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Hecarim Build Guide by SnakeFang881

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League of Legends Build Guide Author SnakeFang881

Behold the Might of the Shadow Isles (Hecarim Patch 6.16)

SnakeFang881 Last updated on August 11, 2016
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Ability Sequence

1
4
5
7
9
Ability Key Q
2
8
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

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

Ferocity: 12

Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 0

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

Resolve: 18



Threats to Hecarim with this build

Threat
Low
High
Show all
Threat Champion Notes
3
Jax Jax's early game is bad. Use this to get a strong lead. Once you've secured this, your laneing phase should be a guranteed win.
Guide Top

Introduction

Hey! This is my Hecarim guide for patch 6.16. In this guide I will go over the laning phase, mid game, and late game of Hecarim if you were to play him. If you have any suggestions for the guide please leave a comment. I hope you enjoy!

(WIP: I'm trying to see how I can get more CDR into the build of this guide. There is nothing wrong with this build, I just want to see if I can maximize CDR)


Guide Top

Pros / Cons

Pros


    Very Mobile
    Has Great Early, and Mid game
    Has pretty good late game
    Very Few Counters
    Counters Many Top Laners

Cons


    Falls Off a Bit Late Game (I'll explain later on)
    Not a Ton of CC
    The Champs that do Counter Him Counter Hard


Guide Top

Summoner Spells

For summoner spells on hecarim I take Teleport and Ignite. Teleport should be taken on all top laners so that they have a global presence and are not only limited to the top lane. Most people would take Flash as their second summoner spell, but think about it. Hecarim already has enough mobility to escape almost anything (i.e. Devastating Charge and Onslaught of Shadows). There is really no need for the extra mobility spell. The reason I choose Ignite for my second summoner spell is because it gives you some extra kill power if you can't do quite enough damage to secure kills.


Guide Top

Skill Sequence

You should always take Rampage first in any and every lane match-up with Hecarim. It helps farm and also prevents you lane opponent from farming. Next you take Spirit of Dread for sustain. It also makes almost all your trades even due to its decent life steal. Your Devastating Charge is taken last because leveling it isn't as worth it as his other abilities. It does help with taking towers and provides great mobility. Onslaught of Shadows is an AOE dash that does damage and fears. The fear is amazing in team-fights and does enough damage to be impact-full. Its also useful for chasing as well as escaping.


Guide Top

Items

Starting Items


For starting items you will be starting out with either Doran's Shield or Cloth Armor more times than not. This is due to the advantages these items bring. Cloth Armor gives a significant amount of resistance early and allows you to buy 5 health pots which really helps with sustain. Doran's Shield gives a good amount of health along with health regen which helps you sustain a little better than you would have otherwise.

Early Game


With Hecarim your first item should probably be tier 1 boots at least. The reason you want this so early is because of Hecarims passive gives you AD depending on your Movement Speed. If you wanted a boot enchant early either go with Furor or Alarcity Second item should be Trinity Force. This item gives Hec an INSANE power spike that lasts through the early and mid game. The reason I take this damage item over others is because of ALL it gives you compared to them. Trinity not only gives the attack damage, mana,and attack speed but also the sheen is going to be on constant proc because of the short cool down on your Q. This is the essential item to any successful Hecarim game. OR The next priority would be building resistance against either AP or AD in the form of Dead Man's Plate or Spirit Visage(depending on whats hurting YOU the most). I like Dead Man's Plate a ton on Hec. It gives you move speed at max stacks to help your passive and is an overall BEAST of a tank item.This should be your go to armor/tank item in the mid game.


Mid Game


At this point your at your power spike. You don't need anymore damage for now so you want to build tank so you have more time to deal your damage. Some armor items such as Randuin's Omen or Frozen Heart if your taking a lot of AD damage and Spirit Visage or Banshee's Veil if your taking a lot of AP damage. If against great amounts of AD If against great amount of AP (spirit visage if their AP isn't that significant).

Late Game


Now you are tanky. But, the damage of your Trinity Force is beginning to not be enough. There is one STRONG item you can buy to make sure you don't fall off late game. This is an AMAZING item. Before patch 6.6 I would have put Titanic Hydra here, but they nerfed the AD it gave you making it inferior to Sterak's Gage. Sterak's gives you +25% base AD which makes up for your drop in damage late game. In order to ensure you get the damage off, it gives 400 health and a 30% max health shield when you take a certain amount of damage. When you obtain the shield you also gain MORE AD and increased size. This item is SOOOOOOO great on Hecarim. A must buy in most games.

Of'course you'll also want an Elixir of Iron if your team fighting or an Elixir of Ruin if your split pushing. Elixir of Ruin gives nearby minions extra damage to buildings which helps with pushing. Elixir of Iron makes your model larger as well as leave a trail of iron which increases the movement speed of those on it.