Hecarim Build Guide by Aezuriel
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.
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.
The main focus of this build is to fully utilize Hecarim's mobility without limiting him to the class of Jungler. It is designed to be a flexible all-purpose build for hit-and-run tactics emphasizing AP in Support of other champions. With a strong team, this allows you to effectively use up to two "junglers" for ganks and mobility.
Don't be surprised if you don't complete the build, and don't be afraid to call an audible on gear choice if it looks like the opposing team is particularly weak or strong in one area.
Per the usual disclaimer for writing one of these guides, I make no claims at being the best League of Legends player out there. So, if you notice any discrepancies, oversights, overcapping, or outright mistakes, feel free to offer some constructive criticism. I am always happy to take suggestions and try to make a good idea a great idea.
Thank you for taking the time to read this guide! I hope you enjoy it and find it useful!
First above all, you want the opposing team to be second guessing you at all times. Its perfectly acceptable for Hecarim to sit in one lane for a short time and rake in some Gold. In fact, Hecarim's sudden impact and mobility make him a great candidate to babysit a lane long enough for another champion to recall back to base, heal, and shop. But, don't get in the habit of sitting in one place too long.
Your primary goal is to hit an opponent hard and fast, make him piss his pants, and then disappear. Even if you don't get the kill, you want the other team sweating out where you are going next.
Another important thing to bear in mind is that this is a very greedy build. Make sure you practice when to run your ganks, and when to farm. You will probably spend many games racking up more assists than kills. Remember, its the team that counts. While this is not designed as a jungling build, you should be able to score some quick gold in idle moments by whacking off a few mobs.
This isn't just a tactic about dealing damage though. If you do this well, you will keep your opponent's off balance, creating a psychological advantage allowing your team to dictate the pace of the game.
When breaking a turret, you can position yourself to auto-attack the turret while spamming Q to keep approaching minions distracted.
Spirit of Dread
Lastly, this is the skill you want to be setting up with Ghost, Youmuu's Ghostblade and Shurelya's Reverie in order to charge in and score a huge hit from across the map.
Onslaught of Shadows
Its fear effect can be used to winnow a champion away from his turret or teammates. It can force opponents away from a fleeing ally. In big team fights, it can stun/split up the opposing team, allowing your team to pick people off one at a time. It even offers you a means of escaping a bad gank if you get in a little to deep.
The runes for Hecarim are pretty standard across builds.
Greater Quintessence of Movement Speed - 3
Greater Mark of Desolation - 9
Greater Glyph of Scaling Magic Resist - 9
Greater Seal of Defense - 9
Of all the runes, Quints are the only ones offering you move-speed. As such, this slot is mostly indispensable.
You might consider using AP or Cooldown oriented runes for your Marks, Glyphs, and Seals. However, armor, resist, and penetration really shine throughout the game -- especially when you are still establishing your greed items.
Considering that you really try to do everything while moving, I wanted to emphasize your damage dealing potential without having to stop to auto-attack. This basically translate into playing an Ability Power heavy Style. Since you also don't plan on spending a lot of time in one place, there is some added damage in there to really emphasize making that immediate impact before moving away. Also I pushed utility points into extra gold in order to compensate for the fact that you tend not to sustain a lane for very long. The six points in defense I find to be the bare minimum for survivability, especially in the early game.
Demolitionist is a somewhat controversial pick, but I find it useful simply because it give you the ability to move into a lane long enough to help your team tear down a tower faster than expected, restricting your opponent's mobility and keeping them off balance. It is not a hard and fast choice though.
If you don't like it, consider the following options:
Runic Affinity : very useful if you are jungling part of the time.
Summoner's Wrath : Allows you to use Ghost and Ignite to extra effect.
And... it only gets better when you start adding in Youmuu's Ghostblade and Shurelya's Reverie
Your opening should be Boots of Speed and 3x Health Potion.
Once your 3 pots are used up you should be able to start sustaining yourself with liberal use of Spirit of Dread while in lane.
Greed is good...
Each of these items gives you a small but noticeable benefit, while allowing you to afford more expensive items later, with less lane time.
Try to time your first three trips back at about 800 gold so you can pick up your greed items as quickly as possible. Remember the longer you have them the more they do for you. As a bonus, each trip back to pick one up makes the next trip shorter.
I prefer the raw benefits of speed, but if you are running into trouble down lane, consider using Mercury's Treads or Ninja Tabi instead. If you are having a lot of success with your mobility and find yourself moving behind combat lines more often, seriously consider Boots of Mobility.
While I said this is a hit-and-run style build, sometimes you are going to just have to auto-attack. This makes Phantom Dancer best in class when it comes to mobility related items. It helps that you can build Zeal first for some of the effect before finishing the full item. Still... depending on your needs you might want to audible to Lich Bane
At this point, you need to stop and consider your next step. I have intentionally left one slot open in this build order for the vanity/necessity item of your choice. It is important to realize that once you start converting your greed items into the final product, future purchase start coming less frequently.
However, sometimes you want to leave that slot open until the end, just so you can take intermediate steps in converting the full greed item.
I tend to start itching to do more damage at this point in the game. Also, you have more mana, so spamming abilities with the cooldown on Ghostblade is nice. So is the speed buff when activated.
If you haven't pissed someone off by now, you probably will. Use protection!
*Also consider making this conversion early if you start encountering resistance to your hit and run tactics.
Philosopher's Stone -into- Shurelya's Reverie
All around good stuff that you can share with your teammates. as with Ghostblade, being able to bust the active with Devastating Charge is pretty awesome.
As a side note I will leave you with an important alternate to consider.
Once you get comfortable with Hecarim, consider trying to add Tear of the Goddess as early as you can if you think you will be going out for long sustains. Even if you don't complete Archangel's Staff until late, the extra mana you generate between trips can be invaluable.
First of all, thank you for taking the time to read my guide. Please comment if you have any suggestions to offer. I must be honest and say that I am still a little fresh to League of Legends, but constructive criticism never hurts anyone.
I would also like to give special credit and thanks to jhoijhoi. For her excellent guide to writing a guide, which can be found here.