit for this story.


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Runes

As I mentioned above:

Marks-Attack Speed
Seals-Armor
Glyphs-Magic Resist
Quints-Movement Speed

Why? Hecarim's base attack speed is decent, but it could use a bit of "spicing up". The extra 15% (or so) attack speed really helps you to clear your jungle.

As with all junglers, armor seals really help. They give you the extra starting defensive against the neutrals.

The glyphs are geared towards defending yourself for ganks. Many times, a little bit of magic damage is all that is needed to mess you up.

The quints are self-explanatory. You want to catch people and eat their face. Extra movement speed will always help you with this!


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Masteries

For masteries, I like to go 1/21/8.

The attack helps with Ghost movement, the defense keeps him alive while jungling, and the utility really helps to keep you moving.

If you notice, I try to get as much movement bonus in my masteries as I can because, like I said, you want to eat people's faces.


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Items

Armor is always a nice way to start in the jungle, it keeps you alive

MR boots just really help with virtually any magic damage that you would face. It's just really nice to have.

Aegis can provide you some armor and magic resistance, which is always nice. This is a CRUCIAL item! It's hugely good as a defensive item AND it really helps keep your team-mates alive during your ganks.

Reverie is really for the movement speed. It can really help you catch up to an enemy and allow you to get around them and slam them back into your team so you can end them.

Trinity Force is the core item for this build. You are fast, but you want to be faster (buff up passive). Trinity Force nicely allocates all kinds of wonderful goodness to really help you destroy your enemies.

Maw of Malmortius is just awesome! Who doesn't want tons of MR and attack damage?


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Summoner Spells

Smite is for jungling. Except for a few champs, you will need it.

Ghost helps you to catch up to your enemies so you can use your "E" and smack them back into your team (or, at least, slow their retreat).


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Creeping / Jungling

I start at blue (it's just better for creep timing)

I open with cloth armor and 5 pots, a really nice and safe way to get yourself going.

In terms of path, you can start at wolves, but I prefer blue because it works to time your first runthough a little bit better.

My path will be:

Blue buff -> Wolves -> Wraiths -> Golems -> Red -> Wraiths -> Wolves -> Gank

After my first gank (usually top lane), I try to invade their jungle (may not, depends on their jungler) and take at least golems, possibly wraiths or red (if available).

If I have the chance to take some of their jungle, I can usually grab those minions and try to gank top a second time (you have the option to hit them from behind). If it works, awesome. If not, keep trying.

Get back into your jungle and grab what spawns and gank when/where you can.

If you manage to do a ton of damage to bot, you can grab dragon WITH YOUR BOTTOM LANE TEAM at around level 6 (just be aware). If you get it here, it will generally spawn when you hit level 10, and this time you can solo (use your "W" as often as you can). Just make sure to be ready to retreat if need be.

The trick to jungling Hecarim is keeping his "Q" charged from camp to camp. Because it stacks to cause more damage, you want to keep it charged as often as you can. This may mean using your "E" to run through the jungle faster, but that will really help. You want to use your "W" whenever possible as the lifesteal can keep you alive.


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Ganking

How you gank is what will distinguish weather you perform a successful gank or fail miserably.

Open with your "E" and charge in (make sure your team is on the same page. You don't want to be hitting someone that your team isn't)

As soon as you hit them back, start your "W" and just mash "Q" and follow. Keep yourself ahead of them so you can just keep hitting as they run.

With any luck, you'll usually come out on top (if all goes well).

Once you have your ult, you will follow a similar process. Charge in with your ult and do damage with your "Q" and "W". Use your "E" sparingly (don't let them get away!!!)


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Summary

To sum up.

I'm giving this a shot so if it doesn't work for you, just keep messing around. Something will work out.

Hopefully it will let you win some matches.

Please comment and let me know about anything I can do to modify the build

ENJOY!!!